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  #51    
Old June 13th, 2017 (5:30 PM).
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LeinadWorks LeinadWorks is offline
     
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    Quote:
    Originally Posted by Ray Maverick View Post
    the map seems a bit too open with nothing much going on in it. I suggest keeping in mind the player's view when mapping. player's view is somewhat limited (5 tiles up/down, 7 left/right), so if he ends up seeing not much at times, he may get bored. at least I know I do

    Putting everything in this map (the mountain walls, the houses) a bit closer to each other might help with that.

    The two items at the bottom seem a bit too easy too obtain

    otherwise good map


    here's my map:

    you can jump from rock to rock
    credits: Peekychew (for castle and other tiles + inspiration from his map), WaH, ~Trebuh~, Phyromatical, WesleyFG, Zein, Zeikaro, Zeo, Alistair, Kyledove
    Those maps are beautiful, great work.
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      #52    
    Old 4 Weeks Ago (2:32 PM).
    RanaldRoo RanaldRoo is offline
       
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      Review of TypicalJalapeno's Snow Map:

      Spoiler:

      + I like how you've used snowy building tiles to match the style of the map.
      + I like how you've interspersed the two types of trees; it makes the map look more natural.
      - Seems quite empty, very large spaces between buildings making the map slow to traverse for no reason.
      - I assume the map will have connections at the bottom and left, if not, you'll have trouble with the border blocks.
      - The town are could use a few more unique tiles so it doesn't look so empty and plain.

      Would give the map a 3.5/10 but it wouldn't take too much work to greatly improve it.


      My map:

      Just something I whipped up combining tiles by WesleyFG, nsora_96 and iRoCkNiKeZ's Unamed ROM Base V2 plus a few I added or tweaked myself.

      Spoiler:


      Not using this map in a hack - just made it to see how the tiles interface with eachother and how the tiles look in a game setting. What do you guys think of the tiles and the map? Any criticism greatly appreciated. Looking to start a hack with these tiles in the near future.
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        #53    
      Old 4 Weeks Ago (1:47 PM). Edited 4 Weeks Ago by Ray Maverick.
      Ray Maverick's Avatar
      Ray Maverick Ray Maverick is online now
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      Quote:
      Originally Posted by RanaldRoo View Post
      Review of TypicalJalapeno's Snow Map:

      My map:

      Just something I whipped up combining tiles by WesleyFG, nsora_96 and iRoCkNiKeZ's Unamed ROM Base V2 plus a few I added or tweaked myself.

      Spoiler:


      Not using this map in a hack - just made it to see how the tiles interface with eachother and how the tiles look in a game setting. What do you guys think of the tiles and the map? Any criticism greatly appreciated. Looking to start a hack with these tiles in the near future.
      Map:
      Map looks good, though is it a town or is it a route? Usually, you see houses in towns and grass in routes. Unless you're mixing those up, which is cool in that case too.

      What I have to say is mostly technical: beware of your borders. On the top left, if you walk left from the house, you can see outside the map, which should look like your border tile, unless you have connected another map to the left to continue the pattern of trees. Same goes for the pond - if the player surfs on it, he can see beyond the mountains on the right side.

      A good idea would be to let the map breathe a little by putting a bit of plain grass between things... in my opinion. But I like your style in general. Your map looks fresh!

      Tiles:
      not bad choice of tiles, however are some of these free to use? I don't know if Wesley made his trees public. Also, I see two kinds of mountain tiles. I'm not too fond of that, as they're too dissimilar in style. It could work if they had a similar palette and pattern.

      The berries on the trees are unfitting too, since their very hard outline draws the eye from the tree to the berry - they stand out way too much.



      Here's my latest map, the Cave Shipwreck:


      a few notes:
      *You can jump from rock to rock
      *You can Dive into the abyss
      *You need Surf to explore the shipwreck
      *While Surfing on the transparent water, you can only find wild battles while passing over the underwater grass (water Pokemon are waiting for you to Surf over them I guess)
      *This map is located towards the end of the dungeon, so if there's not much grass getting in your way, it's on purpose

      I can't remember to whom the shipwreck & other tiles belong, so I'll post the entire list of credits I have for my project so far (I think everyone involved in this map should be properly credited this way):
      Spoiler:
      Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh


      special thanks to Phyromatical for the idea for the map, which I got from his Beach Grotto map
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        #54    
      Old 3 Weeks Ago (10:43 AM).
      NoMoreStars's Avatar
      NoMoreStars NoMoreStars is online now
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        Spoiler:
        Quote:
        Originally Posted by Ray Maverick View Post

        Here's my latest map, the Cave Shipwreck:


        a few notes:
        *You can jump from rock to rock
        *You can Dive into the abyss
        *You need Surf to explore the shipwreck
        *While Surfing on the transparent water, you can only find wild battles while passing over the underwater grass (water Pokemon are waiting for you to Surf over them I guess)
        *This map is located towards the end of the dungeon, so if there's not much grass getting in your way, it's on purpose

        I can't remember to whom the shipwreck & other tiles belong, so I'll post the entire list of credits I have for my project so far (I think everyone involved in this map should be properly credited this way):
        Spoiler:
        Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh


        special thanks to Phyromatical for the idea for the map, which I got from his Beach Grotto map


        I'm pretty much exclusively going off of aesthetics, just to be clear. Looks gorgeous and I love what's going on with the water layers! Although, this is just nitpicking, but it's kinda hard to tell that this is in a cave. I can tell you tried to give it that impression with the dark borders on the rock walls, but I wouldn't have been able to tell it was a cave unless you told me. Maybe darken it up a bit if possible? Unless you plan on using a darkened effect in whatever engine you use.

        Anyways, here's my map titled Draconid Village for a hypothetical Emerald Sequel. This was just made for fun and I would prefer if it was judged purely off of aesthetic alone since this will never be a fan game or hack due to a lack of time and skill. Just a fun art project is all!

        Spoiler:


        I almost exclusively used original tiles from Emerald, the only exception being the Sootopolis City buildings that I recolored a bit myself, as well as some diagonal stairs, again, made by me. I don't think they turned out too horribly? Anyway, the darkened space at the bottom of the map is supposed to be an entrance/exit to Meteor Falls, and the cave at the bottom of the crater is an entrance to a small dungeon.

        Emerald outdoor tileset ripped by Heartlessdragoon on Spriters Resource.
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          #55    
        Old 3 Weeks Ago (3:07 PM). Edited 3 Weeks Ago by RanaldRoo.
        RanaldRoo RanaldRoo is offline
           
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          Review of NoMoreStars' 'Draconid Village' Map:

          Spoiler:

          + I like the tree tiles used towards the middle of the map.
          + I like how the spiral shape of the path through the village, nice flow.
          + Reminds me of Sootopolis City how its surrounded my rocky hills on all sides.

          - Looks a little bit cramped because of the one block wide gaps like the stairs at the top end of the map.
          - Don't think the buildings go together well with the grass - that might just be me. Feel like they'd look better on rocks or sand.
          - Could use a little more tile variety, maybe something to break up the colour of the rocky area.

          Think you should have a go making a ROM Hack with it if you ever find the time. You can throw together something playable with Advance Map, paint, XSE/PKSV-UI and an emulator.


          My as of yet Unnamed Starting Town:

          Spoiler:

          Tried to sort of surround the houses with the natural environment to create a small and forgotten little town/village. The idea is that later in the game you'll come back and go up the waterfall to access a new area.



          Tile Credits to: WesleyFG (sand, house design, trees, wooden fences), iRoCkNiKeZ's Unamed ROM Base V2 (rocks, water), GameFreak (classic waterfall tiles)

          Looking for general feedback/criticism. Some of the things I was thinking about were:
          + Removing the top row or two of tiles to make the map slightly shorter reducing the walk out of the town/village as the player may not have running shoes.
          + Adding flowers to the cliffs at the bottom of the map to add a bit more colour and variety.
          + Changing the classic waterfall tiles for something a bit nicer.
          Do you think these changes would be beneficial? Rating out of 10?

          Update:
          I made a couple of the above changes (no changed the waterfall though) and here's how it looks now.



          Improvement?
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            #56    
          Old 2 Weeks Ago (6:51 AM).
          pokemonequality pokemonequality is offline
             
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            Quote:
            Originally Posted by blockmaster3 View Post
            Wow! Nothing bad about the map at all! Looks great! I like all the different paths you can take, through the caves, and the scenery looks good! At the moment, I can't think of any constructive criticsm to give you! There is a lot of things going on in the route, it looks like, but you have organized the route in a nice way, I think. Keep up the good work!

            I would like to share a screenshot of a 250 by 250 route I created. It is a huge open world style route, with influences from the Legend of Zelda series. Any way I could do this without splicing together smaller images of the map? As 1/4 zoom isn't enough in rpg maker to take screen. Thanks.

            I attached a preview image of a portion of my route for now :D. What do you think? I am a beginner mapper, and I haven't done a big polish up of the whole route yet, so thats why you may see a few tile errors right now. Thanks
            The map looks pretty neat, although, in the south, instead of flowers you might use fences so it would get more of a maze kinda effect! The top east part of the map looks pretty bland, maybe add some more things there, otherwise it might look to empty in game

            Here are some of my maps, the second one is Route 01 and the first one is the starter Town of the game!
            Attached Images
            File Type: png Subree Town.png‎ (295.3 KB, 24 views) (Save to Dropbox)
            File Type: png ScreenHunter 02.png‎ (321.8 KB, 20 views) (Save to Dropbox)
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              #57    
            Old 1 Week Ago (5:37 PM).
            Fayt_darkblade's Avatar
            Fayt_darkblade Fayt_darkblade is offline
               
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                #58    
              Old 6 Days Ago (11:04 AM). Edited 6 Days Ago by haimon_99.
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              haimon_99 haimon_99 is offline
                 
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                Quote:
                Originally Posted by Fayt_darkblade View Post
                Spoiler:
                Its just a basic small route,not bad at all.

                I made two versions of a city. Tell me what you think about it.

                Spoiler:





                Tiles credits:
                Pokemon Company, Zetavarez852,LotusKing.
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                  #59    
                Old 6 Days Ago (11:26 AM).
                Fayt_darkblade's Avatar
                Fayt_darkblade Fayt_darkblade is offline
                   
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                  Its a good start, I feel its a bit too squared in. Don't get me wrong cities like Saffron are also squared in but the buildings feel a bit too uniform. Maybe put the Pokemon Center in the middle? Also I think I prefer the second one just cause the stairs seem a bit off.
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                    #60    
                  Old 5 Days Ago (12:13 PM). Edited 5 Days Ago by Ray Maverick.
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                  Ray Maverick Ray Maverick is online now
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                  Quote:
                  Originally Posted by Fayt_darkblade View Post
                  Aesthetically, it doesn't look half bad, however I have to comment on some oddities and gameplay concerns that I have:

                  gameplay wise, you can get through this map by just walking in an upwards line for a few seconds. I don't see any grass that would maybe force you to change direction... maybe having some trainers lurk around the path that leads north would make this more fun to wade through.

                  Forcing the player change direction every once in a while should make the map more enjoyable to play through

                  Does this map have a connection to the right? You can surf to the east of this map by sticking close to the ground wall. Was this intentional? If there's nothing to the east of this map, you will have border problems in game in the surfing area close to the mountain walls.

                  The ground wall near you after you leave the pier shows a squarish ground tile as background - this is easily fixable with the Block Editor in a-map if you're using that

                  If you want to be 100% in line with Nintendo style of mapping, you have to do the tree-to-tree shading correctly, everywhere. Below is a pic where you have used the right tile (blue line) and where you have used the wrong tile (red line)

                  Spoiler:



                  Here's my map:


                  hack of emerald

                  is there a secret under that bridge?! I'll never tell

                  I wanted to add shadows under the large trees on the pavement but I literally run out of both tileset and blockset space, there's just not a single tile to use there

                  the roads of this city are made to be travelled with the Mach Bike (so they're intentionally long-winded)

                  Credits: Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh
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                    #61    
                  Old 5 Days Ago (1:55 PM).
                  Fayt_darkblade's Avatar
                  Fayt_darkblade Fayt_darkblade is offline
                     
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                    [QUOTE=Ray Maverick;9711840]Aesthetically, it doesn't look half bad, however I have to comment on some oddities and gameplay concerns that I have:

                    gameplay wise, you can get through this map by just walking in an upwards line for a few seconds. I don't see any grass that would maybe force you to change direction... maybe having some trainers lurk around the path that leads north would make this more fun to wade through.

                    Forcing the player change direction every once in a while should make the map more enjoyable to play through

                    Does this map have a connection to the right? You can surf to the east of this map by sticking close to the ground wall. Was this intentional? If there's nothing to the east of this map, you will have border problems in game in the surfing area close to the mountain walls.

                    The ground wall near you after you leave the pier shows a squarish ground tile as background - this is easily fixable with the Block Editor in a-map if you're using that

                    If you want to be 100% in line with Nintendo style of mapping, you have to do the tree-to-tree shading correctly, everywhere. Below is a pic where you have used the right tile (blue line) and where you have used the wrong tile (red line)

                    Spoiler:


                    Thanks for the comment c: I see what you mean I made this map purely as an opening sequence to my world so the road leads into a campsite where one meets the Professor. Which is why there's no trainers or grass c:
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                      #62    
                    Old 5 Days Ago (1:56 PM). Edited 5 Days Ago by Fayt_darkblade.
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                    Fayt_darkblade Fayt_darkblade is offline
                       
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                      Quote:
                      Originally Posted by Ray Maverick View Post
                      Aesthetically, it doesn't look half bad, however I have to comment on some oddities and gameplay concerns that I have:

                      gameplay wise, you can get through this map by just walking in an upwards line for a few seconds. I don't see any grass that would maybe force you to change direction... maybe having some trainers lurk around the path that leads north would make this more fun to wade through.

                      Forcing the player change direction every once in a while should make the map more enjoyable to play through

                      Does this map have a connection to the right? You can surf to the east of this map by sticking close to the ground wall. Was this intentional? If there's nothing to the east of this map, you will have border problems in game in the surfing area close to the mountain walls.

                      The ground wall near you after you leave the pier shows a squarish ground tile as background - this is easily fixable with the Block Editor in a-map if you're using that

                      If you want to be 100% in line with Nintendo style of mapping, you have to do the tree-to-tree shading correctly, everywhere. Below is a pic where you have used the right tile (blue line) and where you have used the wrong tile (red line)

                      Spoiler:



                      Here's my map:


                      hack of emerald

                      is there a secret under that bridge?! I'll never tell

                      I wanted to add shadows under the large trees on the pavement but I literally run out of both tileset and blockset space, there's just not a single tile to use there

                      the roads of this city are made to be travelled with the Mach Bike (so they're intentionally long-winded)

                      Credits: Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh
                      I see what you mean O: thank you Ray and the reason for the upward direction is because this map is the opening map of my game that leads into the camp where you meet the professor c: I can add some fruit trees though c:

                      Oh I should add this. I like your map Ray : D its very eye catching. Also its probably a good idea you didn't add the shadows this is a fairly large map and added effects like shadows can actually slow down the game because the map is already so large. I also really like that your map doesn't feel boxy and as you stated with my map has twists and turns and doesn't feel so straight forward c: it actually makes me want to add a side road to mine o:

                      Its largeness is also its downfall cause going from one end to the other can make it a bit hard for the player if they don't have a mach bike. Maybe add a tunnel? Otherwise very nice map!
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