- 6
- Posts
- 13
- Years
- Seen Jul 23, 2016
MY REVIEW:
Test map or not it's really good. Assuming the player's house is intended to be the bottom-left one, it gives the player an interesting path, they get to see the lab and the mart before leaving, and the surroundings are pretty interesting to look at. Also, I love love LOVE those tiles. I wish I had that kind of pixel talent.
MY MAP... but first, context:
DAMN, THAT HURT! THANK YOU!
I really took that criticism to heart for this next one. After reading that, I got to thinking: "why was my forest good but not the city?"
The answer was the approach I took to designing it. For the forest, everything was designed around the path the player would take to get out, and being able to show things to the player they would be able to get. In a city, you don't have a clear goal, it's more of a checkpoint for the next route/dungeon.
Then I got to thinking: "what will the player do here? What do I have to work with, and what can I do with it?".
So... I scrapped it! Restart! A map with its broken-ness rooted to its core design can't be saved. I'd recycle certain ideas later though.
For the new iteration, I placed the buildings in the order you see so the player receives certain info before their first main goal; the mart. The player is almost guaranteed to stop by the school, the gym, and both blocked-off exits before finding the mart.
For the aesthetic approach, I tried to lean back to the original's aesthetic, but removed the paved paths to give it a more "rural" feel. Generally, every area is defined by what's around it. PokéCenter is near one exit, the gym is surrounded by water on one side, the fork in the western path is littered with rocks, there's a waterfall with an item ball very clearly visible, and the mart is accessed with a dock. The player always has something interesting to look at (IMO).
As for the other guy who gave the old map an 8/10 without explanation, shame on you. I want these critics to try their hardest at making me feel worthless so I can improve myself.
MAPSHOT IN THE ATTACHMENTS... as you can see.
Spoiler:I haven't posted a map in quite a while, so might as well post one while i'm here:
Map Name:Xinjen Town
ROM base: Firered
Comments:some tiles i'm working on for a ROM base,This is just a test map.
Spoiler:(remove the space after the h and before the ttp...) h ttp://i1090.photobucket.com/albums/i379/JEDD14/Xinjentown.png
Test map or not it's really good. Assuming the player's house is intended to be the bottom-left one, it gives the player an interesting path, they get to see the lab and the mart before leaving, and the surroundings are pretty interesting to look at. Also, I love love LOVE those tiles. I wish I had that kind of pixel talent.
MY MAP... but first, context:
Spoiler:I really liked your forest, but this map just seems rushed and unfinished.
Firstly, looking at the forest, you have absolutely no trees that break the pattern. There are no trees at all in the town, which is something I really dislike, and even in the surrounding trees it would be good to have some variety.
Your water is a good shape, but I feel like there is too much, especially at the top of the map.
Buildings wise, the houses look totally separate to the rest - and the three main buildings are all in a perfect line (surrounded by an odd box path). I think you really need to work on building placement, it's far too simple and boring at the moment. The paths themselves are hideous too, and could do with being thinner. Personally, I don't think it looks good when two different paths run along side each other, so perhaps you should use a narrower, grey path to connect the main area to the houses.
Lastly - empty space! There is so much left to add to this map. The area below the gym/center/mart is pretty dull. Trees! Bushes! At least some flowers! Fill up this space, it's far too empty and boring to run through at the moment. Your cliffs are also boring, you could add trees to them, or rocks, or add a layer of 'dirt' rather than grass so it stands out more.
Overall... 5/10.
DAMN, THAT HURT! THANK YOU!
I really took that criticism to heart for this next one. After reading that, I got to thinking: "why was my forest good but not the city?"
The answer was the approach I took to designing it. For the forest, everything was designed around the path the player would take to get out, and being able to show things to the player they would be able to get. In a city, you don't have a clear goal, it's more of a checkpoint for the next route/dungeon.
Then I got to thinking: "what will the player do here? What do I have to work with, and what can I do with it?".
So... I scrapped it! Restart! A map with its broken-ness rooted to its core design can't be saved. I'd recycle certain ideas later though.
For the new iteration, I placed the buildings in the order you see so the player receives certain info before their first main goal; the mart. The player is almost guaranteed to stop by the school, the gym, and both blocked-off exits before finding the mart.
For the aesthetic approach, I tried to lean back to the original's aesthetic, but removed the paved paths to give it a more "rural" feel. Generally, every area is defined by what's around it. PokéCenter is near one exit, the gym is surrounded by water on one side, the fork in the western path is littered with rocks, there's a waterfall with an item ball very clearly visible, and the mart is accessed with a dock. The player always has something interesting to look at (IMO).
As for the other guy who gave the old map an 8/10 without explanation, shame on you. I want these critics to try their hardest at making me feel worthless so I can improve myself.
MAPSHOT IN THE ATTACHMENTS... as you can see.