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:
 

TechSkylander1518

Wiki Dweeb
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That looks like a great start! I like the rock decorations you've added to the volcano-even though the original had a cool steepness effect to it, I think the more free-flowing version you have here makes it feel more like a natural formation!

I think one thing I would suggest is to try to create a more clear footpath. It makes sense that, as you approach the volcano, the ground would be less green, but since you're also using that same tile on the footpath for the route, it makes things a little confusing. Like, I kept thinking that the trees in the lower left corner were blocking a path, because having the brown as the walking path made me think that brown=place for players to walk, rather than just brown=dirt/soil/etc. What if you tried the light-green grass tiles on the route instead? That way, you could introduce the brown titles as just decoration, and the player won't get confused and think they indicate where to go.


I'd also suggest removing these two trees right here:

Just because it looks like they would force the player to go the long way to get to the next house. (Like, if I exited the house on the left and I wanted to go to the house on the right, I couldn't just go right, I'd have to walk around the house and go right) It's minor, but it's not really serving any purpose as an obstacle.
 

DerxwnaKapsyla

Overseer of the Abyss
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I separated the path into the town and the decorative dirt, but I may change the dirt used entering the town to something else (or the dirt surrounding the volcano, but that'll be a messy, messy job). I also took the advice and removed the trees next to that house.


I might be running into the end of what all I can do to the map to polish it up. Maybe a few more tweaks here and there to make a little more stand out, but beyond that I think it's fair to say the map is roughly as good as it'll get.
 

TechSkylander1518

Wiki Dweeb
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Cutting off the path was a good solution! The only place that still blurs the line between path and decoration is that lower left corner-and I think that path behind the trees might be for an item? In that case, blurring the line makes perfect sense for it!
 

aiyinsi

A wild Minun appeared!
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I don't like the sharp edges in the mapwhen there are no decorations like trees or mountains. So I guess either get rid of those sharp edges or add more decoration to distract from it. if you look at what the official games do they tend to have no rectangle shaped geology at all ... they have like a colour palette for different hights and just use that.


Looking at the Hoenn Map they don't even have the brown colors and nor decoration ... but the topography is even more detailed. Note that the dessert is not even in there though. Also making something as detailed as the hoenn map is not as easy as making something like the FRLG map.


Another thing I found is that the green from the routes is kinda hard to differenciate from the green of the towns on first glance.

But appart from that one route that goes from top left to bottom right I like the layout. I'm not trying to say you shouldn't have such a route, but I'm saying there should be a reason for such a long route to exist ... some kind of lore around it and that route will make your game better and distinguishable.
 

West

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I don't like the sharp edges in the mapwhen there are no decorations like trees or mountains. So I guess either get rid of those sharp edges or add more decoration to distract from it. if you look at what the official games do they tend to have no rectangle shaped geology at all ... they have like a colour palette for different hights and just use that.


But appart from that one route that goes from top left to bottom right I like the layout. I'm not trying to say you shouldn't have such a route, but I'm saying there should be a reason for such a long route to exist ... some kind of lore around it and that route will make your game better and distinguishable.
I don't like the sharp edges in the mapwhen there are no decorations like trees or mountains. So I guess either get rid of those sharp edges or add more decoration to distract from it. if you look at what the official games do they tend to have no rectangle shaped geology at all ... they have like a colour palette for different hights and just use that.


Looking at the Hoenn Map they don't even have the brown colors and nor decoration ... but the topography is even more detailed. Note that the dessert is not even in there though. Also making something as detailed as the hoenn map is not as easy as making something like the FRLG map.


Another thing I found is that the green from the routes is kinda hard to differenciate from the green of the towns on first glance.

But appart from that one route that goes from top left to bottom right I like the layout. I'm not trying to say you shouldn't have such a route, but I'm saying there should be a reason for such a long route to exist ... some kind of lore around it and that route will make your game better and distinguishable.

As far as the last thing goes, it's loosely based on the 101 and PCH in California, which are both long routes IRL
 

AnonAlpaca

Why Do People Call Me A GOAT
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Sep 4, 2020
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13
Hey; I've been doing some practice maps, not related to any fangame - in Tiled! I wanted to do some warmup for Iron Mapper and get a feel for how to use the software and make a good map. I sort of go for aesthetic appeal when it comes to design, so I'm wondering if there's any way they could improve from a gameplay standpoint.
farm.png

rural_school.png
 
Hey; I've been doing some practice maps, not related to any fangame - in Tiled! I wanted to do some warmup for Iron Mapper and get a feel for how to use the software and make a good map. I sort of go for aesthetic appeal when it comes to design, so I'm wondering if there's any way they could improve from a gameplay standpoint.
I think even from a gameplay standpoint, you're doing pretty well already. The main thing that's easy to forget when mapping purely for aesthetics is the screensize, which is actually quite small! The player can only view an area of about 6ish tiles high and 8ish tiles across; this is usefull to keep in mind when planning the player experience.

So for example, if the player is on the route map and approaches that large bridge between cliffs, they will likely see none of what's on the other side or how long the bridge actually is untill they're crossing it. However, that cave beneath the bridge is plenty close that they'll be teased with a glimpse while crossing. At the school, an approaching player will be able to read the mailbox and walk past the fence before they ever see part of the building. I'd think about this a bit when planning the wild grass too, if the player is going to choose a path through then they need to see their goal on the other side.

Speaking of grass though, that's my other tip: think about its' function. Grass has a chance of wild battles, so players are generally going to take the shortest path through, or avoid the grass entirely. When they want to search the grass for wild Pokemon, the player is probably gonna gravitate to the largest patch of grass to run back and forth in. So keeping this in mind, any patch of grass that isn't mandatory to walk though needs another reason to be there; maybe there's an item on the other side, or going though the grass is how to avoid the eyes of a trainer?
 
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