Map [Legacy] Map Showcase

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

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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:
 

Kawaiiski

Starving Bittersweet Artist
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Just here to drop off some old maps. Feel free to admire me and take some inspiration from the not really expert :kissing_heart:

In ORDER: Pokemon Center, PokeMart, Thorngrove Town (Starter Town), Iris Apartments (Indoors), Iris Apartments (Rooms - NOT PICTURED), Nepalese's Laboratory, Thorngrove Houses (Indoors), Route 1


In ORDER: Fairnorth City, Fairnorth City Houses (Indoors - NOT PICTURED), Route 2, Legion Borderline (NOT PICTURED), Jadepine Town, Route 3


In ORDER: Ivywind Grotto (UNFINISHED), Salverose Town, Salverose Gym (UNFINISHED), Chrysocolla City, Timberspoon Town, Coffeeroot Town


Ha hah-- really though. Don't know just how much mapping has changed, since back when I made these; especially with the release of Sun & Moon! I have a few more than this, but I never screenshot them and I haven't logged on Steam in a long time. (Yeah, brought my Version of RPG Maker on Steam a long time ago when it went on sale...) So... maybe I'll get around to that if people are interested? *Shrugs* Feedback is always welcome, even if I never return back to mapping! :-o
 

Kostas

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@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!
Thanks a lot! I tried to improve it and make it less empty. Also, I tried to map the next route, here they are! Btw, I forgot to say, this is for a ROM hack :p

 

MadDeodorant

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Alright, I did another map yesterday. It's the second town in my ROM hack. Any thoughts on that? Is there something I can improve?

I like it! It looks quite good! Though I recommend putting some shadows on the roof of the big building, because of the structures on it. Also, a Gym sign next to the gym would be cool. Other than that, it looks very well done!
 

MrJediMan

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Heres the starting town for my project Pokemon Radiant Sunshine.
I wanted to use those cliff house looking tiles. So i made the town higher up. I know its not that great .

 
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Sparta

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Heres the starting town for my project Pokemon Radiant Sunshine.
I wanted to use those cliff house looking tiles. So i made the town higher up. I know its not that great.

For some reason I really like the simplicity of it. It doesn't feel too busy, but doesn't feel too empty either. That said, it feels pretty squarish. The pathway is perfectly straight all the way through, the coastline and cliffs are perfectly straight - it just looks rather unnatural. Make a bit more jagged and uneven. Also, I'd add more decoration - like those flowers - to the rest of the town, rather than just at those houses.
 

NtM

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Alright, back again with another map, I really like getting feedback so I can improve my maps!
So, this is Floman Town, it's the second town the player reaches, it contains a government and some rich dudes but that is basically it:)

I tried to go a bit different with the trees, hope I didn't exaggerate it or something
 

Kawaiiski

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Alright, back again with another map, I really like getting feedback so I can improve my maps!
So, this is Floman Town, it's the second town the player reaches, it contains a government and some rich dudes but that is basically it:)

I tried to go a bit different with the trees, hope I didn't exaggerate it or something

Whoa, watch the size there. Might wanna put that under a spoiler, just to make things nice and clean around here? :)

Anyway, I find this to be pretty good. There's a blending of building styles here, though. That line-less route building and... library? Whatever it is, is just jarring, and feels too small. I mean, look at the buildings, then compare it to the route building and library(?); a bit odd. Something else; The Pokemon Center on that hill is... inconvenient. Maybe it's just me, but the hill seems rather flourishing but pointless. There's a tree that's clipped, as well-- the lake's left edge. The tree variance is... confusing? It's a either "Do or Don't" situation I feel like, so the trees at the bottom (that I'm pretty sure the player could see) just seem odd. Sprinkle them in every few trees or so if you want that sort of pattern! I've always been partial when it comes to mixing tree styles, but meh; seems to happen all the time.
 

MrJediMan

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For some reason I really like the simplicity of it. It doesn't feel too busy, but doesn't feel too empty either. That said, it feels pretty squarish. The pathway is perfectly straight all the way through, the coastline and cliffs are perfectly straight - it just looks rather unnatural. Make a bit more jagged and uneven. Also, I'd add more decoration - like those flowers - to the rest of the town, rather than just at those houses.
I made the town look less square and added some more decoration
------------------------I made the first route for my game. Route 501. The lighthouse is where your father spends most of his time
 

Streetie

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I really like these maps! The town really has the feel of a small calm town, which starting town usually have and the first route is really simple, but also very distinctive with the lighthouse.
You may want to add some decorations though on the first route becuase even if there are some, it may feel a bit empty at the end of the route. Also a small warning, I don't know if it should be possible to surf all the way around the maps, but if it isn't I'd look for a way to prevent that from happening,by adding rocks in the sea for example.
The only other remarks I have is that you should make some minor improvements of the tileset/its implementation. I noticed that you don't have a correct tile just above the benches in the first town and you may want to try and create a fitting tile for that cliff there. The last thing I have to say is that you may want to think about how you want the trees to work in the maps, most games let the player walk under the uppermost tiles of the tree and it looks like it will be the case here too, but the fence at the end of route 1 will leave a gap between the fence and the trees and you may want to look at that again in case this was unintentional.

Overall, these are some solid maps correctly conveying the part of the story your in, but there are some minor issues/things you should watch out for. Good work!
 

MrJediMan

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Anyone remember when i posted a version of this map over two years ago. I was GengarMaster. I did a rehash with new tiles. The entrance rugs tile is custom. This is also for Pokemon Radiant Sunshine.
 

Kawaiiski

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Anyone remember when i posted a version of this map over two years ago. I was GengarMaster. I did a rehash with new tiles. The entrance rugs tile is custom. This is also for Pokemon Radiant Sunshine.

You know, I always wondered what the function of a Pokemon Center having a cash register if it doesn't use money :blush: anyway, the entrance rug tile just doesn't really seem like it fits in, and the colors are too unsaturated in my opinion. Other than that, the map is pretty average. I always worry about the smallest details like, "How are those workers supposed to get out from behind the counter if there's no doors...?", which is why my maps has them, but IDK, video game logic!
 

MrJediMan

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I made another town i don't have a name for this one yet. I'm not as sure about this one
 

TechSkylander1518

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It's looking pretty good so far! I like the shape of the ledges and trees, it feels more like something in nature!

A few things I would suggest-
  • You said this was for a town, but there's only two buildings apart from
  • There's some space that gets really, really narrow, where a person wouldn't even be able to stand. I know it's in a spot the player's not supposed to be in, but it looks strange to have just a tiny bit of grass at the top of those ledges. I would suggest expanding them a bit and putting some trees on them-it'll look more natural while still showing they can't walk there.
  • It's a small thing, but those benches seem oddly placed. Why are they facing a rock when there's a scenic ocean view behind them?
  • Speaking of those benches, it looks like some trees above them got a little clipped.
  • It looks like players can walk around that gate. Unless you have something planned there, you should block it off-otherwise, player can walk right up to The Void.
 

riddlemeree

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This is the first map I've ever posted on this thread, and it's also my first "serious" practice map since everything prior to it has just been me trying to figure out how layers work lol.


There's a lot of mistakes in the smaller potions, like the leaves or the river curves. If I got money for every clipping issue in this thing, I would be filthy rich.
I've noticed most of them while I was mapping this thing, but I've been extremely lazy too eager to get this out :P

The main thing I was focusing on was the layering, especially for the trees. It got really messy and confusing, to the point where I would have to put the tree-leaves on the ground layer to cover up small spots.

I'm a total newbie in this kind of stuff, so tips regarding anything are greatly appreciated!
 

TechSkylander1518

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It's looking really nice! I love autumnal colors in maps! I can only see three things that I would suggest.
  • Some of your trees have a dark grey base around them, which looks out-of-place in the intense red.
  • Your building's shadow isn't transparent enough-it makes the ground look flatly colored instead of as if there's a shadow over it. (Do you know how to make things transparent in a paint program? I can tell you how if you don't!)
  • As fantastic as a natural-looking tree line is (seriously, it does wonders for immersion), it looks a little tricky to tell where the player can and can't pass through, which could lead to some spots becoming passable that you didn't intend to!
 

riddlemeree

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It's looking really nice! I love autumnal colors in maps! I can only see three things that I would suggest.
  • Some of your trees have a dark grey base around them, which looks out-of-place in the intense red.
  • Your building's shadow isn't transparent enough-it makes the ground look flatly colored instead of as if there's a shadow over it. (Do you know how to make things transparent in a paint program? I can tell you how if you don't!)
  • As fantastic as a natural-looking tree line is (seriously, it does wonders for immersion), it looks a little tricky to tell where the player can and can't pass through, which could lead to some spots becoming passable that you didn't intend to!

Thank you for your response! I agree with all of the things you pointed out. The grey base thing really bothered me too, but I didn't want to alter the tile set at the time. So I opted for the sneaky, easy way out--stitching the trunks of trees with a red base to the ones with the grey ones. It only worked well if the grey base tree was more hidden away though, so the grey base trees in more visible places were abandoned and left to die :P

The pathway of the trees was something I was also kind of thinking about, but I brushed it off pretty quickly. The map isn't actually intended for playing on since it was for practice, so the impassibility wasn't my concerns. I realise that isn't an excuse though, and I'll keep it in note :)

I didn't notice the house's shadow though, and now that I do, it really is quite awkward! I also didn't know about the transparency, and I really appreciate your offer for help since I'm going to need all that I can get on that!

Once again, thank you so much for your reply!
 

TechSkylander1518

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I'm really glad I could help!!

I don't know what paint program you use, but I personally use paintdotnet! (it's totally free, and I definitely recommend it if you don't have it already!) paintdotnet has a neat little opacity slider in its color menu.

Setting the Opacity to a smaller value will create pixels that are semi-transparent, so you can have shadows that will still show layers below them! Just copy the color of the shadow using the color-picker tool (K key) to get the color of your shadow and set the opacity to something lighter! My tilesets have shadows that are at 102 opacity, if that helps!

Replacing the shadow is going to use a few more tools. Use the wand tool (S key) to select the shadow. (If it's selecting more than the shadow, slide the tolerance menu down to zero. The tolerance setting on the wand tool affects the range of colors it'll pick from-if it's at zero, it will only select pixels with the exact color of the pixel you click on. If it's at something small like 10%, it'll take pixels that are a similar color) Since the wand has selected that section, you can make the eraser as big as you like without worrying about erasing something else. (Helpful, because sometimes the eraser in PDN is too much like a real eraser-pixels on the edge will become less opaque instead of disappearing completely) Then just fill it back up with the bucket tool (F key) and everything should be good!
 
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