Map [Legacy] Map Showcase

This thread's author wants feedback on a map. Be constructive.
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Deo

Ex-Staff
Member
Welcome to the Map Showcase!

The concept of this thread is simple: post a map for feedback, and or give feedback to others. If you want to get some quick feedback on one or more maps this is the place to do so.

Please keep the following in mind while using this thread:
  • If you notice something that has been posted but hasn't received any feedback, please consider providing the poster with some form of feedback before you move onto later posts.
  • Put some thought and effort into your feedback. While not all short feedback is bad, generally you want to make sure you're offering something worthwhile to the person requesting feedback.
  • Try not to focus too much on small, easily-corrected mistakes such as tile errors. Feel free to bring them up, but they shouldn't be the focus of your feedback if there's something else to discuss.
  • Be respectful and civil. This thread isn't an excuse to be rude to another person or to tell them their screenshot is bad, be helpful instead.
While this thread is meant for feedback on maps, Relic Castle also has other threads for feedback on general ideas, screenshots, and such. If what you're seeking feedback on is more suited there, please post it in the appropriate thread:
 

bjfinest34

Creator of Pokémon Stratus Dreams
Member
Joined
May 22, 2017
Posts
16
I quite like this map! You did a really good job on it. The only advice I could really think of for you is to curve the river and possibly the path as well. It would just end up looking more natural. But, overall, really nice job!
Thanks! :)
 

TechSkylander1518

Wiki Dweeb
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Joined
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Posts
381



Tried mapping an outdoor route! The idea here is that players take the upper path (free of grass, trainers, etc) as they go to get their starter, and then (with a ledge keeping them from going back) take the lower path, with trainers, items, and new Pokemon.


It's my first attempt, so obviously there's gonna be some problems, but a few things I was worried might also be an issue-
  • I was trying to make the plantlife seem more natural, but I'm not sure if I crossed the line from "breaking patterns" to "this looks randomized and unplayable"
  • I was trying to avoid using the more mountainous tiles as natural barriers (since they're not used anywhere else on the map), but I'm feeling iffy on the replacements. (that log/trunk combo on the right side is really bothering me-I'm thinking I should just plant a fence there instead, even if there's already one)
  • I designed this map before designing the town and city it connects to-can maps still work that way, or am I better off just working in order so I don't have to try to force pieces together?
 

Beck

Loser
Member
Joined
Aug 12, 2017
Posts
5
Hi TS! Good looking first attempt, I like your tileset choice.

I also like how you've divided the first route -- it's a novel way to distinguish the game's plot without completely sacrificing the map itself (versus, you know, an easier Route 1).

To comment on your concerns:

1) The plant life I've found is best utilized as a uniform frame to establish the map itself. Once a foundation is created, I'd prioritize a more natural aesthetic.

I made this quickly to illustrate my point:

I started the map with a two tree wide frame to establish the space I wanted the player to work through, then edited/added/removed trees to make the route feel more natural -- even if it didn't start that way. By doing this I've established the playable area but made it feel organic. You can always take this several steps further by adding different styles of trees, different colours, or other collisions such as cliffs, water, etc. (as you mentioned).

2) Tile consistency is important, but so is the flow of the map. It's largely subjective, what tiles you would like to use, but the key is to couple consistency with a splash of variety (so your map feels unique) while also making it all make sense. (You're right, one small cliff might stick out in a "This feels out of place" way). But a tip, if I can: Cliffs, or varied elevations, adds depth to a map. Depth is good.

3) Depends on what you prefer. I personally like to plan my maps in advance on a sketchpad so I know what I'm doing before I do it. But you can always link maps after the fact and it will have the same effect. Just be sure to make sure your tiles line up. For example, if this route ends with half trees on the top border, make sure the bottom border of the top map starts where the last map left off.

Looking forward to your next attempt!
 

Hematite

Cooltrainer
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Joined
Apr 1, 2017
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103
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19
Ah! It's definitely neat that you go the easier way before getting your starter and a harder way after - it's like the beginning of Kalos, but parts of the same Route instead of a Route 1 that's totally empty, haha.

I have a few suggestions to offer, though!

The first thing that sticks out to me is that your Route is really wide-open - I would definitely tighten the borders you have so players are reined in a little closer to the main path! Since it's already a pretty long Route, you want to be careful that players who are driven off-course still have somewhere to go, like a small detour to navigate around grass and then come back to the main path, or a small side path that leads to an item, rather than the entire already-large route being open.

Narrowing it down a little also helps you as the developer to make sure players don't miss things - for example, right now, if you place any NPCs, it's extremely likely that players won't notice them; there's no grass that players have to go through, but also no reward for going through optional grass; and any Trainers you place can be easily walked around with no alternatives. Usually, it's best that if you have avoidable Trainers or grass, there's still some benefit to facing them (like giving the choice between a Trainer or grass, rather than making neither one necessary, or placing an optional Trainer to block an item, rather than letting you just walk around them or not having anything past them!).

As it stands, it looks like you'd have a hard time cutting players off from any particular part of the route, so it makes the whole thing feel like you can just walk in a simple line to the end! My suggestion here: for the east-west segments, try not to give the players more than six to eight tiles to walk vertically (you can alternate if you want it to look natural and not like a straight line), and for the north-south segments, try the same and give players only eight to twelve tiles to walk horizontally - a limit like that would help you give direction, so any detours you make (for optional Trainers and items, for instance) will stand out more to players and be more manageable for you as the developer rather than giving players a sense of not having any direction. (Side note: the reason different directions should have more or less room is because of the screen size - you have more room side to side than up and down, so the path widths usually reflect that!)

Another thing is that all of the grass is optional! Again, this usually works better if players have something to seek out on the other side of the grass, or in the middle of the patch; if, as you have it, they can just walk all the way around it and there's nothing that forces them to pass through it, most people will just skip it entirely! If you do narrow down the main path, I would put some grass directly on it so players have to go through it - at least eight or so tiles would be good in my opinion! (The first Route usually has a fair amount of grass that you're obligated to cross!)

I do kind of agree that the plantlife, although you tried to make it more natural, does lean more towards confusing than pretty - especially on the top right, where there are a lot of gaps that the players can walk, so it's more intrusive to comfortable movement in that area than it serves as a barrier from moving at all. If you want to scatter your trees a little more, I would do something like Kalos (example), where there's a darker kind of grass where the player can't walk - it's visually distinct from normal grass and it's consistent, so players learn pretty quickly that they can't walk there, while you can scatter your trees rather than turning them into walls. It's a win-win, really! And I think it works better than having a different kind of border on every side of the map - especially since some of the tiles you're using (like the log and stumps you pointed out) aren't meant as cohesive wall-barriers, but individual obstacles, the spacing between them makes it a lot weirder for a player than something that isn't broken up like a designated "unwalkable" grass tile or wall of trees.

Last thing! I don't think it matters what order you map your areas, but I think it helps a lot if you sketch them all out before you start mapping any of them so you have a clear idea of how much to space things out. For instance, part of why your paths are so wide is probably because you weren't sure where they would connect - if you sketch out all of the connecting areas together and have a better idea of where the maps will connect, you'll have a much easier time narrowing those paths to make them work for gameplay!
 

TechSkylander1518

Wiki Dweeb
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Joined
Mar 24, 2017
Posts
381
Being able to get a rough draft with all that detail is already quite impressive, and doing it with just your thumbs is amazing! Hope your laptop gets fixed soon, because it looks like that's the only thing holding you back!



Sorry to use this thread again (I’ll have lots to do before I make another kind of map for this project), but I'm not quite sure how to feel about city designing.
A couple notes on this one-
  • I was trying to keep a pattern with the major buildings (Pokecenter, Mart, and player's home) being blue, but that building in the middle seems too out-of-place. (I had another building that fit in more, but I struggled to fit it in) I'm thinking I'll just try to find a replacement.
  • The trees on the north and south ends can't get closer to the city without covering it up awkwardly, hence the . I'm thinking I'll switch them out for cliffs, they should be easier to shape.
  • I'm hoping to make some of the empty space seem less so with NPCs, but I'm hoping to not overcrowd the map with them.


And I know I already said this, but again, thanks so much @Hematite and @Beck ! Having maps narrowed down and using your tricks is really helping me out, and since it's less of a struggle to start up a map, it's gotten easier to improve, too!
I don’t think all the kinks have been worked out-there’s parts that are still a little wide, and it looks like cliffs will help with border diversity on top of depth-but I think it’s doing much better now! (I ended up passing the altered grass method for this route, but I know it’ll come in handy for some later maps!)
 

TechSkylander1518

Wiki Dweeb
Member
Joined
Mar 24, 2017
Posts
381
Oh my goodness, that's incredible! Thank you so much! Even without directly commenting on things, it still shows the concepts clearly (mixing nature and city tiles rather than separating them, building the city around the streets rather than the streets into the city, and framing important areas), and with a whole map concept on top of everything! (and with copy+paste on a phone!) I can't thank you enough!
 

TechSkylander1518

Wiki Dweeb
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Joined
Mar 24, 2017
Posts
381
It looks like you have a good start! A couple things I noticed-
  • Micro Town looks nicely decorated (I especially like the trees by the lab-it's simple, but something about them just feels nice), but it also feels unusually sparse. I don't know if that's intentional with the name, but if it's not, I'd personally recommend adding in a couple more buildings, even just ones without doors. (A town can't just be two families, after all)
  • The flowers that are only on one side of the path seem a bit odd, especially given the intensely symmetrical nature of the map. I'd personally just pave over them with the path-you've got your connecting route for plant life, after all.
  • There's some nice shapes of grass with Route 301, but there's some that seem too artificial. They're in perfectly straight arrangements, and the player has no real reason to go in them. (they're too out-of-the-way or have
  • The trees in the center of Route 301 seem a bit out of place, especially with the ledges colliding right into them.
 

LunarAzumarill

Zuzu
Member
Joined
Jul 2, 2017
Posts
4
I'm relatively new to mapping so it will not be the greatest, but the idea for this town is that it's off of this big lake and the professor has a lab in the town to study all the Pokemon within the lake. https://imgur.com/a/cCyBX is a zoomed out version where you can see everything. And https://imgur.com/a/yIv9v is a more zoomed in version to see the town better. Anything I can add/remove? :)
 

kirlial

Novice
Member
Joined
May 8, 2017
Posts
29
I'm relatively new to mapping so it will not be the greatest, but the idea for this town is that it's off of this big lake and the professor has a lab in the town to study all the Pokemon within the lake. https://imgur.com/a/cCyBX is a zoomed out version where you can see everything. And https://imgur.com/a/yIv9v is a more zoomed in version to see the town better. Anything I can add/remove? :)
I generally like this map, the lake in the centre with the town built around it is very nice and I especially like how the trees wrap around it with a height difference.

In regards to improvements, I'd say that the Pokémon centre should be nearer the town exit so the player wouldn't have to walk all the way around the rather large town to heal. You've got three different houses plus the lab looks different from all of them as well. I'd consider changing the roof colour of the lab to match with some of the houses a little better. The wooden docks don't look nearly as good as the stone one you have, I think because the wooden ones don't seem to flow onto the land quite so well. The map in general is quite large though nothing really needs to be taken out, it'd just be whether you could compress it slightly. The little bits of paths are nice and you could definitely add a little more if you wanted. Generally a few more decorations could also be added, aside from flowers. Potted plants, signs, little fences, benches.

These are all minor improvements, it's a nice map, and the idea for the town sounds very nice as well!
 

LunarAzumarill

Zuzu
Member
Joined
Jul 2, 2017
Posts
4
I generally like this map, the lake in the centre with the town built around it is very nice and I especially like how the trees wrap around it with a height difference.

In regards to improvements, I'd say that the Pokémon centre should be nearer the town exit so the player wouldn't have to walk all the way around the rather large town to heal. You've got three different houses plus the lab looks different from all of them as well. I'd consider changing the roof colour of the lab to match with some of the houses a little better. The wooden docks don't look nearly as good as the stone one you have, I think because the wooden ones don't seem to flow onto the land quite so well. The map in general is quite large though nothing really needs to be taken out, it'd just be whether you could compress it slightly. The little bits of paths are nice and you could definitely add a little more if you wanted. Generally a few more decorations could also be added, aside from flowers. Potted plants, signs, little fences, benches.

These are all minor improvements, it's a nice map, and the idea for the town sounds very nice as well!
I agree it looks pretty large. Thanks for the suggestions, I'll work on it! :)
 

NtM

Rookie
Member
Joined
Jul 13, 2017
Posts
0
Being able to get a rough draft with all that detail is already quite impressive, and doing it with just your thumbs is amazing! Hope your laptop gets fixed soon, because it looks like that's the only thing holding you back!



Sorry to use this thread again (I’ll have lots to do before I make another kind of map for this project), but I'm not quite sure how to feel about city designing.
A couple notes on this one-
  • I was trying to keep a pattern with the major buildings (Pokecenter, Mart, and player's home) being blue, but that building in the middle seems too out-of-place. (I had another building that fit in more, but I struggled to fit it in) I'm thinking I'll just try to find a replacement.
  • The trees on the north and south ends can't get closer to the city without covering it up awkwardly, hence the . I'm thinking I'll switch them out for cliffs, they should be easier to shape.
  • I'm hoping to make some of the empty space seem less so with NPCs, but I'm hoping to not overcrowd the map with them.


And I know I already said this, but again, thanks so much @Hematite and @Beck ! Having maps narrowed down and using your tricks is really helping me out, and since it's less of a struggle to start up a map, it's gotten easier to improve, too!
I don’t think all the kinks have been worked out-there’s parts that are still a little wide, and it looks like cliffs will help with border diversity on top of depth-but I think it’s doing much better now! (I ended up passing the altered grass method for this route, but I know it’ll come in handy for some later maps!)
Hi, the City map certainly isn't bad, I like the tiles you used but I have a few points and questions,
1: The map looks a bit too bland, maybe try making it a little smaller or add some more detail like street lights, or Fountains or Fences whatsoever
2: The pokecenter Tile and Pokemart tile, it looks a lot like the one in Pokemon Uranium, do you mind telling me where you find it?? Because as far as I know that one was custom (might be wrong there) and I have been searching over the entire internet to find a similar one, so I would like to know where you find yours, would help me out a ton:D
Hope you take this advice;)

Here is my Map:

This is the Town home to the First Gym, it Lies at the site of a lake and was curved out by lumberjack, please give feedback:)
 
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Hematite

Cooltrainer
Member
Joined
Apr 1, 2017
Posts
103
Age
19
Oh, wow, that's an amazing map!! I saw it on your project thread, but I guess I forgot to respond then, so here are the thoughts that jump out at me!

- Your use of detail tiles might be a bit excessive. In most towns and cities in Pokémon, there aren't so many obstacles around the paths. On land, most of the ones that are touching the edges can definitely stay, and the ones south of the Gym have a clear purpose; however, the log and stumps to the left of the Trainer School seem like they'd just get in the way of moving, so I would maybe remove them and only them? A little more importantly is the water - I really love the flowers floating on it (that's something I haven't seen very often and it's so cute!), but I think the floating logs and boulders are a little bit excessive. Notably, boulders are often used to block off sea routes, but are rarely used to this extent in lakes - I would remove as many as possible. Similarly, the logs seem a bit out of place - that's something you'd expect in a flooded area, like the Lake of Rage, where the trees are being knocked into the water by a storm; in a town of lumberjacks, I would expect as much wood as possible to be put to use, so having it just floating there seems especially odd. To solve this, I would clear out all of the obstacles on the left except the ones that keep players from reaching the waterfalls, whereas on the lowest level (around the Gym), I would just add another layer of cliff entirely and keep the player from surfing there at all - that way, you don't have to worry about reining them in and don't need so many boulders and logs at all.

- Some of your tiles need a little bit of adjustment to fit stylistically. The main things that stand out are the buildings: your Trainer School has no outline and soft, 3D shading, while your houses have crisp outlines and crisp shading, and your Gym has crisp outlines like the houses, but has anti-aliasing in its shading. Looking at them all, I would guess that the Trainer School is from Generation V, the houses/Pokémon Center/Poké Mart are fanmade by one artist, and the Gym is from Generation IV. I would suggest looking for Gym and Trainer School tiles that match the others a little more closely so that the style looks more consistent! (Alternatively, you could probably edit them to make them more similar in style, but don't do that unless you have permission from the artists whose tiles you're editing!) Your trees also look like they're shaded a little bit differently, since three of them are taken from different Generations and I think one of them is fanmade - you might want to consider making small adjustments or replacements there to help them fit together!

+ Your treeline is actually incredible! It's easy to see that you must have poured a ton of effort into it, and I just wanted to point out that it absolutely paid off! It's pretty common among fangame developers to try to make a treeline that looks more natural than the official games (with endless walls of trees and all), but I think yours is perhaps the best example of that being executed perfectly that I've ever seen, with no exaggeration. You did a great job of making it look natural (using four different tree styles rather than only one and distributing them randomly to avoid a wall of one kind of tree) while still being conducive to good gameplay (all of them still do fit together into a wall, because you fit them together onto the same tiled grid as everything else - there are no gaps or open spaces players may think they might be able to access, for example). All in all, I just wanted to point out how incredibly well that effort paid off - you managed to resolve the aesthetic problem of an unnatural-looking wall of trees without doing it at the expense of gameplay or having distracting gaps, and it's clear that a lot of effort went into it, so amazing job!!

+ Your map's layout flows really well!! You didn't put in an excessive number of buildings (eight is a really comfortable number of buildings!), and you also made really good use of geography to guide the player instead of trying to force buildings as the only walls. The path is laid out really well - there aren't big empty stretches, but you still spaced everything out enough to feel big and avoid being crowded, and the width also fits really nicely on the game screen! You also made it fairly linear - one clear enough path that the player passes by everything on the way to the Gym, so nothing is utterly missed - without making it a boring line! Overall, there's really no criticism I have here - the map is laid out really well for gameplay and still feels big enough to be real and interesting without being so big it feels overwhelming or empty!

All in all... This is a really excellent map!!

Small edit: just realized the Gym was from HGSS and not custom, so fixed that!
 
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LunarAzumarill

Zuzu
Member
Joined
Jul 2, 2017
Posts
4
I generally like this map, the lake in the centre with the town built around it is very nice and I especially like how the trees wrap around it with a height difference.

In regards to improvements, I'd say that the Pokémon centre should be nearer the town exit so the player wouldn't have to walk all the way around the rather large town to heal. You've got three different houses plus the lab looks different from all of them as well. I'd consider changing the roof colour of the lab to match with some of the houses a little better. The wooden docks don't look nearly as good as the stone one you have, I think because the wooden ones don't seem to flow onto the land quite so well. The map in general is quite large though nothing really needs to be taken out, it'd just be whether you could compress it slightly. The little bits of paths are nice and you could definitely add a little more if you wanted. Generally a few more decorations could also be added, aside from flowers. Potted plants, signs, little fences, benches.

These are all minor improvements, it's a nice map, and the idea for the town sounds very nice as well!
https://imgur.com/a/WClKu I fixed up the town by adding some stumps and plants. Added mailboxes to the houses, added a sign to the gym, and some benches around the town. Made the map slightly smaller, as well as adding only green and blue colored houses to match with the professor's lab more cause I'm too lazy to recolor it. Any more improvements I could make?
 

Dawn Bronze

Trainer
Member
@Kostas Lovely work!! I love the atmosphere of the map, I think you've really captured the woodsy countryside feel that starting towns usually have. I really like the tiles you've used as well! The tree stumps and flowers again really help with the forest feeling, and I love how you've changed the colour of the grass tiles just a bit to make them more green rather than the blue that they kinda are in FRLG. I might be a good idea to use some of the grass tile variations that FRLG has though, to keep things looking less repetitive, because it looks like you've only used one. There are a few areas I think might be a bit tight, however. Whenever I'm mapping in a gen 3 style, I always try to make sure there's a five tile space for the player to walk through, for example a three tile wide path with another one tile space either side. As well as that, I always like to make sure my paths have right angles instead of being staggered and sort of diagonal like you've done it. This obviously isn't an actual rule, but it's something I like to do just to make the gen 3 style feel more authentic. If you were to edit the map to have right angle paths, I'd also shrink the map a little bit to get rid of some of the empty space. One last thing, I think the entrance path is a bit too long, so i'd cut it down three or four tiles. Overall, I think it's a lovely map!
 

Sparta

Doofus Lunarius
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Joined
Mar 29, 2017
Posts
168
This is the starter town of Pokémon Equality, it's an old map and just got a revamp, tell me what you think:)

It's not bad. It's actually pretty decent. The only thing that I want to bring up is that the tree line looks really distracting since there's so many different trees. Also, some of them aren't full - there's some tiling issues among them. There's also a waterfall coming down from what looks like a closed off water source, I don't know if that works, but I don't think it's a terrible big deal.
 
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