• The Relic Castle Game Jam #4 is almost halfway done! From June 30th to August 10th, users have just a bit over a month to make an entire game. Check this thread for details!

Iron Mapper IRON MAPPER: Season 3 Discussion

Deo

the north star
Administrator
#61
Though I'm wondering: let's say, as an example, someone wants to create a map that represents the inside of a building or maybe a cave. If their building/cave has multiple floors, is there any recommended way that the judges suggest participators handle those types of maps, to keep them visually appealing and prevent any possible confusion as to what's being looked at? There isn't a very nice way of organizing multiple floors onto one map aside from placing them around each other, and the way the multiple floors relate to each other might not be immediately obvious from just a screenshot alone. I'd hate for a participator's map to be at a disadvantage just because it's difficult to actually see multiple floored areas on one map.

Is there any specific way we should go about those types of maps, to make it easier on the judges and on everyone else viewing the map submission?
For this trial in particular, there isn't support for multiple floors aside from putting them on the same map. In the future I definitely want to have a few trials with that option on the table, but sadly it won't be for this trial. Apologies if that throws a wrench into any plans you or someone else had for the trial!
 

Arma

A Martian Hyena
Member
Posts
39
#62
If you're unsure, look to the official games for examples. You have things like Abandoned Ship, Eterna Forest, Turnback Cave, and Giant Chasm. Buildings can definitely be dungeons -- although I'm not sure if say, the Valley Windworks would count as one. Honestly, it just depends if you can properly justify it being a dungeon somehow. It's a pretty broad theme, and there isn't really a strict definition of what a dungeon is in a Pokémon game.
I think we can define a dungeon as "an unsafe location, that isn't a route". Towns can be considered save because usually they wont have random wild encounters there. This doesn't mean your dungeon most contain wild Pokemon, but it needs to impose some sort of challenge for a trainer.
 

Arma

A Martian Hyena
Member
Posts
39
#67
Congratz ArtCanary and xThatOneGuy! I loved the many interpretations to the theme, I expected to see more caves for sure! I love the puzzles in the Temple of Zapdos, and the theme of the Jeweled Forest is so unique. I doubt I could've done it any better. Thanks to Deo again for having me as a judge, it's been really fun. There I think I've said that now on every platform XD
 

artcanary

doing their best
Member
Posts
25
#68
oh, wow, thanks !!! O:

there were so many great entries, I really loved seeing them all come in (especially the lore on leilou and techskylander's maps)!

and hm, yeah - I was having trouble placing the red switch in a symmetrical layout, but I'd placed it up there before I greatly expanded the switch puzzle section (the first draft was a lot less big and cool, and a lot more small and confusing) - putting that elsewhere in the switch puzzle would probably have been a good idea, and make something else you have to backtrack to as well. thanks a lot for the input!!
 

Arma

A Martian Hyena
Member
Posts
39
#76
Whoohoo, I said it on Discord, but I'll say it here again, what a way to kick off the new year! I had a blast working together with Leilou, and I'd never expect or two rather different styles to combine so well! Again, I was really impressed by the unique takes on a rather simple theme, but @Streetie & @xThatOneGuy really took the cake! Congratulations mates!

I honestly did not expect having the tree in the middle of the path as the main point of critique on the city map. In our defense, it was meant to be somewhat of an small path/alleyway that leads to a low-traffic area of town, and is sort of there to act as a camouflage of some sorts that rewards the player for seeing what's behind it.

Here's the full-sized maps by the way! Damn, it was annoying copying over parts of the maps and then carefully "taping" them back together in mspaint


Can't wait for the next trial!
 

Dr. Pikachu PhD

Trust me, I'm a doctor. Technically.
Member
Posts
22
#80
In regards to Trial VI, I'm trying to get a feel for what a mid-game route should look like. For example, the post says they're neither "too long or too short", but all of the longest routes in the games are what I would consider "mid-game", like Hoenn's Route 119. Do you have a frame of reference, like what the number range for mid-game route's typically is? I think that'd probably help me visualize it. Thanks!
 
Top