• 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!

Feedback Map Showcase

leilou

Elite Trainer
Member
Posts
172
Hi guys! This is the 2nd route of my ROM hack. Any suggestion?
I like it ... it's really basic but nice looking ... perfect for route 2 if you're starting with smaller towns. The only thing I don't like is that small 4 tiles behind the first stairs. It kinda looks off to me ...
 

Arma

A Martian Hyena
Member
Posts
39
Well then, it sure has been a while since I last posted here. Allow me to present you Rumbleseed Village. I just felt like mapping today, and I'm rather proud of the final result. I think I might even use it as the starter town of my new game. As you can see, with an exit to both the north as the east side of the town, a cave and the entrance to a forest, there's plenty to explore here.
Feedback is much appreciated. =D
 
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CloonieKing

The beetle has nothing on me, I'll fight it back.
Member
Well then, it sure has been a while since I last posted here. Allow me to present you Rumbleseed Village. I just felt like mapping today, and I'm rather proud of the final result. I think I might even use it as the starter town of my new game. As you can see, with an exit to both the north as the east side of the town, a cave and the entrance to a forest, there's plenty to explore here.
Feedback is much appreciated. =D
Very late reply, but I figured since no one had replied yet I may as well.

I mentioned this is discord I think, but I do very much like this map. It really does give off the feel of a starter town and you really have used the FR:LG tiles well. I mean, you even made a very distinct and clear treeline while using multiple types of trees.

My only real negatives have to do with how this map would actually work as a starter town. It looks like one, but I'm not so sure if it would play like one. Right off the bat it can lead to 4 different places, considering there will be a short time when the player won't have any pokemon, that is a lot of road blocks to set up. And even after they get their first pokemon, it would feel overwhelming to have 4 different paths open straight away. Maybe you could work the cave or forest into an intro sequence sort of thing, like where you have to go do something for the prof. in the cave or forest, and then you move on to one of the north or east exits afterwards, but even with that, it would only eliminate one path.

I think I may have rambled about that a bit much, aesthetically, this map is perfecto, loving the little bits of greenery growing on the side of the cliff.
 

Arma

A Martian Hyena
Member
Posts
39
Very late reply, but I figured since no one had replied yet I may as well.

I mentioned this is discord I think, but I do very much like this map. It really does give off the feel of a starter town and you really have used the FR:LG tiles well. I mean, you even made a very distinct and clear treeline while using multiple types of trees.

My only real negatives have to do with how this map would actually work as a starter town. It looks like one, but I'm not so sure if it would play like one. Right off the bat it can lead to 4 different places, considering there will be a short time when the player won't have any pokemon, that is a lot of road blocks to set up. And even after they get their first pokemon, it would feel overwhelming to have 4 different paths open straight away. Maybe you could work the cave or forest into an intro sequence sort of thing, like where you have to go do something for the prof. in the cave or forest, and then you move on to one of the north or east exits afterwards, but even with that, it would only eliminate one path.

I think I may have rambled about that a bit much, aesthetically, this map is perfecto, loving the little bits of greenery growing on the side of the cliff.
Thank you! I understand that having 4 paths right off the bat will come across as confusing and overwhelming, but I think I got that covered.

First off, my region is rather prone to earthquakes, and a recent landslide has made the mountain pass north rather trecherous, especially for a novice trainer. The cave is rather small, and is actually of no particular interest in the early game, as you won't even encounter any wild Pokemon there.
This basically leaves the forest and the eastern route, you'll get your first Pokemon for a certain quest in the woods. Once that's done, you can finally start your journey, venturing east!

I hope this makes some sense, I don't want to spoil too much of the story (possibly because I have yet to flesh it out), but I think this provides enough context for the map.
 

CloonieKing

The beetle has nothing on me, I'll fight it back.
Member
Thank you! I understand that having 4 paths right off the bat will come across as confusing and overwhelming, but I think I got that covered.

First off, my region is rather prone to earthquakes, and a recent landslide has made the mountain pass north rather trecherous, especially for a novice trainer. The cave is rather small, and is actually of no particular interest in the early game, as you won't even encounter any wild Pokemon there.
This basically leaves the forest and the eastern route, you'll get your first Pokemon for a certain quest in the woods. Once that's done, you can finally start your journey, venturing east!

I hope this makes some sense, I don't want to spoil too much of the story (possibly because I have yet to flesh it out), but I think this provides enough context for the map.
That sounds like a pretty solid idea, good to see you had already thought about it, i look forward to seeing this map come together in a playable game one day :)
 
Posts
15
The second route for a project i'm working on. It connects a forest near the first town to the second town.
I'd really appreciate feedback on anything I can do to make it better.
Tile Credits to @Aki, Sylver, and Phyromatical.
 

leilou

Elite Trainer
Member
Posts
172
from the way the map is mapped it looks like the forest entrance is to the right ... so I'd cut the lower right part of the map. Also I'd make the forest entrance more obvious ... like having some trees around it go inwards and make it bigger ... right now it kinda looks like a weird tree shadow
 

Kostas

Novice
Member
Posts
16
Hey guys, it's been a while sine I last made a map but here it is! I already got some feedback but I would love to get some feedback from you too to see if there's anything to improve etc. This is again for my ROM hack and it's the 3rd town.
 

leilou

Elite Trainer
Member
Posts
172
I don't have any things on what to improve ... but there some things I like:
it's simple enough so that you can't get lost even though it's not a small town
the lake plus mountain cliff makes the town recognisable
 

xThatOneGuy

Rookie
Member
Posts
3
@AceTrainerGresh I like your map overall! In addition to @leilou's comments I would like to add that you might have overdone it a little on the tall grass, also the map could maybe be a little less linear so you would be able to explore a bit more! I like the way you did your cliffs they look very organic. However, they feel a little empty from time to time. Hope this feedback is usefull :)

@Kostas There is little I do not like about your map, overall the town looks very well designed and simple enough to not get lost but big enough to keep the player interested! I like the lake in the middle, maybe make it acesible and add some sort of background story to it? idk. The one thing i think you could improve is that next to some of the houses, you use the small trees just to fill up space instead of trying to intergrate them in the map, so my advice would then be to use more small trees overall, or use none at all :)

EDIT: forgot I also wanted feedback for a map I made myself.


Burtel town is a town divided by a huge canyon. Luckily, there is an ancient stone bridge connecting the 2 halves. On the cliffsides one can see the layers off rock, reminders of past times. Scientist conclude the canyon must have been formed by flowing water millions of years ago. Today the water is not present. However, the fertile soil remained, the lively bottom of the canyon creating a contrast with the more or less dead top counter part of it.
 
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leilou

Elite Trainer
Member
Posts
172
I like the idea of the map and also the tileset(with exception of the bridge missing outlines ... it kinda was the first thing that striked my eyes)

Another thing I don't like is that you can see the house down in the canyon but there's no way to get there. So I'd probably like it more if the house weren't there so it feels more like a route.

There's also a tiling error: row 5 column 12 ... the wall has no connection to the mountain it may be column 11 that you need to fix though. Plus the wall 4 tiles to the right of it doesn't match the height of the layers on the left ... there's one layer too much(the bottom layer)

The bench on the bottom left of your map looks a bit strange also because it's hidden underneath the tree

I'm not sure if the way you did the multiple layer in one tile is the best ... the sides probably need a tile with all the side colors ...
 

Arma

A Martian Hyena
Member
Posts
39
While I mainly agree with Leilou here, I must add that diagonal paths don't make much sense in a place where the player can only walk in 4 directions. I like the details on the map, but the bones on the left sided of town look really out of place. They'd fit a lot more against the edges of the cliffs, rather than in the middle of a path
 

xThatOneGuy

Rookie
Member
Posts
3
Thanks for the feedback guys!
Although i do not agree with all of the points you mentioned (for instance the house down in the canyon and the diagonal walking part) i certainly am able to improve my map!
 

West

New in Town
Member
Posts
16
How about this map?
The people in the houses hate the grossly vibrant schmuck who had the audacity to build an ugly yellow-brick strip-mall building surrounded by non-native flowers in a serene forest paradise meant for escaping the visually obnoxious trends of the city.

The inescapable sight of that laundromat-looking eyesore in their understated village has left them in permanent stress-induced migraines.

Cool map tho
 

Arma

A Martian Hyena
Member
Posts
39
The people in the houses hate the grossly vibrant schmuck who had the audacity to build an ugly yellow-brick strip-mall building surrounded by non-native flowers in a serene forest paradise meant for escaping the visually obnoxious trends of the city.

The inescapable sight of that laundromat-looking eyesore in their understated village has left them in permanent stress-induced migraines.

Cool map tho
Well that was ... something to read... XD
Seriously speaking though, I agree with West. The bottom half of the map looks really nice and quaint, but the lab hill looks "artificial". It's as if you didn't feel like mapping that part so you lazily just pasted in a hill and filled 'er up with flowers and a building.
 
How about this map?
If this is for a game with Gen 3 overworld, perhaps you could edit the tiles a little, so they use more complex tree shadows when trees are bundled together? I find the empty space between trees a little too repetitive.

This is for a project of mine, it's meant to be some sort of devamp of HGSS' Trainer House [1] [2], including just a few tile edits and a custom floor.

I'm not sure I got the shadows on the tiny columns or the gate barring the way to the arena to the south (see in-game shot):



In-game shot:

Additionally, does the "arena" seem a little too crowded? I don't think its small enough for it to be hard to navigate when there are several NPCs inside (their position is fixed and they do not move and only look around).
Could someone suggest a smarter use of existing tiles or even palette to give that bottom half arena some more flavour? Right now it's just the Trainer Tower tiles from stock Essentials/FRLGE.
 

JaceDeane

Novice
Member
Posts
15
If this is for a game with Gen 3 overworld, perhaps you could edit the tiles a little, so they use more complex tree shadows when trees are bundled together? I find the empty space between trees a little too repetitive.

This is for a project of mine, it's meant to be some sort of devamp of HGSS' Trainer House [1] [2], including just a few tile edits and a custom floor.

I'm not sure I got the shadows on the tiny columns or the gate barring the way to the arena to the south (see in-game shot):



In-game shot:

Additionally, does the "arena" seem a little too crowded? I don't think its small enough for it to be hard to navigate when there are several NPCs inside (their position is fixed and they do not move and only look around).
Could someone suggest a smarter use of existing tiles or even palette to give that bottom half arena some more flavour? Right now it's just the Trainer Tower tiles from stock Essentials/FRLGE.
Looks great, personally! Maybe adapt the secret base cushions from RSE to pad the arena instead of those cylinders?
 
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