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  #1    
Old January 5th, 2017 (9:02 PM).
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Post your maps here to show them off and have them reviewed! If you're posting a map, please try to at least review the map posted above you.
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  #2    
Old January 6th, 2017 (12:12 AM).
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wow, it's been a couple of years since I posted in one of these threads haha. glad I got first post here.

Extending+revamping an old forest map for my fangame. I haven't been doing much mapping lately so any tips would be appreciated! :D
Game: Pokémon Shadowstone
Made with: RMXP
Credits: Kyledove, Magiscarf, Red-eX
pretty big image so gonna direct link instead of spoilering:
http://i.imgur.com/eNjorS4.png

player goes right to left btw
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Old January 6th, 2017 (12:33 AM).
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wow, it's been a couple of years since I posted in one of these threads haha. glad I got first post here.

Extending+revamping an old forest map for my fangame. I haven't been doing much mapping lately so any tips would be appreciated! :D
Game: Pokémon Shadowstone
Made with: RMXP
Credits: Kyledove, Magiscarf, Red-eX
pretty big image so gonna direct link instead of spoilering:
http://i.imgur.com/eNjorS4.png

player goes right to left btw

The map seems good..
just try to reduce the gathering of mushroom from the right side of the map and add more flowers to the left side of the map,
It would look even better then
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Old January 6th, 2017 (5:14 PM).
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Originally Posted by Rainbow View Post
wow, it's been a couple of years since I posted in one of these threads haha. glad I got first post here.

Extending+revamping an old forest map for my fangame. I haven't been doing much mapping lately so any tips would be appreciated! :D
Game: Pokémon Shadowstone
Made with: RMXP
Credits: Kyledove, Magiscarf, Red-eX
pretty big image so gonna direct link instead of spoilering:
http://i.imgur.com/eNjorS4.png

player goes right to left btw
New year, new mapping thread, huh?
I hesitate to critique this map, because without some help from you my mapping might still be ugly as all get out.
Fortunately, this map is pretty much perfect. It's simple, spacious, and large. I see a point of interest too, and it reminds me of Ilex Forest and Celebi (a point in my book), yet also evokes a simple early-game route. The ledges are logically placed as well; not allowing the player to skip all the grass, but also providing more convenient travel downwards as well.
My only suggestion would be to add more color. Can one encounter mushroom Pokemon in the mushroom patches?

I will be showcasing one of my own maps. I've run this from start to finish on /heg/ but I wanted to get more opinions.
Game: Kanto Roads (Working Title)
Made with: Advance Map 1.92
Name: Pewter City
Notes: A simplistic re-imagining of Pewter City with heightened, mountainous elevation. There may be shading errors. Pretty big map, so outside link:
http://i.imgur.com/wtW6aLu.jpg
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  #5    
Old January 6th, 2017 (6:14 PM). Edited January 6th, 2017 by Trev.
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Originally Posted by FSBS View Post
Game: Kanto Roads (Working Title)
Made with: Advance Map 1.92
Name: Pewter City
Notes: A simplistic re-imagining of Pewter City with heightened, mountainous elevation. There may be shading errors. Pretty big map, so outside link:
http://i.imgur.com/wtW6aLu.jpg
Ooooh, I like this. I like this a lot. I love how you used the trees to separate things in addition to the rocks. I really like how you redid the garden, and that mini-forest with the house looks kind of interesting. I'm usually not a fan of having tall grass in a city but it works here, imo. I also love what you did with Brock's Gym. My only real critique is that you used small trees to fill a lot of space that would honestly look better empty. You could probably also add some more small rocks to break up the tree monotony.

---

Spoiler:


Game: Pokemon RedChal
Name: Route 1
Made With: AdvanceMap 1.92
Notes: My goal was trying to keep the route a bit more open and more functional while still looking stylish. The fence serves as a semi-natural barrier to the grass, but I leave several openings on purpose to open up the space and give the character some travelling options. The ledges allow for easy jumping back into the grass. I left events in to show how the tiny spots off the path are used. The goal with the path was to fill the space naturally and provide clear, easy progression.
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  #6    
Old January 6th, 2017 (7:49 PM).
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Quote:
Originally Posted by FSBS View Post
Game: Kanto Roads (Working Title)
Made with: Advance Map 1.92
Name: Pewter City
Notes: A simplistic re-imagining of Pewter City with heightened, mountainous elevation. There may be shading errors. Pretty big map, so outside link:
http://i.imgur.com/wtW6aLu.jpg
Yo, that map is. Really good. That's a really impressive redesign of Pewter City. It feels like it could stand to be a little less square in regards to the tree line and cliff line in the southwest, and there is one small tiling issue

The fence doesn't properly close off (Compare it to the edge fences on the other side), and the stair there doesn't use the proper tile for the left-most stair (compare to other stairs on the map). But like, aside from those, this map is really well done.

---

Here's one of my maps, to kick off the new thread.

Game: Touhoumon Fantasy
Name: Underground Road - Side Path
Made with: RPG Maker XP
https://i.imgur.com/YCtXtAB.png
The path is supposed to lead to a Legendary Puppet, and the instructions I were given were: "All Legendaries are to be gatelocked behind Waterfall. This one appears in the Underground Road. Go nuts!", so I did just that.
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  #7    
Old January 14th, 2017 (12:04 PM). Edited January 14th, 2017 by Spherical Ice.
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Old January 14th, 2017 (12:38 PM).
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*snip*
It looks okay, I guess. It's passable - it'll work in game, but there isn't anything really special about it. Feels pretty generic. I will say, it's not bad - far from it.

It looks like you mixed Gen styles in there - and I'm not fond of that - but I think it could work with the re-colored grass.

Overall, it's pretty good.
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  #9    
Old January 14th, 2017 (1:05 PM). Edited January 14th, 2017 by Spherical Ice.
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  #10    
Old January 14th, 2017 (1:40 PM).
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*snip x2*
Now that one I like quite a bit. Aside from the Gen Mixing I mentioned, I don't have any problem with it.
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Old January 14th, 2017 (2:23 PM).
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Quote:
Originally Posted by Trev View Post
Spoiler:


Game: Pokemon RedChal
Name: Route 1
Made With: AdvanceMap 1.92
Notes: My goal was trying to keep the route a bit more open and more functional while still looking stylish. The fence serves as a semi-natural barrier to the grass, but I leave several openings on purpose to open up the space and give the character some travelling options. The ledges allow for easy jumping back into the grass. I left events in to show how the tiny spots off the path are used. The goal with the path was to fill the space naturally and provide clear, easy progression.
I love routes where grinding is optional, but I don't really get the "the ledges allow for easy jumping back into the grass". I don't think they are really needed in this map, unless there are events the player shouldn't avoid. Ledges are usually used for shortening paths or/and providing a path without grass (usually following the opposite direction).
But it still looks good! the fences are a bit random (i suggest few long continuous paths instead of a bunch of short ones) but it feels nice anyway. The path placing is great!
Oh, the flowers. While I also love animated tiles (and throwing flowers everywhere), I think they should be grouped into flower fields/corners, instead of being randomly placed.
I overall like it, it's simple and feels smooth.
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Old January 14th, 2017 (3:59 PM).
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Edges of the beach aren't great, any ideas to fix them would be appreciated
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  #13    
Old January 17th, 2017 (1:20 AM).
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Name: Cotebbin City
Spoiler:
Edges of the beach aren't great, any ideas to fix them would be appreciated
That super oversaturated grass tile ruins the whole map for me to be honest. It's not that bad a map, but the grass makes the whole thing look bad. I'd lower the saturation, a lot. It shouldn't be too hard to make the beach look nicer, just smooth out the edges of the sand a bit. I also think the custom white building clashes a lot with the Gen III-ish style you're using for the rest of these. There's also a few things that confuse me about the design - like the purpose of putting a fence on the edge of the beach, especially when it doesn't even go the length of the beach.

---

Made with: RMXP
Credits: Magiscarf
Spoiler:
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Old January 21st, 2017 (1:31 PM).
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That super oversaturated grass tile ruins the whole map for me to be honest. It's not that bad a map, but the grass makes the whole thing look bad. I'd lower the saturation, a lot. It shouldn't be too hard to make the beach look nicer, just smooth out the edges of the sand a bit. I also think the custom white building clashes a lot with the Gen III-ish style you're using for the rest of these. There's also a few things that confuse me about the design - like the purpose of putting a fence on the edge of the beach, especially when it doesn't even go the length of the beach.

---

Made with: RMXP
Credits: Magiscarf
Spoiler:
Nice map! The tileset is a bit cartoony, but that is just a matter of taste. Solid 8/10.

Really like the little island in the middle, just waiting to be explored and find the likely item ball laying there.
I am a bit bothered by the rocks though... I think they look like clouds rather than rocks.
And I prefer the smaller more detailed trees over the taller ones, but that's taste again.
Regarding the cave, I usually have higher caves (more than 1 layers of rock on top of eachother) for caves/cave entrances, but it could be a small hollow with 1 room, don't know. But still, taste.
_______

Made with: Advanced Map 1.92
Game: Fire Red
Credits: UnamedRombaseV2 - Dante, Seiyouh, Pey!, Shawn Frost, Zein, Zeo and Eddiee.
Map: Just a casual starter town
Spoiler:

Don't worry, if im actually going to use this, there is a plan regarding the grass in a starter town. Professor will come and fetch you when you go down the stairs.
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Old January 31st, 2017 (10:38 AM).
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Nice map! The tileset is a bit cartoony, but that is just a matter of taste. Solid 8/10.

Really like the little island in the middle, just waiting to be explored and find the likely item ball laying there.
I am a bit bothered by the rocks though... I think they look like clouds rather than rocks.
And I prefer the smaller more detailed trees over the taller ones, but that's taste again.
Regarding the cave, I usually have higher caves (more than 1 layers of rock on top of eachother) for caves/cave entrances, but it could be a small hollow with 1 room, don't know. But still, taste.
_______

Made with: Advanced Map 1.92
Game: Fire Red
Credits: UnamedRombaseV2 - Dante, Seiyouh, Pey!, Shawn Frost, Zein, Zeo and Eddiee.
Map: Just a casual starter town
Spoiler:

Don't worry, if im actually going to use this, there is a plan regarding the grass in a starter town. Professor will come and fetch you when you go down the stairs.
The layers on the trees look a little weird here and there and the stairs look out of place somehow... Besides that, I'd say it'd be a pretty good starting town. Overall, I'd give it an 8/10.
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Made with: RMXP
Name: Estern Town (=Starting Town)
Note: I think the houses look too sharp to properly blend in with the rest of the tiles and their shadows should be ignored. My stairs are also kind of odd. Just haven't found/created THE tileset yet. Big rocks should be less saturated or the small rocks more.
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Old January 31st, 2017 (6:27 PM).
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The layers on the trees look a little weird here and there and the stairs look out of place somehow... Besides that, I'd say it'd be a pretty good starting town. Overall, I'd give it an 8/10.
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Made with: RMXP
Name: Estern Town (=Starting Town)
Note: I think the houses look too sharp to properly blend in with the rest of the tiles and their shadows should be ignored. My stairs are also kind of odd. Just haven't found/created THE tileset yet. Big rocks should be less saturated or the small rocks more.
Sorry but i would only give 4/10
Because the whole map is slanted top left to bottom right...
Unless it is the demand of an event(i dont think it is so)
Loot at your grass path its moving top left to bottom right, and also the mountain... they are moving top left to bottom right...
I think you should change this orientation and it will look awesome.
Also reduce the number of slopes in the mountain. They are looking bit rough already.
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  #17    
Old February 1st, 2017 (7:48 AM).
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Sorry but i would only give 4/10
Because the whole map is slanted top left to bottom right...
Unless it is the demand of an event(i dont think it is so)
Loot at your grass path its moving top left to bottom right, and also the mountain... they are moving top left to bottom right...
I think you should change this orientation and it will look awesome.
Also reduce the number of slopes in the mountain. They are looking bit rough already.
Thanks for your honest opinion, here are a few arguments: The mountain is supposed to end here, so it may look quite rough indeed. I could probably fix that by putting more effort in it
A huge part of the mountain is not even visible, but it's supposed to be quite steep.
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Old February 11th, 2017 (10:58 PM).
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Base: Fire Red
Tool: AM 1.92
Note: I have used triple layered block . So, some tile may look unfinished in the map. In game it looks fine.
Oh, it is a starting town.
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  #19    
Old February 13th, 2017 (1:56 PM).
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Quote:
Originally Posted by Phantom Phoenix View Post


Base: Fire Red
Tool: AM 1.92
Note: I have used triple layered block . So, some tile may look unfinished in the map. In game it looks fine.
Oh, it is a starting town.
My only complaint is that the bottom's land looks a bit barren in comparison to the rest of the map, and the right's flower placement looks a bit off. Maybe a flower or two to the right of the rocks, instead of a line above them? Also, keep in mind that, logically, the player can walk through that area between the trees and the elevated land. You might want to move the right trees to the left a tad so that you can block that off without looking strange. Same issue occurs to the right of the pond.

This is me nitpicking, of course. Overall, it's not half bad. You might want to shorten the distance between the top houses and the bottom one, though, the path is a bit long for what this map is.
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Old February 15th, 2017 (7:54 PM). Edited March 4th, 2017 by Ray Maverick.
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By Trev:
Spoiler:
Quote:
Originally Posted by Trev View Post
Spoiler:

Game: Pokemon RedChal
Name: Route 1
Made With: AdvanceMap 1.92
Notes: My goal was trying to keep the route a bit more open and more functional while still looking stylish. The fence serves as a semi-natural barrier to the grass, but I leave several openings on purpose to open up the space and give the character some travelling options. The ledges allow for easy jumping back into the grass. I left events in to show how the tiny spots off the path are used. The goal with the path was to fill the space naturally and provide clear, easy progression.


The overall shape of the path and the map in general look great, but I'm concerned about the lack of grass that would get in your way. The player can get through the map without any battle coming up, wild Pokemon or trainer battle. There's only one NPC that looks like a trainer (or two if that scientist is looking for a battle), and it seems you can avoid both of them. Would that be any fun? Now that I read your notes, that may have been your goal, since you mentioned easy progression.

I believe the map may have turned to be a bit too easy. That's my only criticism. As a way of fixing this I would force either a patch of grass to be on the player's way, either with a fence or a ledge, or a trainer that you can't avoid in order to get through.

I like that you've stuck loyally to the mapping style of the original games. Here's a bit of nitpicking though: I don't think the shade in the middle tiles of the trees below the fence in the middle of the map should be placed like this. It looks kind of out of place (imo), and in the originals I believe it's only used on trees that are in the corners of the map to illustrate the thickness of the forest, not on standalone trees like those.

Good job overall


By BUUTCranium:
Spoiler:
Quote:
Originally Posted by BUUTCranium View Post
Name: Route 3



Looks simple and decent. Are there any trainers between the south entrance and the cave entrance?

One thing I don't like is the water mass, it looks too stiff. I think I would put a small beach on the south side, next to the rocky walls, or re-arrange the rocky walls so it doesn't look absolutely straight. Another water-related thing is: can player surf in all directions (west and south)? Have you thought of what maps connect to those directions?

concerns with tiles: tileset looks decent, though unfinished. The grass is a bit too flashy in comparison to the trees - try toning down the green component of its colors. I like that you changed some elements from the original FR tileset (since I dislike those) like the trees, the rocky walls, the fence and the regular plain grass floor, but what about finding a sand path that fits those new tiles, and also adjusting the color of the wild grass so it fits along with the color of the trees?

some note: you can crop the east side of the map by one or two tiles to save some space, since players can only see seven tiles left/right and you have eight


Spoiler:
Quote:
Originally Posted by BUUTCranium View Post
Name: Route 1



I like this one, looks like an excellent first route. Personally, I would clear a bit of the grass near that ledge (not all of it) or at least put an item there so as to give an incentive for the player to prefer to choose that path when going south. So far it doesn't look to be faster than the original path he would take going north

Again, you can crop this map by two from either side and it wouldn't hurt it


Spoiler:
Quote:
Originally Posted by BUUTCranium View Post
Name: Cotebbin City


Edges of the beach aren't great, any ideas to fix them would be appreciated


I love this map, clean and decent looking at the same time. I particularly like the small path in the bottom right corner, that would probably lead to an item or a shady NPC! And the ledge at the mountain on the bottom, I'd constantly wonder what's beyond it if I was coming from the topside, or wonder if I should jump over if I was coming from the downside. It's the little details like this that's made me love the Pokemon games. Good work!

I like the road/path placement, feels natural yet not too over the place. Personally, I would put those vases with the flowers near the gym in a more orderly fashion, maybe make a small square there with the smaller two-tile trees if you have those (I recommend you use those in your tileset, they add a lot imo)

The building and the fence on the beach are strangely placed though. They're a bit too near to the water. Sea levels supposedly rise, so it wouldn't make sense to build something so close to the water. That's nitpicking from me I guess.

I think you would need to block the sea with rocks, because currently the player is able to surf in all directions. If you're planning to map the entire sea, it can be a bit difficult to play through it, since you easily get lost if all you see is water. Keep that in mind.


And now for my map:
Spoiler:

Hack: Liquid Crystal
Map Name: Safari Zone

This is the Safari in the Orange Islands! That means there are no trainers on the map. I've yet to decide events like what items you can find. This area is home to some unique Pokemon, wild or given to you as rewards for doing well in the safari challenge. You can see that the map has a lot of connections in nearly all directions (east, west, north) so you can be sure there are other maps like it around it. The safari was designed to not be possible to be explored in one play-through of 500 steps - it's my personal dream to make the safari so large that you have to take your time with it to look all around the place!
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Old February 18th, 2017 (11:11 AM).
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And now for my map:
Spoiler:

Hack: Liquid Crystal
Map Name: Safari Zone

This is the Safari in the Orange Islands! That means there are no trainers on the map. I've yet to decide events like what items you can find. This area is home to some unique Pokemon, wild or given to you as rewards for doing well in the safari challenge. You can see that the map has a lot of connections in nearly all directions (east, west, north) so you can be sure there are other maps like it around it. The safari was designed to not be possible to be explored in one play-through of 500 steps - it's my personal dream to make the safari so large that you have to take your time with it to look all around the place!
Overall I like the design of your map, though, there certainly are things that I find a little bit curious. I assume, the house at the bottom is the entrance and those ledges are there to prevent the player from leaving the place, or getting easy access to the other side. However, from a worldbuilding perspective it doesn't really make sense to have stairs built that don't lead anywhere but a point of no return. Nobody would ever waste money on that. Also: how do people get back to the entrance after the 500 steps?
Another thing I find interesting is that only the road at the top left corner has those two bushes, which leads me to believe that that road is special. Well, I kinda hope that road is special, otherwise those bushes might be a little bit misleading.
Lastly, those waterfalls are really really ugly and cut into the scenery. I know they are the originals and adjusting that stuff might not be particularly easy, but I really have to wonder why people still haven't replaced those a long time ago. But then again, that's just me being nitpicky for the sake of being nitpicky.

But, like I said: overall a good map.
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Old February 21st, 2017 (9:33 AM).
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Name: Route 1



Can't post links quite yet
I like this alot, but, my only bug bare is the bottom half is too simplistic, and bare, compared to the upper half.
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Old March 3rd, 2017 (2:26 AM).
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Name: Route 1


I like the tiles themselves, but the colors feel off. The greens are way different from one another, making them seem less natural.

Tiny nitpick with the short grass tiles: I can tell they're based off the FRLG tiles, and in FRLG there are like 5 different basic grass tiles. imo It's really important to mix around the different grass tiles so those areas full of short grass don't look so uniform.

I'm new to mapping though, so take all that with a grain of salt

--------------------------

Anyway, here's my map that I did today:



Imgur Link: http://i.imgur.com/DXszxuV.png


This isn't just one route/area, it's just all of my Region that I've done thus far. You start in the bottom left city, then you go into the Professor's Pokemon Sanctuary immediately to the right of that city, where you catch your first Pokemon Safari-Zone style. Then you talk to the professor inside of the cave in the center of that sanctuary about storyline fossil stuff, then you get to go on your real adventure North of the town, Route 1. All of the caves entrances on this route are blocked off at this point. You then proceed to the Beach town on the Right.

In the Beach town there is a cave entrance that you can only get to once you've gotten Surf later in the game, and inside that cave there are gonna be puzzles. When you complete them you'll be able to go out of the other two cave openings in the city, to get hidden items right outside.

Then there's obviously a lot of other stuff that are just kinda there, that I'll come up with a purpose for eventually. There's gonna be a massive cave system under the mountain range, which will at some point come out above the mountain in the clearing you can see at the top right of the map. There's also gonna be hidden things if you go up the waterfall from Route 1.

I get that it's a big map to be submitting and there's a lot going on, I just wanna make sure I'm on the right track before I start doing the cool stuff I have planned
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Old March 4th, 2017 (2:54 AM). Edited March 4th, 2017 by Ray Maverick.
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Quote:
Originally Posted by _xChaos View Post
I like the tiles themselves, but the colors feel off. The greens are way different from one another, making them seem less natural.

Tiny nitpick with the short grass tiles: I can tell they're based off the FRLG tiles, and in FRLG there are like 5 different basic grass tiles. imo It's really important to mix around the different grass tiles so those areas full of short grass don't look so uniform.

I'm new to mapping though, so take all that with a grain of salt :P

--------------------------

Anyway, here's my map that I did today:

Spoiler:


Imgur Link: http://i.imgur.com/DXszxuV.png


This isn't just one route/area, it's just all of my Region that I've done thus far. You start in the bottom left city, then you go into the Professor's Pokemon Sanctuary immediately to the right of that city, where you catch your first Pokemon Safari-Zone style. Then you talk to the professor inside of the cave in the center of that sanctuary about storyline fossil stuff, then you get to go on your real adventure North of the town, Route 1. All of the caves entrances on this route are blocked off at this point. You then proceed to the Beach town on the Right.

In the Beach town there is a cave entrance that you can only get to once you've gotten Surf later in the game, and inside that cave there are gonna be puzzles. When you complete them you'll be able to go out of the other two cave openings in the city, to get hidden items right outside.

Then there's obviously a lot of other stuff that are just kinda there, that I'll come up with a purpose for eventually. There's gonna be a massive cave system under the mountain range, which will at some point come out above the mountain in the clearing you can see at the top right of the map. There's also gonna be hidden things if you go up the waterfall from Route 1.

I get that it's a big map to be submitting and there's a lot going on, I just wanna make sure I'm on the right track before I start doing the cool stuff I have planned :)
looks like a pretty nice layout at first glance. I like a lot of things I'm seeing here, like:

a) the sand path placement, very curvy and natural looking without being overly and needlessly twisty
b) grass placement, you force the player to go through it on the going but on the return trip there's the ledges. That's GameFreak etiquette for early routes
c) the cave entrance across the gym pond. I really hope that entrance plays a key role in solving some of the puzzles in the caves, since it's well hidden and not visible unless you surf across the pond
d) some unique blocks that I haven't seen made before with nintendo tiles, like the very slight curve on the path near the big house on the hill of the starting town, or the tree that is covered a bit by the ground wall in the second town, and the double-colored mountain. Those are sweet touches
e) overall, your attention to detail. The tree shades were placed correctly, and the tile of the top edge between the river and the grass was placed 100% correctly


and a few things that tipped me off:

a) the first thing I noticed is that you haven't always considered the borders of the map. The player can see 7 blocks left/right (not 6 like I stated in one of my previous posts), which would result in border errors near the left fence just as you're leaving the home town - if there is no connection to the left side of the home town map, the player will be able to see the ground walls crash into your border (which I assume is trees). Same thing will happen if you stand in front of the door of the big house at the foot of the home town's hill. Same thing will happen with the ground walls of the mountain just north of the first town.

Is there a connection to the south side of the home town map? Because if the player stands on the flowers next to the water at the opposite side of the door to the laboratory, he can see the border if there is no connection (since the player can see 5 blocks up/down iirc, and you only have 4 blocks of water there)

If you're not sure what I'm talking about, try playing through the game and going to the spots I mentioned

Have you considered what maps connect to the maps you're showing in the water section? As it stands now, if you surf on the water on the east side of the map, you can go right, up and down, since no rocks block your way in the water. That's quite a lot of connections, and a lot of maps - if you haven't thought about those, you should, and if you have, you're one step ahead of me!

In any case, watch out for your borders. They're important.

b) the rocks in the middle of the river that leads to the starting town block the entire river - it would be nicer to be able to surf down the river into your hometown imo without them blocking your way. They don't seem to serve a purpose there
c) lack of free space for plain grass, although I think that's a subjective thing since I didn't prefer to leave much free space when I started mapping either


nitpicks:
a) from the way you've placed the maps, the player can see a bit of route 1's grass from where I assume is the safari-like area, since the grass on the first route is the fifth tile away from the player, and thus visible. I'd prefer to imagine there's forest above me if I was in that spot
b) on the left side of the fence just as you're leaving the home town you can see grass patches that are always inaccessible as they're behind the fence (this also happens a bit later on near the tree to your left side as well). Since grass patches are meant to be walked on, if you wanted to go full nintendo mapping style don't put any of them out of the player's reach and just use another tile to illustrate what you wanted to put there

have you thought of using tiles that aren't nintendo's? your mapping may improve




showing off my map now:
Spoiler:

Credits: Kyledove, WesleyFG, Alistair, Zein, Zeikku, Zeo, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew (I think that's all, hopefully I didn't forget anyone)

Map Name: Pinleaf Town
Hack: ???
Notes: I designed this to be a blend of route + town. You can both find trainers (who will ask you y/no if you want to battle) and wild Pokemon in the tall green grass (and corn if you have surf). A script for the player to jump across the rocks in the river is in the works. Also added some Golden Sun-esque puzzle in the southern part of the town where you can climb up a vine, jump from roof to roof, walk on a rope like an acrobat and then do some more jumping before you land on the big green field where you can probably find a cool reward like an item or a specific Pokemon event.

* The big green field is blocked from the bridge at the top side by a truck, which is an overworld sprite (and not visible upon this map picture)
* You can walk "out of bounds" with surf in the north part of the river; the map has a connection to the upper-right side into another map of the countryside so everything is fine.
* I hacked emerald for this - its massive secondary tileset/blockset space allowed me to insert a bunch of cool tiles like the houses, all the farm-like tiles and the giant trees - couldn't have done all of this in FR
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  #25    
Old March 4th, 2017 (3:37 PM). Edited 3 Weeks Ago by Dyskinesia.
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In general, the reason my borders seem weird at points is because I plan on making every map seamless with one another, so this my map is only going to be getting bigger and bigger in every direction. ty for pointing that out though, I'll keep it in mind once I get to the very ends of my region. I made a few changes based on what you said, once I get a bit more done I'll post an update.

Anyway, on your map:

Quote:
Originally Posted by Ray Maverick View Post
looks like a pretty nice layout at first glance. I like a lot of things I'm seeing here, like:

a) the sand path placement, very curvy and natural looking without being overly and needlessly twisty
b) grass placement, you force the player to go through it on the going but on the return trip there's the ledges. That's GameFreak etiquette for early routes
c) the cave entrance across the gym pond. I really hope that entrance plays a key role in solving some of the puzzles in the caves, since it's well hidden and not visible unless you surf across the pond
d) some unique blocks that I haven't seen made before with nintendo tiles, like the very slight curve on the path near the big house on the hill of the starting town, or the tree that is covered a bit by the ground wall in the second town, and the double-colored mountain. Those are sweet touches
e) overall, your attention to detail. The tree shades were placed correctly, and the tile of the top edge between the river and the grass was placed 100% correctly


and a few things that tipped me off:

a) the first thing I noticed is that you haven't always considered the borders of the map. The player can see 7 blocks left/right (not 6 like I stated in one of my previous posts), which would result in border errors near the left fence just as you're leaving the home town - if there is no connection to the left side of the home town map, the player will be able to see the ground walls crash into your border (which I assume is trees). Same thing will happen if you stand in front of the door of the big house at the foot of the home town's hill. Same thing will happen with the ground walls of the mountain just north of the first town.

Is there a connection to the south side of the home town map? Because if the player stands on the flowers next to the water at the opposite side of the door to the laboratory, he can see the border if there is no connection (since the player can see 5 blocks up/down iirc, and you only have 4 blocks of water there)

If you're not sure what I'm talking about, try playing through the game and going to the spots I mentioned

Have you considered what maps connect to the maps you're showing in the water section? As it stands now, if you surf on the water on the east side of the map, you can go right, up and down, since no rocks block your way in the water. That's quite a lot of connections, and a lot of maps - if you haven't thought about those, you should, and if you have, you're one step ahead of me!

In any case, watch out for your borders. They're important.

b) the rocks in the middle of the river that leads to the starting town block the entire river - it would be nicer to be able to surf down the river into your hometown imo without them blocking your way. They don't seem to serve a purpose there
c) lack of free space for plain grass, although I think that's a subjective thing since I didn't prefer to leave much free space when I started mapping either


nitpicks:
a) from the way you've placed the maps, the player can see a bit of route 1's grass from where I assume is the safari-like area, since the grass on the first route is the fifth tile away from the player, and thus visible. I'd prefer to imagine there's forest above me if I was in that spot
b) on the left side of the fence just as you're leaving the home town you can see grass patches that are always inaccessible as they're behind the fence (this also happens a bit later on near the tree to your left side as well). Since grass patches are meant to be walked on, if you wanted to go full nintendo mapping style don't put any of them out of the player's reach and just use another tile to illustrate what you wanted to put there

have you thought of using tiles that aren't nintendo's? your mapping may improve




showing off my map now:
Spoiler:

Credits: Kyledove, WesleyFG, Alistair, Zein, Zeikku, Zeo, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew (I think that's all, hopefully I didn't forget anyone)

Map Name: Pinleaf Town
Hack: ???
Notes: I designed this to be a blend of route + town. You can both find trainers (who will ask you y/no if you want to battle) and wild Pokemon in the tall green grass (and corn if you have surf). A script for the player to jump across the rocks in the river is in the works. Also added some Golden Sun-esque puzzle in the southern part of the town where you can climb up a vine, jump from roof to roof, walk on a rope like an acrobat and then do some more jumping before you land on the big green field where you can probably find a cool reward like an item or a specific Pokemon event.

* The big green field is blocked from the bridge at the top side by a truck, which is an overworld sprite (and not visible upon this map picture)
* You can walk "out of bounds" with surf in the north part of the river; the map has a connection to the upper-right side into another map of the countryside so everything is fine.
* I hacked emerald for this - its massive secondary tileset/blockset space allowed me to insert a bunch of cool tiles like the houses, all the farm-like tiles and the giant trees - couldn't have done all of this in FR

I really really like your tileset, except for a few small things. The corners for the dirt patches feel a bit too unnaturally round imo. The benches feela bit weird because it looks flat ish, maybe try to make the back of the bench shorter or the base color a bit darker? (I see that the planks are more clearly divided on the top section, but it just looks like more contrast rather than giving an illusion of depth imo). Last thing is the fallen log that's beeing overgrown my plants near the bottom middle of the map, the topmost tile there shows the stump on top but that doesn't really make sense from the overworld perspective compared to the same tile that's being shown on a stump just below it that's upright rather than on the ground.

Another issue that's kinda a cross between a tileset issue and a map issue is a few tiles near the bottom of the map. The sign next to the bottom left house amd the streetlamps on the way out the bottom right feel like they stick out a bit much. The rest of everything in the whole town is made of wood, then these things are made ouit of metal/plastic, just feels a little weird. I don't know what you have off on that route leaving though, so maybe it'd fit from that perspective.


The map itself is super cool. I really like the idea of making it look like the farms are going off further than your player can see. It's super well designed and I think it'd be super cool to go to this town when playing the game.

All of this is just me nitpicking hella though haha, it's a seriously really pretty map
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