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  #1301    
Old October 18th, 2016 (2:34 PM).
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juliorain juliorain is offline
 
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Quote:
Originally Posted by MattII View Post
Can't see either of them.
Quote:
Originally Posted by Vendily View Post
You embedded the wrong links, you need to use the link from the pop-up from the download button.
Spoiler:

Oh! whoops! Updated the main file on my devaintart page. Here they are:

Spoiler:

Olympian City:

Seabreeze City:

Olympian Forest:
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  #1302    
Old November 12th, 2016 (8:09 PM). Edited November 12th, 2016 by Lucariodood.
Lucariodood Lucariodood is offline
 
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Heyo, recently I've started mapping but I've never really got very far with my maps.
This is one of the first ones I've completed. Since this is one of my first maps I would love some constructive-criticism on it so I can improve on my mapping abilities.
If you like the map and would like someone to map for your game feel free to message me. :)
Spoiler:

Thanks! :D (Also I don't know how to get pictures to work so just right click on the thingy inside the spoilers and click open in new tab. :)
  #1303    
Old November 13th, 2016 (1:55 AM).
MattII MattII is offline
 
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Quote:
Originally Posted by Lucariodood View Post
Heyo, recently I've started mapping but I've never really got very far with my maps.
This is one of the first ones I've completed. Since this is one of my first maps I would love some constructive-criticism on it so I can improve on my mapping abilities.
If you like the map and would like someone to map for your game feel free to message me.
Spoiler:

Thanks! :D (Also I don't know how to get pictures to work so just right click on the thingy inside the spoilers and click open in new tab.
There isn't anything in there, or not as far as my browser can tell.
  #1304    
Old November 13th, 2016 (8:25 PM). Edited November 13th, 2016 by Blazing Inferno.
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Blazing Inferno Blazing Inferno is offline
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Quote:
Originally Posted by Lucariodood View Post
Heyo, recently I've started mapping but I've never really got very far with my maps.
This is one of the first ones I've completed. Since this is one of my first maps I would love some constructive-criticism on it so I can improve on my mapping abilities.
If you like the map and would like someone to map for your game feel free to message me.
Spoiler:

Thanks! :D (Also I don't know how to get pictures to work so just right click on the thingy inside the spoilers and click open in new tab.
My only nitpick with it is that though I really like the different variations of trees, you have them in straight lines. Mainly visible (though wouldn't be in game) at the bottom of the map. Having them in those straight lines like that looks weird. Otherwise, I do really like the map. Its flow is great and a very good use of space.

Also, for displaying the image you want to right click the image and copy image address. Using the address bar doesn't work, though depending on the site I could be wrong. Anyway, all you were missing was the ".png" after the link. I put the example below, and also fixed your image in my post.
HTML Code:
[IMG]https://gyazo.com/c43e97899980eb8a717becce236f0fff.png[/IMG]
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  #1305    
Old November 14th, 2016 (3:48 PM).
Lucariodood Lucariodood is offline
 
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Quote:
Originally Posted by Blazing Inferno View Post
My only nitpick with it is that though I really like the different variations of trees, you have them in straight lines. Mainly visible (though wouldn't be in game) at the bottom of the map. Having them in those straight lines like that looks weird. Otherwise, I do really like the map. Its flow is great and a very good use of space.

Also, for displaying the image you want to right click the image and copy image address. Using the address bar doesn't work, though depending on the site I could be wrong. Anyway, all you were missing was the ".png" after the link. I put the example below, and also fixed your image in my post.
HTML Code:
[IMG]https://gyazo.com/c43e97899980eb8a717becce236f0fff.png[/IMG]
Heyo, thanks for your insight on the map. I only started mapping a couple weeks ago. Anyway I felt it was a tad to big for a first town and didn't work well on a small window. So I made a second version. Opinions on this one? (I'm currently recolouring some of those trees to add in)
  #1306    
Old November 14th, 2016 (5:35 PM).
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Blazing Inferno Blazing Inferno is offline
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Quote:
Originally Posted by Lucariodood View Post
Heyo, thanks for your insight on the map. I only started mapping a couple weeks ago. Anyway I felt it was a tad to big for a first town and didn't work well on a small window. So I made a second version. Opinions on this one? (I'm currently recolouring some of those trees to add in)
Still looking awesome! A couple of tile errors (no shadow under left house, and water edge under top left bridge should be a straight line), to which you my have already noticed. Didn't notice them too much in the previous one since it matched better, but maybe you could tone down the amount of rocks in the water. Just seems like there are too many for the space, just my opinion on that.
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  #1307    
Old November 14th, 2016 (5:51 PM).
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Derxwna Kapsyla Derxwna Kapsyla is offline
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A new map? From Derxwna? Surely you jest!
Let's skip the formalities and go straight to the map and description:
Spoiler:

The Lake of Rage is well known for the Red Gyarados Incident almost 7 years past. Though there hasn’t been anything of that scale since then, the wild Gyarados can occasionally be seen engaging in a brawl within the lake. This makes it an extremely popular tourist spot for people all across the world.

In Faith & Prayer Version, the Lake of Rage is where players will visit to retrieve the temporary Mahogany Town Gym Leader, Glacia of Hoenn Elite 4 fame. Why is she the temporary Mahogany Town Gym Leader, and why is she visiting the Lake of Rage. Nothing too extraordinary, but you’ll have to play Demo 7 to find out!

I built the Lake of Rage for F&P based off the gen 4 design, however I decided to stylize it differently. I didn't like the N/S downward stairs because they always looked odd in the Gen 3 environment. I also changed the trees up a bit to reflect a slight design change. The house at the top is also always accessible now. I think the map turned out alright! Much better than my old draft, that's for sure.
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  #1308    
Old November 18th, 2016 (11:53 AM).
TheCliffStudios TheCliffStudios is offline
 
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This is the starting town of my new fangame, it's just a mockup i really want to get some feedback on my maps before i finalise them.
  #1309    
Old November 20th, 2016 (8:45 AM).
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Aether Storm Aether Storm is offline
 
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Haven't posted a map in a while, but here's a very, very small little cave area I put together, mainly just to test tiles. Not sure about the borders or the rocks on the borders - personally I feel they add some extra depth and interest, but I suppose they're not necessary. The entrance / exit I'm not totally happy with either, but I'm not entirely sure how I'd change it.



Does everything look alright here? Should probably point out that the single wall at the bottom is intentional, it looked far better than stacking them like the top and side ones. Any feedback would be appreciated!


- - - - - - - -
Quote:
Originally Posted by TheCliffStudios View Post
This is the starting town of my new fangame, it's just a mockup i really want to get some feedback on my maps before i finalise them.
It's a pretty nice map - my only real criticism would be that it's probably too big, meaning there's a lot of empty space. There's lots of long paths and open areas that aren't 100% necessary, and would slow down gameplay and serve no real purpose. Maybe condense it a little? The same layout would be totally possible, just smaller and closer together.
  #1310    
Old November 27th, 2016 (2:25 AM). Edited November 27th, 2016 by mej71.
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M3rein M3rein is online now
 
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Hey @TheCliffStudios, I'd rate your starting town an 8/10. I think the town is a little bit too straight. The hills are straight lines (which could indeed be human-made), but I think it looks a little bit boring. Then the lantern placement looks a little odd in my opinion. The sand path looks a bit lame too, you should either make it a real path and connect it to the main gravel path, or remove a bit. Besides that, I think it's a pretty original design for a map.

Remember that this is all my opinion and what I would rate the map.

By the way, I'll be posting some of my own maps once I finish my tileset. The one I've been using needs refreshing.

Quote:
Originally Posted by Aether Storm View Post
Does everything look alright here? Should probably point out that the single wall at the bottom is intentional, it looked far better than stacking them like the top and side ones. Any feedback would be appreciated!
I like it! The quality is fine and the edge of the rocks makes it look better. But when you make a cave, I recommend that the player is never able to see any black, so it makes it kind of useless. For the entrance, I'd leave it as is. It's clear for the player to see where the exit is and it's looking good.
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  #1311    
Old December 24th, 2016 (10:41 AM).
noomnam noomnam is offline
 
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Wakey wakey, here's a route I makey:

Spoiler:


My project corrupted or something, this one map was unaffected (carried it over to the new project) but the towns and interiors did not survive. I must rebuild them and make them stronger than ever
  #1312    
Old December 24th, 2016 (11:21 AM).
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TBM_Christopher TBM_Christopher is offline
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Quote:
Originally Posted by noomnam View Post
Wakey wakey, here's a route I makey:

Spoiler:


My project corrupted or something, this one map was unaffected (carried it over to the new project) but the towns and interiors did not survive. I must rebuild them and make them stronger than ever
Biggest concern I'd have with that map is that you don't really have a good gauge of depth - In particular, the trees are taller than a single cliff face, but you've got a bridge going over them from a 1-high ledge.
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  #1313    
Old December 24th, 2016 (11:34 AM). Edited December 24th, 2016 by noomnam.
noomnam noomnam is offline
 
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Quote:
Originally Posted by TBM_Christopher View Post
Biggest concern I'd have with that map is that you don't really have a good gauge of depth - In particular, the trees are taller than a single cliff face, but you've got a bridge going over them from a 1-high ledge.
Dang it, didn't even realize

Thanks for the pointer, I shall be mending this ugly mistake soon
edit: mended ugly mistake
Spoiler:
  #1314    
Old December 24th, 2016 (5:08 PM).
MattII MattII is offline
 
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Quote:
Originally Posted by noomnam View Post
edit: mended ugly mistake
Spoiler:
Well the ledge around the path at the top is entirely redundant, as is that big U-shaped section a bit lower down. Really, ledges should be as short as practical and have as few corners as practical to restrict your movement or force you to walk through some patch of grass. Other than that, pretty good, although the map is a little overlarge, and those cutable trees to the far left now seem redundant.
  #1315    
Old December 26th, 2016 (10:30 AM).
Rickvs Rickvs is offline
 
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Urgh... how I wish I'd discovered this thread much sooner. I could use some critique on some of my maps.
The region in my game is relatively small and is almost entirely surrounded by a steep cliffside, hence why most maps share similar traits (rocky edges around the maps, many trees, etc.)
Spoiler:






I've mainly used Fire Red and Leaf Green as points of reference (since I've mostly kept to the default Essentials tileset which is 99% from those games) and always told myself that as long as I include more detail in my maps than there was in those GBA games, I'm doing a decent job.

But recently I realized those games weren't focused on detail. They were focused on translating the original Red and Blue as literally as possible, including their lack of detail due to their technical limitations.
So I looked up the Hoenn worldmap from Ruby and Sapphire. Glanced at a few maps from those games. And my god, some locations look absolutely beautiful.
It's obviously too late now to transform my entire game's region into a similar tropical resort kind of region nor do I intend to, but I definitely want to introduce some more detail in a few of my least favorite maps:

Spoiler:






Any tips on how to improve them? Perhaps a few ways to introduce a little more "uniqueness" to both locations so they don't feel like "yet another template town"?
  #1316    
Old December 27th, 2016 (6:39 PM).
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Loreena Loreena is offline
 
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Spoiler:

For the german browsergame Crystal Stadt. A friend of mine did the surfer part.

Spoiler:

Clickevent.

Spoiler:



Stuff for mapping competitions - 2014 & 2016
  #1317    
Old December 28th, 2016 (5:35 PM).
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Quote:
Originally Posted by Rickvs View Post
Any tips on how to improve them? Perhaps a few ways to introduce a little more "uniqueness" to both locations so they don't feel like "yet another template town"?
I'd recommend using more different kinds of trees, for example adding the smaller ones. Then I'd give decorations such as flowers, dustbins, banks etc. a try.
  #1318    
Old December 28th, 2016 (7:46 PM).
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Derxwna Kapsyla Derxwna Kapsyla is offline
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This is a map from a friend's project I'm working on. It's a hot spring that has a waterfall which leads into an inner volcano. I might change the water from the waterfall to traditional surf water, just so it feels like there's a distinction between the hot spring and the surfing segment.
Spoiler:
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  #1319    
Old January 2nd, 2017 (4:57 PM).
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Hyrine008 Hyrine008 is offline
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This is the first draft of my first map for an upcoming fangame I started making recently. It is a small part of a rundown city. I'm still working on it but all critiques are appreciated. :D I'm using FRLG tilesets with some recolored/ custom tilesets but I'm still very much so working on those also. (I'm spriting all these myself while developing the game)
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