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Map request thread


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5 replies to this topic

#1 Navi

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Posted 29 June 2010 - 08:54 PM

Basically, I was thinking "Hey, you're getting pretty good at map making, but what do you do when you run out of Ideas?" Then i thought maybe if people request mappy maps, I could do them, help that person out, and get better at map making.

So... yeah, I'll do maps if people are specific enough, by that I mean what game tileset, the map dimensions, basic overview of the map(if you can draw it in a basic painting program that could help) and any special items (ex: doors, chests, poison spitters, lava panels, thrones, ect...).

I'll post all the completed maps in the first post.

Since not many people know me here, I thought this might be a good way to meet others, so yeah.

'Completed Maps' (Click Here To Hide/Show Text)

Psychout50:
user posted image
AstraLunaSol:
user posted image

user posted image

#2 Fire Blazer

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Posted 29 June 2010 - 09:35 PM

Cool stuff. Do you mind people giving critique too, or you'd rather not?

Also, I think in the quote you meant to type "I'm getting pretty good..."

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#3 Navi

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Posted 29 June 2010 - 10:03 PM

Na, I meant I thought to myself. Like writing- er never mind.
But yeah, any critique is welcome, just wait until I actually post the map.
Or do you mean critique of the two maps I posted?
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#4 Lord Glenn

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Posted 30 June 2010 - 04:56 AM

The way I interpreted the message was in a general sense of, "Are you cool with C/C from others on the maps?" Which, of course, would include the two that you already had up as well.

I do have some critique for the two that are up already, if you're cool with that. (If not, just ignore the following.)

Map 1: You've got some height and shading issues with the fort. The main building design is approached with a 1-height level design, while you've got two levels in actuality, due to the small room on the right-hand side. (Easiest fix is to make the outside walls one unit "taller" by using the heightening tiles, IMHO). With the shading, it's primarily just on the tiles touching the top portion of the wall. Unless this particular tileset doesn't have the corresponding tiles, those floor tiles should have shading along the top edge of the tile (i.e. where they're meeting the wall).

Map 2: Mainly a semantics type of complaint here, but rivers in regular GBAFE maps don't normally function like those ones do. They seem like they'd fit more in Advance Wars than FE with that style. Also, you overused the same plain grass tile (which you probably are aware of already), and you've got some Thicket tiles in the main areas. Not sure if those were intended or if you were thinking they were just different Forest tile designs (if the latter, then I advise changing them, since only flying units can pass through/over them).
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#5 Fire Blazer

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Posted 30 June 2010 - 01:25 PM

^I meant what LG said

And regarding what you said, you changed the subject in the quote, so it wasn't quite consistent... sorry, my teacher has trained me to be really keen on grammar usage, I'll shut up now. >_>

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#6 Navi

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Posted 30 June 2010 - 07:41 PM

K', made some of those changes you mentioned, how do they look now. And no, the first map tileset has no tile like that. The second map is supposed to have a downhill effect, and I know those are thickets, ALS wanted the map to be tedius to cross.

And Blazer, you are right, my english teacher would flip if she found out, thanks.
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