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Zangoose335

i'm 16 i love zangoose weavile and raichu
Member
Posts
33
This map looks good, yet the long paths make the town look a lot bigger than it should be. I like how you use the mountain tiles to fill in the open space towards the top of the map.

Otherwise, I just have one question. How did you get a screenshot of your map without the square grid in RGXP? I've been trying to figure that out for a while.
just click on one of the 3 layers and then press f4 and there ya go
 

leilou

A wild Minun appeared!
Member
Posts
182
This map looks good, yet the long paths make the town look a lot bigger than it should be. I like how you use the mountain tiles to fill in the open space towards the top of the map.

Otherwise, I just have one question. How did you get a screenshot of your map without the square grid in RGXP? I've been trying to figure that out for a while.
you could also try marins script ... that way the picture will be exactly like the map and you can even show events and the mc.
Ressource Thread

be aware that the Tileset graphic needs the same name as the Tileset in RPGXP though.
 
Posts
5
so this is my first time doing a cave, and while it's still a w.i.p [i plan on editing the tileset to make more of a fade from the white to the brown] im pretty proud of it. the white is ment to be frozen rock, because you find regice in there
 
Posts
1
so this is my first time doing a cave, and while it's still a w.i.p [i plan on editing the tileset to make more of a fade from the white to the brown] im pretty proud of it. the white is ment to be frozen rock, because you find regice in there
You should add rocks and trainers to fill up the map. Also, the water should be in the second layer so you don’t get those white spots in the corners
 

Mr. Gela

Elite Trainer
Member
Posts
124
Been taking some babysteps using the Pokecrystal disassembly to make some maps for fun as I learn everything else. Inserting some bare tiles from the Spaceworld demo is nowhere as hard as I originally thought.

 

kelsey

Trainer
Member
Posts
58
Full game map -any and all feedback welcome

This is an open world game- hence the lack of boundaries. You are meant to be able to climb/wander/walk/surf willy nilly to your heart's content. Some changes will need to be made just for my own person aesthetic values.

Let me know what you think! and see my last post in the "project sandbox" thread for more details if you're curious
 

WolfPP

Novice
Member
Posts
35
Full game map -any and all feedback welcome

This is an open world game- hence the lack of boundaries. You are meant to be able to climb/wander/walk/surf willy nilly to your heart's content. Some changes will need to be made just for my own person aesthetic values.

Let me know what you think! and see my last post in the "project sandbox" thread for more details if you're curious
OMG, its awesome! Congratz! REALLY!!!
 

pokemonspecialist/Aryaman

Creator of Pokemon Misanthropy
Member
Posts
21
Full game map -any and all feedback welcome

This is an open world game- hence the lack of boundaries. You are meant to be able to climb/wander/walk/surf willy nilly to your heart's content. Some changes will need to be made just for my own person aesthetic values.

Let me know what you think! and see my last post in the "project sandbox" thread for more details if you're curious
It's really very good! I can't even think like this xd.
.
 

Arma

A Martian Hyena
Member
Posts
41
Full game map -any and all feedback welcome



This is an open world game- hence the lack of boundaries. You are meant to be able to climb/wander/walk/surf willy nilly to your heart's content. Some changes will need to be made just for my own person aesthetic values.



Let me know what you think! and see my last post in the "project sandbox" thread for more details if you're curious
Wow, this map looks really impressive! It's kinda like you made a painting with just tiles!



From a gameplay POV, it's pretty hard to give some actual feedback here, mainly because it is pretty zoomed out n_n" but Imma try nonetheless, so bear with me.



First things first Open World =/= empty world. While your map looks amazing zoomed out, there are some very clear playability issues on some of the routes. The lack of paths will make a player lost, and the sometimes empty maps will feel repetitive as there isn't much going on on every individual section. I tried making this clear in the GIF in the spoiler below. The red rectangle is the default resolution of an essentials game.
lack of structuring means the entire map, barring the borders, will just exist of grass, tall grass and a few trees.


I know you have said you are aiming for a “true open world”, but I’d rather much prefer it if the amount of paths increased, rather than the size of them. For example, fences, small elevation changes or trees, could slice that map into a few different paths. You’d still get the open world experience, since you can’t explore all the paths simultaneously. But you’d add enough structure to make sure the map doesn’t feel empty.


Another general thing I noticed is that, from this level of zoom, the most detail seem to have been put in the borders between biomes. Most notably in the elevation. While I’m a fan of making more detailed borders like these, they only make the relative emptiness of your maps more evident.


Your towns look pretty good, can’t really say more abut them this zoomed out. n_n”


If you ever want more in-depth feedback on specific areas, send me a close-up version! If you manage to find the balance between aesthetics and gameplay I’m sure your game will be amazing!


Hope this helps you~
 

kelsey

Trainer
Member
Posts
58
Thanks! That is really helpful. It's always a bit difficult to get a feel for the space in a game when you're just making maps. I generally tweak a lot of maps after I start doing my own demo. I definitely agree that empty maps get boring quickly. However, one of the elements of my game is all Pokémon are in the overworld, so the maps will be populated by lots of visible, moving, interactive events which may help to differentiate areas that otherwise seem common. ( think a herd of zebstrika in the middle of a grass plain, a pidove perched on a tree, a diglet burrowing through some parts of the region) I'm hoping that, combined with trainers/ npcs/ etc helps to fill things in.

Also, this IS my region map. Which means that when you look at it, you will get to see exactly where on the game you are- not just a redrawn and simplified version of a map. I think that might help for players being able to locate themselves and Pokémon/ events within the game that makes an open world more feasible


All that said, I will definitely be filling in areas that feel empty and I appreciate the feedback ( especially the gif) a lot- thanks :)
 

Kostas

Novice
Member
Posts
17
Hello, it's been a while since I last posted but I'll post 3 maps if someone wants to post some feedback.
Starting town:

1st route:

2nd town:
 

Poq

Novice
Member
Posts
48
Hello, it's been a while since I last posted but I'll post 3 maps if someone wants to post some feedback.
The starting town seems pretty spread out for so few structures, though that may be the feeling you wanted.
I really like the overall feel and layout of your first route except for that little strip of exposed grass on the far left in front of the cliffs. It looks like it should be accessible, but it's not, which is irksome. Why not just add another row of trees?
Similarly, with the second town the general layout is solid, but having the building's crammed so close together on this small town feels awkward - mostly with the house next to the gym - since they aren't exactly on an even plane.
 
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