ppooookkkkkkk
Banned
- 229
- Posts
- 12
- Years
- Age 24
- Newbud town (Pokemon Morning/Night)
- Seen Apr 14, 2014
I revised my games starting town as I've started the mapping and eventing from scratch.
![[PokeCommunity.com] Map Showcase and Review Thread [PokeCommunity.com] Map Showcase and Review Thread](https://fc04.deviantart.net/fs70/f/2013/199/b/1/pokemon_morning_night_newbud_town__revised_by_ahmad2334-d6e00u2.png)
Harvey, that map looks great! The tiles look wonderful and the mapping itself is also very well done. There's a very clear sense of direction amongst the paths, and it perfectly balances the need to like the area has been cleared for inhabitants and the sin of making it too square. It reminds me of my own maps. 9/10.
I do, however, have a couple of point to make: first, those stairs in the Northwest, while drawn on the correct angle (something many maps miss), defy the laws of physics. The cliff is two tiles high and yet the stairs only descend by one to reach the bottom. You should have another "layer" of stairs as it were, either cutting into the top part of the cliff on the left or extending beyond the cliff on the right. Either option means you'll have to redo the paths on that side though.
Secondly, The mass of trees at the Southeast that are shifted one tile left; in small doses, like the couple of trees near the lab (?) and on the clifftop it looks okay, but in such a large mass like that it is quite jarring. I'd recommend aligning them with the rest of the trees or inserting a cliff or the like to break up that seam.
Hey dude would you review mine?
(I've changed the sand path tile as well as the color of the trees. Besides the layout)
![]()
Harvey, that map looks great! The tiles look wonderful and the mapping itself is also very well done. There's a very clear sense of direction amongst the paths, and it perfectly balances the need to like the area has been cleared for inhabitants and the sin of making it too square. It reminds me of my own maps. 9/10.
I do, however, have a couple of point to make: first, those stairs in the Northwest, while drawn on the correct angle (something many maps miss), defy the laws of physics. The cliff is two tiles high and yet the stairs only descend by one to reach the bottom. You should have another "layer" of stairs as it were, either cutting into the top part of the cliff on the left or extending beyond the cliff on the right. Either option means you'll have to redo the paths on that side though.
Secondly, The mass of trees at the Southeast that are shifted one tile left; in small doses, like the couple of trees near the lab (?) and on the clifftop it looks okay, but in such a large mass like that it is quite jarring. I'd recommend aligning them with the rest of the trees or inserting a cliff or the like to break up that seam.
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|[U]\[/U] Or |
Harvey: just to be clear, when I say a two-tile stair case, I mean like the following:
Though the first would be easier to make.Code:_ | \| \ \\ \\ \ |[U]\[/U] Or |
Hey dude would you review mine?
(I've changed the sand path tile as well as the color of the trees. Besides the layout)
![]()
ppooookkkkkk: I've attached an image below for clarity. Yellow denotes appropriate paths. Orage denotes places where trees should be added, save for that single circled tree near the bottom left house, whichc should be removed. Red denotes the area of the water; if the player is supposed to go somewhere on it, use the full outline; if not, use the dotted outline.
Spoiler:![]()
Harvey: just to be clear, when I say a two-tile stair case, I mean like the following:
Though the first would be easier to make.Code:_ | \| \ \\ \\ \ |[U]\[/U] Or |
I sprited out a better staircase.
![]()
It needs tweaking abit.
I have events set on them, so if tyour on the the mountain, the middle part of the stairs will make you walk diagnally down and over, and the vise versa for bottom. Making it look as though you actually are using the stairs correctly. Haha. I dont remember who told me to do that. I also added another cliff to give the town more dimension.
Here is a basic remake of your map(So i could show you what I meant in all of my posts, that way, you could apply them better.
Spoiler:
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As you can see, i am using my tiles, and dont have the benches or trash bins. (im still working on my set, so yea.
Here is what I would do, keeping you basic layout of the map
Spoiler:
![]()
I added a cliff, added more trees, and made the river wider. I dont have a north stair tiles sprited out yet, but those planks are a basic idea of stairs. I personally like to add cliffs in all my maps(Not just just my cliff tiles look cool) because it adds more detail, and demension, breaks up large clumps of emptiness, and trees. I hope you can take my advise, and use it to your Advantage.
Thank you guys I will surely follow your advices, jim just one thing; I don't need to add trees on top of yhe map is it is going to be connected with route 1.
Here is a sketch of what my starting town will look like. I know I need to do something special with it but I don't know what it is. Helpful criticism would be nice!
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Hey this was going to be the starter town of my fan game, but i'm restarting it, so yeah.
Comments and critique is really appreciated! :)
![]()
Hey this was going to be the starter town of my fan game, but i'm restarting it, so yeah.
Comments and critique is really appreciated! :)
![]()
Personally, I like it! Of course, I am not an experienced mapper at all, but from just a quick glance, it looks great!
Your map is good, but EXTREMLLY open, and has no border for half the map. try condensing the size a bit, and make sure there is a 3 tree border around the map. Or since you have mountains, 6 tiles thick for a border.
Thanks! :)
Thanks! At first i was going to have about 3 entrances into the town, hence the no border thing. I decided not to. I'll have your advice in mind whenever i'm creating my new starter town though! :)