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Quinn
06-23-10, 04:56 PM
Me and an Admin were talking, and I was actually going to become one of the new mappers. That stopped once I couldn't get a working RPG maker. (2003 has horrible amount of Tile limitation, and XP has too big of a resolution for my notebook)
That being said, I found a way to make "general maps" in Photoshop, with grids.
When/If we see a returning mapper, or maybe a new one, they can just use these as their guides.
So, now that shinies are starting to rally down, my next projects are going to mostly be trainers, these maps, and hopefully move animations. (excludes urgent stuff, like the overworlds)

Last, not too important. I dont know about how some of the tree's and the path grass (the short, everywhere grass, not the tall, pokemon grass) work. I know how in the games the trees are the same with the cities/ routes by it, and the path grass is random. I know that, this is just a map, there will be some little errors. Errors that will be fixed once they are created in RPG maker.


So, I'll probably produce a map or 2 every other day, so here's my 1st. Changes can be made.
(VERY BIG IMAGE)
http://img84.imageshack.us/img84/1391/route205.png
Now here's my lecture on the route.
House either contains no-one (spooky-ish), or just some random person.
You can battle at the least, 2 trainers, and at the most 4-5.
Trainers appear at the beginning of the fork (near the tree side), 2 in the lower part, and the last near the end of the route, right by the 2 grass patches, in that area cut in the trees.

This route is known for the 4 Big trees that have been growing in the center for many years.

Cyndadile
06-23-10, 05:05 PM
I like it! Maybe have that psychic trainer in the house?

Quinn
06-23-10, 05:07 PM
Maybe, kinda mixed about that, since its still an earlier route, so it shouldn't have too much to it. (No hills either). That could possibly work, though if so, other "possesed ones" would be around other places as well.

Black Temple Gaurdian
06-23-10, 07:40 PM
Waaay to plain.

Black Temple Gaurdian
06-23-10, 09:02 PM
Damn edit time ran out.
Okay, I tried to make it less dull.
http://img717.imageshack.us/img717/1391/route205.png

ImmunityBow
06-24-10, 01:13 AM
Ooh, I'm liking BTG's edit. It's clean and elegantly done, with natural lines and enough natural variance. Quinn's original attempt wasn't nearly as bad as other attempts I've seen either. A cool idea could be to line the roadside with flowers (scattered, not lines full) to add a bit more colour.

neon.Barnacle
06-24-10, 03:51 AM
Alright, I just realized that nobody posted my original Quick Walkthrough anywhere on these forums. While it did contain now-obsolete plot, it also had short descriptions for the terrain and layout of all the routes/caves/cities. Should I go ahead and post it on the staff forums?

SilentSentinel
06-24-10, 03:57 AM
Oh yeah, that thing was pretty helpful.

Quinn
06-24-10, 04:35 PM
BTG....you read my MIND EXACTLY. I had those exact trees in my edit, that house in my edit. The only change that I didn't have was the smaller trees. THAT ROCKS! Glad to see that I might have a partner on this!

Yet again, all up in the air, but here is a possible route 206. Up in the air for edits.
I'm gonna start posting in spoilers as well
http://img149.imageshack.us/img149/5038/route206.png migth seem a bit harder for the start, but it is the entrance to a mountain

If anyone, is up for this as well, here is the map. It helps LOADS
"I'm the map, I'm the map, I'm the maaappp!" (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/topaz_map-1.png)


2nd.....prelude
I hope this doesn't piss people off, but here is what the current before maps are. This also helps alot
Neo Bay (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/neobay6aj.png)
Route 201 (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Routes/route201rehash0ty.png)
Sunset Village (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/sunsetvillageremakewithviewpoi.png)
Route 202 (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Routes/route202remake1tc.png)
Softwind City (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/softwindcity9zy.png)
Route 203 (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Routes/route203fangkingversion3xl.png) (I think this one needs some edits with the entrance. Have a couple burned trees.
Chartree Forest (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/chartreeforest2si.png)
Route 204 (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Routes/route204fangkingversion0tc.png)
Cranewing City (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/cranewingcity1qx.png)
Mistvale City (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/mistvale2vo.png)

3rd. This is my beginning of route 207
http://img155.imageshack.us/img155/2937/route207.png

4th. I'm scared to do route 212...the spooky route. One thing I dont get about it though, is its in the shadow's of Dynamo Gardens, which is the entire region away.

Route 212: This route is one of perpetual night, lots of dark Pokemon and ghost Pokemon, and the majority of the Mt. Frost Sanctuary (Secret Room) sidequest will be here (quest for Mirust). It's in the shadow of the Dynamo Gardens, and should probably be very spooky.

5th. I thought we had Frost town and Collossus City. It will be fun to make them, especially how Saint Nick's in Frost, and Collossus is HUGE with all of those giant tiles! EEEKKK :D

6th. Like I said earlier, when these are created in RPG Maker, there might be some slight issues. Maybe a pixel or 2 off stuff. Maybe a missused tile. Whatever the case, these are only the base of the routes/cities.

7th. I'm scared to DEATH of caves. Idk if I should even venture into that.

Quinn
06-24-10, 05:54 PM
Damn, I forgot 2 add this....where is the sand tile? I cant find it for the life of me.

Black Temple Gaurdian
06-24-10, 06:08 PM
Route 218 (note the Bioshock refrence):
http://img683.imageshack.us/img683/2760/route218.png

Quinn
06-24-10, 06:12 PM
I like it, except the lighthouse. I've never been a fan of that small one though. As request, could you replace that one with either the bigger one, or just sand?
I also like how it goes backwards as well with the diving area. U might wanna make that as well.
I dont know Bioshock by the way. Except the freaky dude in a submarine suit and the trippy chick.

by chance, if your up for doing mapping with me, message me. Lets get something going.

Black Temple Gaurdian
06-24-10, 07:05 PM
Anyone done Route 201?

Black Temple Gaurdian
06-24-10, 08:40 PM
No? Good.
http://img819.imageshack.us/img819/9199/route201.png

neon.Barnacle
06-24-10, 10:05 PM
201, as in, the first route? Done a long time ago by Fangking, check Quinn's post.

Also, nice bioshock reference, I chuckled. Although Route 218 is a square route (but we might end up changing it, too much water in Topaz anyways).

Black Temple Gaurdian
06-24-10, 10:23 PM
Hang on then and it'll be route 206.
I still say mine's better.

Black Temple Gaurdian
06-24-10, 11:28 PM
K done, C&C.
http://img52.imageshack.us/img52/5038/route206.png

Quinn
06-25-10, 12:50 AM
Route 206 is the entrance to a mountain. Like mine, it should Go up alot more than 2 levels...sorry. That being said, save that one you were going to have for route 201, I saw the perfect place for it, though I can't remember right now. (I can't believe it...I forgot to put grass in my route 206.)

Too much water? It might be just that I'm a water lover, but I think it is a perfect amount.

I hit a bump in my route 207 design, so It wont be done today. But count on it being done by tommorow...and possible Roost whatever city.

SilentSentinel
06-25-10, 01:25 AM
BTG, that 201 is way too complicated to be the first route, but I bet it wouldn't be too bad later on.

Quinn
06-25-10, 04:50 PM
Neo Bay (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/neobay6aj.png)
Route 201 (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Routes/route201rehash0ty.png)
Sunset Village (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/sunsetvillageremakewithviewpoi.png)
Route 202 (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Routes/route202remake1tc.png)
Softwind City (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/softwindcity9zy.png)
Route 203 (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Routes/route203fangkingversion3xl.png) (I think this one needs some edits with the entrance. Have a couple burned trees.
Chartree Forest (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/chartreeforest2si.png)
Route 204 (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Routes/route204fangkingversion0tc.png)
Cranewing City (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/cranewingcity1qx.png)
Route 205 (http://img717.imageshack.us/img717/1391/route205.png)
Mistvale City (http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Cities/mistvale2vo.png)
Route 206 (http://img408.imageshack.us/img408/5038/route206.png) Revamped with grass and doesn't deadlock people into mount mist.
Route 207 (http://img690.imageshack.us/img690/2937/route207.png) This one DOES deadlock you from going back into Mount Mist


this might seem a bit weird, but I actually based my route 206-7 off of 2 around Pewter-Cerulean City. The mountain entrance route doesn't dead lock people in, so if they need to go back to the Pokecenter, they can. After Mount "moon", you leave and once you jump down that ledge to Cerulean City, theres no turning back. (Like my exit mountain as well). Last where the daycare is, under Cerulean, there are hills with grass. those are like mine with the entrance. Last, with the exit, it also kinda goes with Johto's final mountain route...when you have to make choices on which path to take.

Black Temple Gaurdian
06-25-10, 05:11 PM
206- plaaaaiiiiinn! Also, I shouldn't be able to go an entire route without walking through at least some grass.
207- some tile errors

Quinn
06-25-10, 05:12 PM
I know there would be a couple tile errors. Anyways...you wanna "fix" em up?

By the way, route 207 should have somewhere around 4-8 trainers.

Last, for RoostHaven, should there be a SUPER HUGE tree tile created?

to the grass thingy...I think there should be possiblilty on SOME. Your gonna need all your energy for mount mist, and once you get out, there is 1 path that doesn't have grass, the people have to think, and be lucky.

Black Temple Gaurdian
06-25-10, 06:20 PM
Okay, I spruced up route 206.
http://img690.imageshack.us/img690/1045/route206b.png

neon.Barnacle
06-25-10, 06:34 PM
Alright, a few mistakes both of you are making. Take a look at this map:

http://archives.bulbagarden.net/media/upload/b/b1/SevaultCanyon.png

Notice that the only ground tiles you can walk on are the grass and dirt tiles. The rocky tiles, i.e. the ones currently used for Route 206/207, are all supposed to be inaccessible areas.

Second, normal "wall" tiles and "ledge" tiles (the ones you can jump off of) are not compatible. I see some mistakes on Route 207. And make sure there is NOTHING at the bottom of the ledge tiles, you're supposed to be able to jump off and land on the ground. I also think that you're going overboard with the ledges. They're great when properly placed, but too much and the player will find them to be a nuisance.

Lastly, don't be too hasty to add trainers. That's really a job for the programmer, although you can help by making some nooks and crannies for them to hide.

Black Temple Gaurdian
06-25-10, 06:39 PM
Alright, a few mistakes both of you are making. Take a look at this map:

http://archives.bulbagarden.net/media/upload/b/b1/SevaultCanyon.png

Notice that the only ground tiles you can walk on are the grass and dirt tiles. The rocky tiles, i.e. the ones currently used for Route 206/207, are all supposed to be inaccessible areas.

i recommend looking at sapphire's route 111 as an example. you can clearly walk, fight and even bike on them.

neon.Barnacle
06-25-10, 06:54 PM
Except that is RSE's tileset. The one we're using is FRLG. It looks a lot nicer too.

Quinn
06-25-10, 09:17 PM
I can't find that "dirt" tile. The grass, of course. But, I can't find that sand/dirt stuff. (I still think the rock is a better look.) Yet again, for Roosthaven, it says there is a BIG tree in the city, so should I put one in there? (create a supersized tree)

Black Temple Gaurdian
06-25-10, 09:27 PM
Except that is RSE's tileset. The one we're using is FRLG. It looks a lot nicer too.

It's exactly the same tile in both :/

Quinn
06-25-10, 09:35 PM
what he means is that in R/S/E is you can "walk" on the rock, but in FRLG, you have that dirt/grass path at all times.
For example, look at the Mt Fall/Meteor in RSE, and look at that one that NB posted.

neon.Barnacle
06-25-10, 10:36 PM
It's exactly the same tile in both :/

Uh, no it's not. Take a closer look.

Quinn
06-26-10, 12:29 AM
come on! I need an answer here, should I make a giant tree or not? If your wondering why I'm even asking this, look at the "Topaz Map" phrase.


Roothaven is built among the roots of an enormous tree, which provides food for its carefree citizens. It is a spiritual gathering spot where people come to admire and appreciate nature. The Labyrinth present allows trainers to have fun solving puzzles and competing with others for rewards. A tunnel is currently being built in the south to connect Roothaven and Saharan City, but it doesn’t seem like it will be done any time soon.

also, what about this labyrinth? Is it like a different area, like a cave (so I dont have 2 do it)?

SilentSentinel
06-26-10, 12:41 AM
The labyrinth is a puzzle type thing that the player goes through multiple times from what I remember, kind of like the Trick House. IB knows for sure though.

Quinn
06-26-10, 12:43 AM
okay...so should there be an exit to it? Or a house? or what?

still wondering about the "tree of life"

neon.Barnacle
06-26-10, 01:09 AM
Battle Labyrinth was part of the whole Battle Frontier thing we had going on (in addition to the seven buildings found in Emerald's Battle Frontier, the Labyrinth was supposed to be the 8th and featured double-battles). While I was project leader I kind of gave up on this idea, since its implementation would be too time-consuming.

I've actually attempted to map Roothaven once before. My plan was to design custom tiles to represent tree roots, so the entire city is literally built on the roots of a huge tree. Here's what I have to show for it, I didn't like where it was heading so I gave up on it and never spoke of it again. Hope you get the basic idea of what I was going for.

http://i7.photobucket.com/albums/y274/neonscreen/roothavensample.png

Quinn
06-26-10, 01:11 AM
although I'm not the biggest fan of the roots, do you mind when I make it, if I could use your Labrynth entrance?

so should I see about a giant tree? Or maybe even a huge trunk?

what are the caves for? I see 2

neon.Barnacle
06-26-10, 01:15 AM
Yeah, the root tiles suck majorly. I'm pretty sure they were a good part of the reason I gave up.

You shouldn't rely too much on the descriptions on the Topaz site, they're really outdated. Right now I'm not even sure if Battle Labyrinth will make it into the game. Personally I'm for scrapping it and the other Frontier buildings.

A giant tree would be nice but I'm not sure how well that would work in the Pokemon overworld. If you have the spriting capabilities then by all means feel free to try.

Quinn
06-26-10, 01:20 AM
Yeah, the root tiles suck majorly. I'm pretty sure they were a good part of the reason I gave up.
They aren't bad, they just dont look like "tree roots". The look kinda like a slippery mountain.


You shouldn't rely too much on the descriptions on the Topaz site, they're really outdated. Right now I'm not even sure if Battle Labyrinth will make it into the game. Personally I'm for scrapping it and the other Frontier buildings.
alright, though until that thingy of urs is in the staff stuff, its my only "base" As for the Frontier buildings, I actually am opposite to that...I'm all for them...especially the Labyrinth.


A giant tree would be nice but I'm not sure how well that would work in the Pokemon overworld. If you have the spriting capabilities then by all means feel free to try.
It seems right to have a giant tree. But a simple math equation here. Spriting+Quintin= HELL and sometimes a big mess ;). Though I could try it.

neon.Barnacle
06-26-10, 01:28 AM
Yeah, I'll get on to posting my quick walkthrough shortly.

I have nothing against the Battle Frontier, but you must realize that we simply do not have enough manpower to recreate them. Hell, it's been what - 7 years already, and Topaz has yet to churn out a working demo. Forget about the Frontier, it's not on our priority list.

Quinn
06-26-10, 01:34 AM
of course I get that. Although I joined not even a year ago, I wanna see, and help this come to life. I'm with you with the part of getting priorities done 1st though. I dont wanna forget them all, just for stuff like our current demo, none are there, and for the 2nd I am hearing of, (to the 5th gym), when people pass by them, they are blocked by gaurds. Once the game is out though, we can have them, and this is "for planning", so we are ready in the future.

Quinn
06-26-10, 05:02 PM
I like BTG's change to Route 206 (except trainer locations, and some patches of grass), but I tried to revamp this a bit to go with its description.
(as you can tell, I dont care much about boundaries. PS, I changed up the description a bit, so instead of after leaving Mt. Mist, you exit on another part of route 206, you just exit into route 207
http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/Route207.png The key route to not getting attacked by a trainer or wild Pokemon is....go to the left side and jump that. Continue down until you reach the spire, then jump off. Walk of to the far right stairs, and walk down. All other possibilities will include walking in grass and/or battling some trainers.
The lower cave could be either an alternate Mt. Mist exit, or just an empty little cave with an item or 2 in it.


I'm going to temporary hold off on maps, for 1. Get a tree tile ready for Roothhaven, and 2. I need more comments to finish the youngster. Youngsters are in earlier routes, and our demo is the early routes.
If you wanna see my horrible tree :( look here
http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/Tree.png I WOULD LOOOOOVVVVEEE SOME HELP HERE! I think it looks like a mess. The Pokecenter there is to show the size, and the grass is there to show how the bases edges flatten on it. I'm gonna see about making some roots to go through parts of the city, but it looks HORRID right now.

what did I use?
http://www.punitsinha.com/img/giant_sequioa_tree_trunk_050530M168.jpg
http://www.serebii.net/platinum/accessories/Stump.png

I would love some help on this tree, since I dont know too much on shading, or how to give it a barky look. I think it should be bigger as well, but thats kinda I think only me.
I pictore Roothaven kinda like Kikori forest. You got the Giant Tree, and the surrounding area being carefree and nurtured by it.

zeroality
06-27-10, 06:12 AM
Glad to see you guys are getting the ball rolling on these, we definitely need maps ready for the demo.

As for the Battle Frontier, let's just put that concept on the back-burner for now. Nobody is sure if it's going to be in the game. A lot of concepts were thought up when Topaz started and some just aren't realistic.

Quinn
06-27-10, 10:46 PM
I thought the demo only goes till beating the 2nd gym? It does right? I am SOOOOO not ready if it goes to the 3rd. (which I'll post a fix edit of Fernando's gym tommorow, along with my map)

So, 1st things 1st...I'm VERY VERY VERY desperate for help with that tree. It looks horrid right now.

2nd. I'm going to post my Roothaven tommorow. (I based a part off of neon's as a thanx for his help)

Today I'm going to give hints on it though...but 1st some quick info. I had to screen shot some tiles off of a couple cities, since our tile sheet doesn't even have FLOWERS! WTF? I had to go on like every 30 minutes to find the tiles I needed...it SUCKED! It took me about 10 hrs (yes, that long) to fully complete it, and although it was tiring, I am VERY VERY proud to say its mine. It isn't complete until it has the Giant Tree at the top right corner, but other than that, unless some edits need to be done, its done (and might I say, it looks GOOD!) I had to create a couple other tiles as well, like a bridge (theres a hint ;) ) and some others. Last, I found a cool looking purple tree on the internet. Same as the fluffy ones on route 205's BTG edit, except it is a purple, pinkish, and it is AWESOME. I couldn't help to use it.

Now heres the hints.

1. I used the base of Mistvale City as my size, although I made it a bit bigger. It is almost the size of Neons in width, but more square in height.

2. I used the idea of 2 Hoenn cities 1 has alot of "life" to it, and another is a quiet town. I took the quiet towns unusually "fuzzier" grass and FRLG-ified it

3. Last, there is 2 levels to the city. Levels can mean alot of things though, from air, to mountain, whatever...I'm not posting until tommorow.

Yet again, although it took around 10 hrs to fully make (about 2 lazy days), I'm REALLY proud of it! It will be a city that I visit over and over again, just for looks. Though I kinda want an attraction in there, like an unfinished gamecorner (finished after 5th badge or so).

PS. talking bout gamecorner, dont scratch the Orange Treecko Bar and Grill Idea. maybe the orange treecko part, but I love the idea of it, with a gamecorner, and a rally thingy to try to win the "orange treecko" (whatever the hell that even is)

ImmunityBow
06-28-10, 02:32 AM
neon's unaware of this, but currently the site is up to date up to Hollowlog. Or at least it was. The idea was to scrap the Battle Frontier and use the buildings for something else, and yes, the Labyrinth was intended to be a Trick House-style area. But it's still up in the air. The maps are looking really great, guys. There are a few problems (mainly to do with ledges intersecting or roads jumping over ledges when they should stop and start again) but they are clearly a lot better than what I've seen on a lot of other games. Keep it up!

Quinn
06-28-10, 02:36 AM
what do you mean its update to hollowlog? Like infowise or what? (really hopes so, cause is addicted to roothaven)

I was actually gonna post it tonight, but internet sucks right now, so I'll have it up tommorow.

ImmunityBow
06-28-10, 02:50 AM
Yeah, the info is up to date. At least in my head, since I mainly did it myself and announced it on SoTs and no one complained.

STT
06-28-10, 03:29 AM
On the town map, there's a bit of a problem I don't think anyone has caught yet: 212 is actually the one before Dynamo Gardens, as IB told me, so it and 211 should be before Dynamo, and replace their current positions with 227 and 228, which I can't seem to find anywhere on the map. Also, Between Olivine and Cianwood should be 240 and 241, not 239 and 240. The latter is if you're going by GSC route numbering, though.

Quinn
06-28-10, 03:57 AM
so, although the map is a bit off, we are probably getting that new one soon. It should probably be updated then. Anyways though, until that update is made, just to keep things in order, just name them as they are in the "un-up-to-date" one. Renames are as easy as typing.

Anyways, hope ya'll know the 2 cities I'm talkin bout, since you will once you see my AWESOME 10 hr city!

STT
06-28-10, 04:18 AM
The two Hoenn cities are more than likely Slateport (life, as it's very lively) and and the one north of Mt Chimeny which I can't remember the name of (fuzzy grass has ash in it.)

Quinn
06-28-10, 04:48 AM
Neither, but actually pretty close. Think of life as not just "population", but the earthly life around it. As for the fuzzy grass, it isn't wild pokemon grass, but normal grass with a bit more "fuzzyness" look to it. From Slateport, one of them is (the quickest way) 2 towns away, including itself. As for the other, you took the wrong "up" path.

Cyndadile
06-28-10, 11:42 AM
That one with treehouses?

STT
06-28-10, 03:05 PM
one is Fortree. Treehouses were a dead giveaway. Two towns away from Slateport including Slateport is Mauvile (spelling?).

Cyndadile
06-28-10, 03:21 PM
Treehouses were a dead giveaway.

I said treehouses, not Quinn.

Quinn
06-28-10, 04:53 PM
mauvile is 1 place away, not 2.

You got one, Fortree City. Its full of life, with the trees.

The 2nd if Verdanturf.

Anyways, Here is ROOTHAVEN!

http://img682.imageshack.us/img682/4470/roothavencity.png
here is the tiles (not sheetified yet) that I used that weren't on the sheet. (I couldn't even find flowers on the sheet) http://img227.imageshack.us/img227/6117/tiles.png

and here is the tree that is going to go in the upper right corner after I can get some help with it.

http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/Tree.png


Hope you like. I"m proud of it, and I cant wait to watch it come to life.

Cyndadile
06-28-10, 04:56 PM
I can't open the spoiler... Nothing happens when I click on it. The same with the tree on the last page...

Quinn
06-28-10, 05:08 PM
its working fine for me?

Cyndadile
06-28-10, 05:12 PM
What are you using? I'm using IE.

Quinn
06-28-10, 05:16 PM
Firefox.

Cyndadile
06-28-10, 05:28 PM
Kinda had to cheat (View Source) to see this.

Okay, here's what I've got:
1.) Boardwalk should NOT go over the Labyrinth, it looks too awesome.
2.) Whoever came up with the idea for that gym should be given a medal.
3.) The pokemon center and pokemart seem a little dark.
4.) The treehouses are a good touch, but they seem to be at the wrong angle (too much front, not enough of the roof) (may be use of RSE in FRLG?).
5.) Shouldn't there be a giant tree or something? Or is this the wrong city?
6.) I'd personally like to see more treehouses, after the angle is changed.

Those things said, this might just be one of the best pokemon cities ever.

(Posting this for myself: http://img682.imageshack.us/img682/4470/roothavencity.png)

Quinn
06-28-10, 05:30 PM
I know that gym is just there for BS. it was already open, so I just threw it in there until we actually get one. My sheet was being weird, so I used it as an alternate.

Pokecenter and Mart are the same "style" as Ecreteak and Violot City.

The treehouses are a rip from RSE.

The tree isn't done yet.

Cyndadile
06-28-10, 05:34 PM
I know that gym is just there for BS. it was already open, so I just threw it in there until we actually get one. My sheet was being weird, so I used it as an alternate.

I said that it was awesome. Whoever made the origional idea should become president.

And on the treehouses, they actually are fine. I still think that there should be more, though.

Quinn
06-28-10, 05:36 PM
you made the basic idea though. I could see about adding more, I just dont want the place to be cramped. I wanna keep it a calm, not "too" busy look.

Cyndadile
06-28-10, 05:40 PM
you made the basic idea though.

I know. Exactly.


I could see about adding more, I just dont want the place to be cramped. I wanna keep it a calm, not "too" busy look.

That is a good point. But could you at least re-route the walkway around the labyrinth? Also, the black poles holding it up look out-of-place, and most don't actually touch the ground.

Quinn
06-28-10, 05:41 PM
I'll work with it more today...see if I can come up with something.

neon.Barnacle
06-28-10, 06:22 PM
This is your best map yet, Quinn. I especially like the park with pink trees. However, it has some flaws I'd like to point out.

-Pokemon Center should be on the ground for easy access. The Mart should also be on the ground, but that's more debatable.

-Your height perspective with the planks is a bit off. There is also too few walkways to warrant their existence here; honestly, Roothaven is a big enough city that it can do without them. I can see them looking good in Hollowlog.

-For a flora-heavy city, street lamps do not match the atmosphere. Get rid of them.

-Seems like there's too much going on in the middle "belt" of the city, and not enough near the top. We'll probably move buildings around a little bit when we put this into RPGMXP.

-I like your pink trees, but I feel that they should only appear inside the park. Makes them more unique, you know?

-This isn't really a mistake on your part, but the style of the labyrinth does not fit here at all. It's much more suited to be in Saharan City, perhaps as a template to Osiro's gym. If you really want a labyrinth building that badly then it's best to scratch up a new one.

ImmunityBow
06-28-10, 10:35 PM
Actually Hollowlog is in a big log, so it would actually be harder to implement the walkways there. And I do think they're very well done, adding more levels to the city.

I like it a lot! My imagination told me the whole thing should be built as hanging houses from a big tree, but this is a really excellently done map. I like the park a lot, the trees are great. The streetlights do look out of place, that is true. That labyrinth can serve as a placeholder until we can make a new one, though I always imagined the Labyrinth to be square. Also, one more thing. Abaddon Swamp cleans water and sends it down a river to Roothaven City. So, is it possible that you could add a small lake on the top left-hand corner, with a river going northward?

neon.Barnacle
06-29-10, 12:06 AM
Comment on Hollowlog. I've tried for the longest time to think of a practical way to implement the original concept (basically a city inside a huge fallen tree trunk), but none have worked. We need to change it to something else, which is why I suggested using planks as a theme.

SilentSentinel
06-29-10, 01:27 AM
I have to agree with you. The amount of custom tiles needed for that isn't really viable.

Quinn
06-29-10, 04:41 PM
Hollowlog is kinda scaring me a bit. What I was thinking of for that one though, is have, for the outter routes, the edges of the log, and then inside the city, just have it darker and have wall like boundries that are wood-like.

there isn't anything stopping us from using planks in there as well ;)

*a new roothaven to use Cyndaquil's idea.
http://img340.imageshack.us/img340/4470/roothavencity.png
still would LOVE some help with the BS tree, but I just put it in there for "knowhow"

I kinda think the pokecenter and mart should stay a bit, higher, since it give people a reason to walk on the bridge. If there isn't anything there except a tree and houses, there wont be a bigger point later.

I could replace the pink trees around the areas other than the park with original green trees. except maybe the lone one by the cave.

I'll get rid of the city lamps, though totally serious, I thought they were more "relaxed" than the others, so I put them in. If we dont need them though, alright.

One more thing. I dont get about where to put the river to go. if its in the upper left, and goes north, there wouldn't be much of it. I kinda dont get it. like maybe a quick marker draw of where it goes would be nice.

Black Temple Gaurdian
06-29-10, 04:48 PM
THose treehouses CLEARLY weren't designed for those trees.

neon.Barnacle
06-29-10, 04:50 PM
Yeah, see, if you need the Pokemon Center to "give people a reason to walk on the bridge", then the planks are really not worth adding in the first place. Either make them more dominant or let them go and use them as a theme in another city.

Quinn
06-29-10, 05:10 PM
How could I implend it more? I know the Pokecenter and Mart will do alot, I was thinking a move tutor (possibly headbutt) in one of the tree houeses. Another tree house have a more "spiritual" like area. One of the houses contain the girl who gives you the miracle seed. idk what else.

Black Temple Gaurdian
06-29-10, 05:11 PM
Or you could remove them. It's really not needed.

Quinn
06-29-10, 05:15 PM
I really dont wanna remove them! It took forever to put them there. Besides, like IB said, they work with the tree. If anything, if they need to be implended more, have less lower houses, and more high houses.

The undertrees do kinda bug me though, maybe I could add one or 2 of those RSE trees that stick up outta fortree.

neon.Barnacle
06-29-10, 05:48 PM
Quinn, you realize that we'll have to completely recreate the map in RPGMXP, right? I should've said something earlier about making maps in paint programs - the only thing you're providing us is the overall design. All that effort putting in tiles and everything doesn't matter in the end, you might as well have sketched the layout on a piece of graph paper and scanned it. A few years ago I used to use MS Paint to create maps, painstakingly making perfect 16x16 grids, copypasting tile after tile, before I realized that all this effort was unnecessary in the end. Same story here, and I'm pretty sure you didn't even use a grid, since I see a lot of tile misalignment. Not to put you down, Quinn, but sometimes things won't turn out exactly the way you want them to. And I'm not just talking about this map in particular, but with all your contributions.

With that said, again, I still feel planks are a waste here. From a logical perspective: why have treehouses when there is plenty of space on the ground? In Fortree City, the entire village is built on treetops. Not so with Roothaven. The only way I see the planks working out is if you making the entire city more vertically oriented, that way those walkways become at least somewhat practical. And I'll say it again, the Pokemon Center should be on the ground. Honestly you can just switch the locations of the Pokemon Center and the Roothaven Gym and it'll be fine.

Lastly, try not to mix RSE and FRLG tilesets. On RPGMXP they have separate tilesheets, and as far as I can tell it's a hassle to switch between tilesheets for a single map. I can understand importing something like the Battle Frontier buildings, since they're one-of-a-kind, but for something as petty as trees it's not worth the effort.

Cyndadile
06-29-10, 05:52 PM
How about something like this (simple sketch on top of origional):
http://cyndadile.webs.com/Rootree%20Idea.png

Oh, and I could see that spoiler.

Quinn
06-29-10, 05:55 PM
so you want a gym up in the trees?

Cyndadile
06-29-10, 05:58 PM
No...
Bring the pokemon center down, move the mart to where it was, change the trees with treehouses into RSE trees, knock out most of the top left for a lake/river, and, as an added touch, mabe have a fisherman house near the water who will give you a rod if you do something.
That is what I meant.

Quinn
06-29-10, 06:02 PM
alright, just as long as we keep the bridges. Those took to long just to throw away. And yet again, they do good with the tree theme.

and the gym thing was to neon

Cyndadile
06-29-10, 06:09 PM
Oh, I missed neon's post.

I really like the treehouse idea, too.

Quinn
06-29-10, 06:12 PM
alright. so this is what I got. Keep the gym where it is. Add a (smaller) pond in the upper left side. Put the pokecenter under the pond (add more life up there), put the mart where the old center is. and add the RSE trees. (I'm not a fan of RSE trees, since this is more FRLG but if people want it, then alright)

Cyndadile
06-29-10, 06:17 PM
Not necesarily RSE trees, but thinner, more compact trees. Also, the outline on the gym looks too dark.

Quinn
06-29-10, 06:19 PM
gym can be changed later, just as the labrynth. But I think I've got an idea for those trees. Though I dont think they would ook good up with the giant one. I think they should just be in the house area.

ImmunityBow
06-29-10, 07:19 PM
Another idea is to shift the whole idea entirely and make the river run straight through the city, cutting it in half. As long as the river runs North it doesn't matter how it's placed in the city. Then, you could run planks from tree level high above the river as a way to connect the two sections together. I really like the plank idea better than the way it was done in Fortree because it gives the city so much more depth.

Cyndadile
06-29-10, 07:20 PM
I think that's a good idea.

Quinn
06-29-10, 10:50 PM
I just made the mini one, but yah, I'll get 2 that one. It's the best of both.

Quinn
06-30-10, 04:55 PM
alright. Heres both ideas, with just the little lake, and the river. (the river's top, where the waterfall is, thats where somee of Mt Frost's water is meeting.

http://img80.imageshack.us/img80/4470/roothavencity.png

http://img231.imageshack.us/img231/931/roothavencity2.png
...I still think the pokecenter should be up on the bridges...but I think thats only me

So quick q, should it be possible to run on the bridges? In RSE, they weren't able to, but that can change...or it can stay.

Cyndadile
06-30-10, 05:07 PM
Liking #2, but I think some of the treehouses shoul cross over to the other side of the river.

And I was just going to mention how annoying the no-running-on-the-bridges thing was (I decided to visit the town in my Saphire version). We should definitly enable running. No biking, though.

Quinn
06-30-10, 05:08 PM
of course no biking. I think we have enough tree houses as well. There are 3 lower, and 4 higher. Thats 7 houses. This is a smaller town, so it shouldn't be populated like rabbits IMO.

Cyndadile
06-30-10, 05:13 PM
I was thinking move 1 or 2 treehouses across the river. Also, there should be a bridge (the water kind, not the treehouse ones) across the river about level with the gym.

I must add (again) though, I think that this might be one of the best towns ever.

Quinn
06-30-10, 05:14 PM
wouldn't the water bridge then defeat the purpose of the higher bridges? I could see about moving houses though, though it might not look pretty.

Cyndadile
06-30-10, 06:39 PM
If you add another platform with a ladder to the other side, that would be fine, too.

Quinn
06-30-10, 06:43 PM
draw what you mean, if you can in like 5 min, yah, I gotta log off in 5, so I'm biting my nails.

Anyways. those simple drawing thingies are actually really useful.

Cyndadile
06-30-10, 06:50 PM
Quickly copy&pasted, but something to this effect:
http://cyndadile.webs.com/Rootree%20Idea.png
Added a swap of pokecenter and house.

Quinn
06-30-10, 06:52 PM
I actually think the center should stay. But other than that, yah, I'll do. Thanx a ton!

Black Temple Gaurdian
06-30-10, 06:52 PM
WHy is a grass type gym on rocks? It should be in the trees.

Quinn
06-30-10, 06:53 PM
its a hill. People dont want it up in the air, so he's just sitting there on the hill.

Cyndadile
06-30-10, 06:54 PM
Normally, though, the gym is around the center of town. It's like the main attraction, they wouldn't want that hidden in the trees.

EDIT: Or what Quinn said.

Black Temple Gaurdian
06-30-10, 07:29 PM
its a hill. People dont want it up in the air, so he's just sitting there on the hill.

It's not a hill, hills have grass on top.

Cyndadile
06-30-10, 08:05 PM
Not all hills.

Quinn
07-01-10, 04:31 PM
it covers it mostly anyways.

I didn't get the map done last night, since I was trying to learn the animation editor, which kept giving me hell.

That being said, I was actually gonna ask, could we maybe have a vote for our mountain style? I noticed one is for keeping the FRLG sceme, knowing thats what we are using, but another is for having the rocky mountains, like in RSE. I could care either way, but its something I should know before moving on too much. I kinda think rocky terrean makes it more "rough"but I'm not so sure. I could care either way.

Cyndadile
07-01-10, 04:33 PM
I like the rocky terrain. But, can you encounter pokemon on it?

Quinn
07-01-10, 04:54 PM
Thats when I asked earlier about grass on rocky hills. I dont know, but I asked that anyways. I'm easing toward rocks, for the roughness, but then, again, we are using FRLG.

neon.Barnacle
07-01-10, 05:34 PM
Traditional FRLG style looks much nicer, imo.

Quinn
07-01-10, 05:35 PM
would it be safe to make a quick poll? I just dont know...

SilentSentinel
07-01-10, 09:57 PM
I'm liking FR/LG style for mountains and hills too. Also, I noticed a few errors. On the left side, there's some tile problems, and the top of one house is cut off. Also, the bridges going to the pokemart are messed up. They outta be moved down one space, or they just run into the side of the Mart.

Quinn
07-01-10, 10:04 PM
your talking about cyndadile's edit I think. that is just a quick map of what I should do, not the real deal. But yah, I'll make sure those aren't there when I post the latest.

SilentSentinel
07-01-10, 10:06 PM
Yeah, the thing on the left side isn't there in yours, but the bridges are still off.

Quinn
07-01-10, 10:14 PM
HOLLY SHIT! your right! I didn't notice that. I'll DEFINETLY change that.

is anybody for putting the center up there again, or is that just me?

Cyndadile
07-02-10, 12:14 AM
I liked it up there.

Black Temple Gaurdian
07-02-10, 09:12 AM
I say the gym's better off up there.

Quinn
07-02-10, 04:19 PM
It wasn't the gym, it was the pokecenter. I think it would give more traffic up there. I wasn't able to do it again last night, lots of commotion, sorry. Today I'm going swimming, so it wont be up later either. I will PROMICE though it will be up by the 3rd. That being said, we should confirm this soon, tree and all. I dont want my new imageshack exploading with roothavens.

Quinn
07-02-10, 05:07 PM
I'm going to double post so this is in its own area. This is an attachment with updated tilesets. Stuff like the purple tree.

Also, what we have for the current headbutt tree, I dont think it would be our best bet. I found a better (shorter) tree. It is one tile big (yet again, shorter) but I found the animations, and it looks alot better. It would also be easier to know which tree your headbutting since they dont overlap like other trees can.

neon.Barnacle
07-02-10, 05:37 PM
It wasn't the gym, it was the pokecenter. I think it would give more traffic up there.

Again, herein lies the problem. You're artificially increasing walkway usage by deliberately placing the Pokemon Center in an inconvenient location. This is why I was all "go big or go bust" regarding the walkways. If they're not a dominant feature of the city (which they easily could be, given that the new river is perfect for this sort of thing), they're just being wasted on one corner of the map. Placing the Pokemon Center there won't solve anything, and might even make it worse in terms of functionality.

Quinn
07-02-10, 05:38 PM
its not inconvenion if we allow running. When I post an update with cyndadiles edit, the center could be up there. Or it could stay as is.

neon.Barnacle
07-02-10, 05:46 PM
Enabling running only alleviates it by so much. There's still no biking, and I doubt we'll enable running on the ladders. In fact, I notice that the plank the Pokemon Center was situated on has a direct ladder going down to the ground. If that's the case, why not just put the building on the ground right there? It'll be a lot more accessible.

Quinn
07-02-10, 05:50 PM
the pokecenter one? that one didn't touch the ground via ladder. Maybe in the sheet, though I can't remember. I'm just gonna finally say goodbye to the bridge pokecenter, and leave it by the river. It seems best I guess.

Black Temple Gaurdian
07-02-10, 08:37 PM
I still say that (if any building!) the Gym should be the one above the trees.

Quinn
07-03-10, 06:43 PM
I'm not so sure about that. Like Neon said, we would be delibratly putting something up in an area where it would be tough to go back and forth. Fortree's is on the ground.

this is only temporary on my photobucket. Photobucket sometimes resiezes stuff, so yah. This will be up on my imageshack again. I'll say this, not as an order but as more as a prepare. I would like to do only 2 more edits at the most. I dont want my new imageshack bursting with roothavens.

anyways...here.
http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/RoothavenCity.png

Black Temple Gaurdian
07-03-10, 06:52 PM
*cough* *cough* I'm sorry, WHO was wanting to put a Pokemon Centre there to artifically increase traffic!? At least the gym'd fit there and if you don't white out you'd only need to visit once.

Cyndadile
07-03-10, 08:18 PM
I'm liking it.

Quinn
07-03-10, 10:25 PM
I know about the artificial pokecenter, but earlier I said I changed my mind. Neon has a strong point, and the mart would still bring more, although it isn't a deadlock.

if there is more opinion about the gym, I can add it up there. But yet again, I'm really trying to finish this up, so I think in 2 more edits (if even that) it should be done. Including the hidious tree that I really need some help with.

Quinn
07-07-10, 05:03 PM
so I take it everyone likes the roothaven now?

SilentSentinel
07-07-10, 05:21 PM
If we can actually get a working tileset for that tree, then It looks good I guess.

Quinn
07-07-10, 05:28 PM
yah, there lies the problem...the tree. I'm probably one of the worst spriteres here, so I KNOW AS A FACT I alone can't do it.

So here it is...roothaven.
http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/RoothavenCity.png

I think I captured the theme of it. I listened to the music on repeat to get a feel. (thats what I do with most all of my maps. Upbeat, still calm, and not too citylike.

Cyndadile
07-07-10, 08:02 PM
Perfect. Except, of course, for the tree.

I must say though, in reality, I'd NEVER go to the treehouses. No guard rails...too high...

One of the cities should have the Pacifidlog houses.

Zenith
07-08-10, 12:59 AM
To be honest, I'm a little worried about how...partitioned it is. Every major area feels isolated from the others. It just doesn't feel natural. And considering the amout of flat ground, why are there four houses built on top of a perfectly rectangular grove of trees, and one above a couple trees that are themselves on a hill? There aren't enough trees to warrant needing to build them there.

The total lack of detail on the water is also bugging me, but there aren't even any detail tiles for non-ocean water in the FRLG tileset, are there? Is there any way we could rip in details from somewhere else?

Black Temple Gaurdian
07-08-10, 02:36 AM
To be honest, I'm a little worried about how...partitioned it is. Every major area feels isolated from the others. It just doesn't feel natural. And considering the amout of flat ground, why are there four houses built on top of a perfectly rectangular grove of trees, and one above a couple trees that are themselves on a hill? There aren't enough trees to warrant needing to build them there.
This. Why is there even that mountainous bit anyways?

Quinn
07-08-10, 04:15 AM
It gives texture. It also gives the height that is needed to further enhance the tree. Without them they would also give Haventree tunnel an awkward look.

that might actually go somewhere cynd. Lets see how stuff goes, who knows, it might be perfect for one later. and yah, if this was real life, I would be scared to death of going up to the houses without gaurds. Of course same with Fortree. Fall into trees and get penetrated....oouuuch!

anyways, here is an update with an actually good tree. I cheated with the tree. I found a wood tile on a world of warcraft dungeon and dragon thingy, so I ripped a part of it. the little tile had more than 256 colors, and I was able to get it down to 8-10. PWNED! I also used the idea of grass crawling on the roots.

tree http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/Treepreview.pngwith a bit more edits this just might work I think

and the city with the new tree, along with headbutting trees (I freakin love those shaking trees. I could heatbutt them for hrs just to watch em shake ;) )
http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/RoothavenCity-1.png

Black Temple Gaurdian
07-08-10, 11:37 AM
A) No it doesn't it just looks pointless,
B) You're telling me you believe it looks better to have a giant tree on the side of a mountain when it would fall over in a strong breeze because half its roots would be sticking out the side,
C) It doesn't add anything, just lower it to the ground,
D) I wasn't refering to the bottom left area, just to clarify. Although it wouldn't stretch like that since it'd be mostly underground.

Quinn
07-08-10, 06:35 PM
YES! I am saying a giant tree looks good on a cliff. Gives more height and "power". If its level, it looks weak, but with the height, it prevails. Like mountains. They look all big, but valleys look not so strong.

I dont know if you live up around the mountains like me, but around where I live, there are trees that are exactly like that. Roots comming out of the hills and everything. "Lets see if you can rip one out." It takes just as much power as one on flat land.

Tunnels aren't completely underground. Sure part of them, but they have to surface somewhere. In the town where it connects, it could pop up a bit late, so you have your level, but still.

Hills are good. For a place like it, it shouldn't be flat. I dont see why so so strongly against them. ESPECIALLY, along with mistvale, the cities are by mount mist. At 1st, I thought there wasn't enough for being so close to the mountain.

NOW ABOUT MY RECREATED TREE?!?

Black Temple Gaurdian
07-08-10, 10:48 PM
Uh no. If you're going to have a giant tree make it realistic. If you're gonna stick it on a mountain then at least have the roots spread as much as they should, and also there would be nearly as many trees and that'd kill the walkway thing. Roots that big'd starve out all the surrounding trees.

Quinn
07-08-10, 11:58 PM
Look here
You think mine has too much cliff? Like I said, I thought I didn't have enough. There NEEDS to be cliffs since its by a mountain http://i7.photobucket.com/albums/y274/neonscreen/roothavensample.png PS: Doesn't that tunnel look familiar?

Pokemon doesn't have to be exactly realistic. For one, if its a city with that much tree's in the 1st place, there would be a reason that that tree could grow; because all the nutrition. 2nd, tell me, does fortree city seem real? If that same concept with nutrition applied, not all of those tree's would exist.

I would like more comments instead of just me and BTG bickering back and forth.

What about the tree?

In the description of Roothaven, it says there is another tunnel, that goes to the other route. I dont think that should be. How I have the entrance, I personally think that is better. Even for me, that would be adding too much cliff stuff. Instead, it could exit to route 208, and from there, right in front of you, there is a tunnel. From there, you go there, and you exit on the other side. And thats where the rain and thunder would be.

I was reading about hollowlog city, and I saw something about a legend between the 2. I dont know if we still are keeping that or not, but I have an idea. Roothaven is built on the giant tree, right? Hollowlog is a collapsed tree, right. (yes I have some ideas to make that work) Here is is...Roothaven's tree, and Hollowlogs tree were once both standing. Legend has it that once every 2000 years, One tree falls, but releases a seed to replace it. Hollowlog is the fallen tree, and Roothaven's is the seed. (it was carried a couple routes, of course, with wind and water and stuff) about 1000 years later, the tree is growing enormous and Roothaven was built on this tree, while Hollowlog was build on the deceased tree. So in the next 1000 years, Roothaven's tree will fall, completely destroy the city, but another seed will be released.

How does that sound? It talks about lots of stuff. The origin of the trees, how roothaven is the "spiritual gathering spot where people come to admire and appreciate nature" etc.

Zenith
07-09-10, 12:56 AM
The rounded brown area is supposed to be roots, right? Hopefully those will get some detail later on. How are we limited on pallettes? It would really help if they were a more earthy brown than the gray-brown mountains.

The map is a improvement, artistically, but there's still something missing. It almost feels too mountainous. There's a lack of ground detail, but I'm guessing the map is a WIP. Some of the buildings are unusually placed (Why is the item shop so far out of the way?). And the entrance to Haventree Tunnel still looks awkward, because the only cave entrances we have in the set are south-facing ones. Some kind of stairs leading underground, like in A Link to the Past, would work a lot better for a tunnel, and be easier to work with.

Quinn
07-09-10, 01:07 AM
tree is up for edit. I dont know if I should make another custom tile, but I might just for "to look at" If we like it, then it would work. It is still a working progress, but not for long. Like I said, I only wanna do at the most 2 more edits before it is done. I'm getting really tired of it. It has taken 4 pages worth of stuff.

I think I get what you mean by the tunnel. I'll work with it. If it doesn't turn out pretty though, I'll keep the cave thingy.

Last, buildings are easy to move, at least the ones on the ground. The mart is supposed to be around top right. Pokecenter is Center left, and the gym is lower center. That way they aren't all in a clump.

(this is the critisim I like, not "targeting me" with accidental double posts, and other stuff.) BTG, give me constructive...and not with the hills. If his tunnel thing works, that should be enough mountain loss. Yet again, this is by a mountain.

What about "the legend?"

Black Temple Gaurdian
07-09-10, 08:28 AM
Waaaay to dismiss contructive critism because you're getting all pissy, I mean, Annoyed. Yes, annoyed is what I meant. That one looks better IMO because it actually looks like there's a giant tree large enough that the city is built around the roots of it. Anyway refering to yours; It doesn't make it look mountainous. Take a look at any mountain, even the ones in pokemon, and do you see a single one which forms perfectly straight edges for two levels then trees throughout? NO. Also, why does the mountain only affect one corner then? Just like the tree needs to affect more so does the mountain. And BTW, Fortree is realistic, you can get thick vegatation like that but not if you stick a massive tree in the middle.

Cyndadile
07-09-10, 03:19 PM
I'm sorry, but pokemon, as a rule, is NOT REALISTIC. How does a small creature expel massive amounts of water, for example?

Black Temple Gaurdian
07-09-10, 03:43 PM
Take a look at any "mountainous" area in pokemon. That clearly isn't mountainous, even by Pokemon standards.

Quinn
07-09-10, 04:29 PM
alright. 1 more edit. I swear it better be a good one. Sorry Neon, my "thank you" to you was taken out. I'm still really happy how you have been helping me with these, and if you have anymore of those maps you never showed, send them to me, and I'll put bits and pieces in my new comming ones. Since this one WILL be finished in the next couple days.

Anyways. I'm not absolute what you mean't with the zelda thingy, but I found a new cave entrance that enters underground. Seems like a better chance of realism. Also tried to make it look more like a dirt color. Had to create about 4 more for the cave, and I tried working with the trees under the houses a bit...although when I sat them back on it, they covered most of my work :P

http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/RoothavenCity-2.png
By the way BTG...although we are in disagreement on this map, are you still gonna do any?

Black Temple Gaurdian
07-09-10, 04:42 PM
Some, those that I can I'll try. Anyway point of criticism:NOT ENOUGH ROOTS! ROOTHAVEN NEEDS ROOTS! I MEAN
Roothaven is built among the roots of an enormous tree, which provides food for its carefree citizens. SO WHERE THE HELL'S THE ROOTS?!

Back to the point of me making maps:
I only have the limited capacity of what's in the FRLG and RSE roms and my Paint powers to make maps with, but yeah, I'll try to do some more.

EDIT: some random ice cave, do what you will with it, ignore the pokemon/item ball/pokedex.
http://img411.imageshack.us/img411/4766/someicycave.png
And the few custom tiles that I used in case they're needed and can't be circuvated:
http://img688.imageshack.us/img688/8256/icycavecustomtiles.png

Quinn
07-09-10, 04:44 PM
do you need the sheets? I can get mine to you in less than a heartbeat.

Roots, I was also thinking, but that is another custom tile...another that I would fail on.

Black Temple Gaurdian
07-09-10, 04:54 PM
Umm, I dunno, I'm actually hacking the game when I make these and I don't really know if I can insert sheets without overriding the pregame ones, although I could add the non-ingame ones in on paint... Yeah sure why not. An easyish way to make it look more "rooty" would be to have the grass tile be tangled with small roots although larger roots would still be needed. Also, if this trees so large, wouldn't it be easier just to have it off-screen?

Also, any comments on the map?

EDIT: I'm liking your edit but it's still to uniform, try moving the top layer back a bit and make irregular shapes with it.

Quinn
07-09-10, 05:26 PM
idk what you mean with the top layer back and stuff...but here is all that I've got. I've also got a couple that I'm "revamping" and creating, so people who download this...you get to see some of my secrets.

ps, I use photoshop, there there might be a psd somewhere, though I'm not sure.

(Since upload data isn't much, I had to delete my "balls" out of the item sprites. Whats up with the low amount of space?)

Quinn
07-09-10, 06:44 PM
looking at your cave, it looks good, but the walking in ice part, when you walk down the stairs going up, that isn't the right tile. I'm trying to find that tile, along with side mountain tiles, since they are only in 5th gen. Have a 4th gen based one.

How do you return to the center ladder? Does the one in the top left take it up to a level it can return to it? I like it, though I can't think of somewhere it could be used. Maybe just a small floor in mt frost, although that is already made.

Mt Frost (where was fangking getting some of those tiles? Some aren't in the sheet) LOADS of images!
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrost1.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrost2.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrost3.png (I dont get whats up with the mountains front. Shouldn't that rock be separated into layers? It makes it look bigger, but I haven't seen that before)
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_blueswitch.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_entrance.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_leftwing.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_main.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_northpass.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_rightwing1.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_rightwing2.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_rightwingunderwater.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_summitpath.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostshrine_waterfall.png
http://i84.photobucket.com/albums/k1/BlackShadowmon3/Topaz%20Maps/Dungeons/mtfrostsummit.png

Black Temple Gaurdian
07-09-10, 08:23 PM
You go all the way along the top, down then back up.

Zenith
07-09-10, 08:43 PM
Wow. Props to Fangking, he really nailed that.

I really like the new tunnel entrance, and the small improvements to the old map help, but the areas of town are still too separated from each other. The way the raised paths are used as chokepoints bugs me. And the tree still looks flat, but I can't draw original sprites worth ****, so I can't really talk there.

Quinn
07-09-10, 09:51 PM
Yah that tree really needs some help. Shading and some just plain editing.
BTG, I dont hack with my maps, so I still dont know. My layers are different. Like "tree layer", "bulding layer", "dirt layer", "path layer" and together they make it. Its makes easier...though they can still be a be-otch.

I'm also not sure what *zeneth you mean by chokepoints. Yah, people do HAVE to walk on them to get around, but same as fortree. You can take the upper path, where the mart and tree are and go through the houses and stuff, or the quick path by the tunnel, that just goes over the river and comes back down.

neon.Barnacle
07-09-10, 10:03 PM
Actually Fangking didn't make Mt. Frost, which is why some tiles aren't in his tileset. They're going to have to be redone anyway, the huge sliding floor and complicated strength puzzles are a bit too much.

Mediocrity_Incarnate
07-09-10, 10:45 PM
I like the puzzles. Its later in the game so they should have to think a bit by then.

Quinn
07-09-10, 11:18 PM
so...is there anymore edits? I looked over quickly, and I can't see anything, though I think I'm forgetting one last thing....yet I dont know what, except the roots.

Black Temple Gaurdian
07-10-10, 01:34 PM
moving the top layer of cliffs. As for the layers, you have the first line of cliff, layer 1, and the second line, layer 2. Layer 0 is the ground. I'm talking about the "hieght" on the map.

Quinn
07-10-10, 04:45 PM
alright, I think I got watcha mean. I'll work with it, along with trying to develop some roots.

Zenith
07-11-10, 01:12 AM
Bear with me, took me a little to get back here.

What I mean is that the major problem is the 2 tile high hill in the middle of the city, and the raised platform without a house above it. To get between the southeast part of the city and the rest of it, you have to touch the stairs on the hill, the ladder, and the platform. It just doesn't make sense for a decently populated city to force everyone to take one single-person-wide path at one point in order to get around. It almost feels like the hill was put there just for the sake of putting something there. Was it?

Quinn
07-11-10, 08:44 PM
I'm not sure what you mean exactly...but I can widen the stairs. Make em so more people "could" go through (not that that would ever happen) Also, thats another reason why I think cyndadiles idea with the 2 different ladder areas was a good idea.

(I've got roots made...from a pokemon move...take a guess ;). its VERY obvious. :P. I also got started on the next route. Lastly, since the roots are an add on...I will do ONE more edit, after the one tommorow...since you might not like the roots. That would be the final edit though, to the roots, only if necessary)

Black Temple Gaurdian
07-11-10, 09:20 PM
Frenzy Plant

Quinn
07-11-10, 09:22 PM
Right on! Like I said, it is obvious.

Cyndadile
07-11-10, 11:35 PM
That would be the final edit though

Don't give yourself a limit.

I believe Zenith wanted a wider bridge-thingy. I think it is fine, though; it is the same as Fortree, which has a similar population.

Quinn
07-12-10, 04:47 AM
true, but to a point. Roothaven has had 4 pages worth of talk, and its time to wrap it up. I've also got 2 routes made..and a starting to abandoned swamp.

Black Temple Gaurdian
07-12-10, 05:55 AM
Don't give yourself a limit.

I believe Zenith wanted a wider bridge-thingy. I think it is fine, though; it is the same as Fortree, which has a similar population.

Yes but the bridges are needed in fortree because there is no other way past. Here it just feels like an addon for an addons sake. Also, the platform's done wrong, the ladder only takes up one squar, not two.

Cyndadile
07-12-10, 12:09 PM
Look again. Technically, the bridges are the only way past here, too, untill you get surf.

Black Temple Gaurdian
07-12-10, 03:40 PM
Yes, but why would the people create two building-hieght mounds (the only way they could have logically gotten there) to plant trees on then build ropebridges across to connect them, as apposed to building another bridge?

Cyndadile
07-12-10, 03:55 PM
Why couldn't they be natural?

But when I was looking at that, I noticed that the platforms above the hills are 4 tiles above ground, but the ones behind the gyms are 2.

Black Temple Gaurdian
07-12-10, 04:35 PM
Because that's not how nature works. It doesn't leave perfectly rectangular hills in places for no apparent reason.

Quinn
07-12-10, 04:46 PM
The gym is one tile above. The houses and entrances are 2. Finally, the tunnel is "under" 2. Also, for the upper area. For one, the place is trees...so instead of building complete bridges, they use height in the factor instead. Like how Dynamo Gardens is up in the air completely (that will be fun to make ;) ), same concept. It gives them more area for building houses, along with preserving nature, along with viewing the tree to "appreciate" nature...yes...I actually did think about them before I put them in there.

Alright. Roots, along with some "randomness" to the mountain, for BTG. Not the last edit, but next one will be. This is the 4th page we have been talking about it, when between me and BTG got 4 or so routes done in one page.
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/RoothavenCity.png

To get a headstart on moving on...I've made 2 routes
Route 208 http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route208.png Original
Description: After exiting the tunnel connected to Roothaven’s east side, you’ll enter a deep, wet valley with many puddles. It often rains on this route. Mine
Description: After exiting Roothaven’s east side, you’ll enter a long, wet valley containing ______ tunnel along with many puddles. It often rains on this route. and since every games caves and tunnels have a name, if we dont have one already, I've got a couple ideas.
Havenroot Tunnel
Havenbark Tunnel
Havenleaf Tunnel
I like Havenbark best, since its a small tunnel compared to Haventree, and bark is small on a tree.

Also, an alternate possibility is that when you enter the route, it is fine weather (get rid of the puddle near the tunnel) and once you exit the tunnel, it starts pouring.

Route 209 http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route209.png

How they look together. (The routes are supposed to be valley and mountainous forest. I think I got it decently)
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route208and209.jpg
. Lets get on with topaz.

Cyndadile
07-12-10, 05:03 PM
Because that's not how nature works. It doesn't leave perfectly rectangular hills in places for no apparent reason.

Nature doesn't exactly use a tileset, either, with 90 degree angles everywhere.

Quinn, those roots are very... strange. I like them.

Quinn
07-12-10, 05:13 PM
Quinn, those roots are very... strange. I like them.
YAAAH! If others do as well, this might actually be done!

About the next routes?

Cyndadile
07-12-10, 05:26 PM
That spoiler won't open... please hold...\

Route 208
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route208.png
Description: After exiting the tunnel connected to Roothaven’s east side, you’ll enter a deep, wet valley with many puddles. It often rains on this route.

Mine
Description: After exiting Roothaven’s east side, you’ll enter a long, wet valley containing ______ tunnel along with many puddles. It often rains on this route.

and since every games caves and tunnels have a name, if we dont have one already, I've got a couple ideas.
Havenroot Tunnel
Havenbark Tunnel
Havenleaf Tunnel
I like Havenbark best, since its a small tunnel compared to Haventree, and bark is small on a tree.
Also, an alternate possibility is that when you enter the route, it is fine weather (get rid of the puddle near the tunnel) and once you exit the tunnel, it starts pouring.

Route 209
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route209.png
How they look together. (The routes are supposed to be valley and mountainous forest. I think I got it decently)
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route208and209.jpg

Quinn
07-12-10, 05:29 PM
If I could, I would post them without spoiler, but that would slow loading speed down, along that it is kinda against the rules to oversize post

Cyndadile
07-12-10, 05:34 PM
Check the one I made... (it works for me)...

Is that about right?

Quinn
07-12-10, 05:36 PM
yep. That them.

Yeah, routes are gonna start getting tougher, both for the trainer, and for me.

I used music to give me the feel of the routes, though I dont think it is created up to where I am now. Its also gonna get a bit tougher for trainers, maze-wise.

Cyndadile
07-12-10, 05:45 PM
Yay, I have magical image-finding powers.

I think that they are good, but you got kind of carried away with the headbutt trees... We don't need them everywhere.

Quinn
07-12-10, 05:53 PM
yeah, thats kinda what I was also thinking. Though, shouldn't there be some in most every route?

neon.Barnacle
07-12-10, 05:58 PM
I don't like the roots. Too small and spread out. Upper right area looked better with the trees. At this point I'm still not fully satisfied with Roothaven, but you probably want to take a break from it, and understandably so. Besides, we still need to remake the map in RPGMXP, there will be plenty of time to revise it.

Route 208 is far too short. I also don't see the point of that tunnel. In the game progression, you would've just had to come from Mt. Mist, and enter Abaddon Swamp immediately afterward. I thought you hated dungeons, Quinn.

Water puddles also look too artificial, probably because they're too big. And as for Route 209, you're supposed to go over a hill to reach Abaddon Swamp. It doesn't make sense for a swamp to be on elevated land.

Quinn
07-12-10, 06:22 PM
its right from Roothaven. Yeah the tunnel might look a bit short, but pokecenters are small too. They are bigger inside. It wouldn't be huge, but like the tunnel from 203 to Oreburgh. I dont get what you mean with mt mist and stuff, but it isn't connected to it at all. Its just a little tunnel. I actually thought it was too big, since I used route 205 and 1/2. they are same size on the map, so I though breakin proportions was bad. I dont hate dungeons, its just they are complete bitchs to make.
I thought you entered the vally, and then returned to level (ish) and there would be abbandoned swamp.
So should I make route 208 bigger, and make puddles smaller?

Cyndadile
07-12-10, 06:34 PM
How about more puddles, if you plan to make them smaller?

neon.Barnacle
07-12-10, 06:42 PM
What I mean about the tunnel is that it's unnecessary. If it's such a short tunnel, as you say, there's no need for it to be there. My point with Mt. Mist and Abaddon swamp had to do with the pacing of the game. First, you had to go through Mt. Mist to enter Roothaven. Then comes your tunnel, and Abaddon Swamp immediately afterward. That's practically three dungeons in a row. Not very good game design, at least for Pokemon.


I actually thought it was too big, since I used route 205 and 1/2. they are same size on the map, so I though breakin proportions was bad.

Then that means Route 205 is short too.

Quinn
07-12-10, 10:32 PM
oohhhh. Gotcha. I thought you thought that it was connected to mount mist. My mistake. Yeah, I'll take it out and make it more valley like. I think personally though, if its a valley, route 209 should stay kinda as is...I mean, routes can be big, but not the size of a hill and 2 halves. Abandoned swamp water runs down the hill abit, and then into roothaven.
So I take it people dont like the roots then? If were this close to finishing it, why dont we? I kinda like the randomness of the 2nd layer with the tree though. To fulfill both sides, if we dont like the roots, they can be replaced with trees, big and small.

Zenith
07-12-10, 11:42 PM
Wait, if you're not using RPG Maker to create those maps, what are you using?

I'll probably be able to get my computer fixed in the next few days, so I could actually help you with map design.

Cyndadile
07-12-10, 11:45 PM
It is an image. It needs to be translated into a real map later.

Quinn
07-12-10, 11:55 PM
^yes. I was gonna be the mapper, though I couldn't get a free rpgmaker xp...and I'm not too good at "making" the free. These maps are what they use though to look at when they make the real thing. These are the "base". They just need the frosting on the top.

Black Temple Gaurdian
07-13-10, 08:09 AM
I use AdvanceMap and a firered rom personnally.

Quinn
07-13-10, 06:09 PM
alright. I wanna finish Roothaven up...so. Get rid of the roots...and add a bit more trees to the hill area. Thats what I got. If there are anymore...speak now. Of course we can pull it up if needed in the future, but only if nessesary. I want it DONE!

BTG. Neon says that route 205 is too small...so since you edited it, maybe you could add some more length to it? Also, maybe some trees behind the house, so it doesn't look like its blocking a road into nothing?

Cyndadile
07-13-10, 06:21 PM
I think we need more feedback.

And personally, I liked the roots.

Quinn
07-13-10, 06:22 PM
yeah. I do too (weird....)

I just cant be here all day waiting. Pokemon cities are never perfect for everyone...so should it stay as is?

Black Temple Gaurdian
07-13-10, 06:24 PM
Not really wierd, you two seem to be liking everything each other does (cyndadile just stop wiht the "It's perfect!" it's getting to be a broken record, nothing's ever perfect). Anyway I'll get to work on route 205.

EDIT: no actually I wont. I like it and someone with a red name agreed.

Quinn
07-13-10, 06:32 PM
its an inside joke. We are "duplicates" of eachother. He is a reincarnation of me, from the future.

roothaven? I'll make the route 208 bigger, and without the tunnel. I think 209 is good as is though.

Cyndadile
07-13-10, 06:37 PM
cyndadile just stop wiht the "It's perfect!" it's getting to be a broken record, nothing's ever perfect

Hmmm... Strange, I typically don't like that word. I avoid its use most of the time.

I searched through 3 threads, and I only saw it once. If you are considering "good" and "I like it" too, that is more, but I see no problem with saying that.

Quinn, you could put Roothaven aside for a while to get more feedback. If you want, though, post a root-free version also.

neon.Barnacle
07-13-10, 06:46 PM
Stop arguing, guys.

Quinn, Route 209 does need at least some editing to make the puddles more believable. Personally I don't care what you do with Roothaven because that's going to have to be remade anyway. I already warned you guys before that it's a wasted effort to make maps this detailed without RPGMXP =/

BTG, you say "nothing is perfect", but then refuse to edit Route 205? I shouldn't even have to cry hypocrisy here. If we're estimating route length by the RSE region map, then Route 205 is longer than the cycling road between Slateport and Mauville.

Quinn
07-13-10, 06:50 PM
true. I just want roothaven ready so when they make it, they know what to do. Thats the point of the maps. I'll work with them all tonight.

Black Temple Gaurdian
07-13-10, 07:17 PM
I know 205's not perfect but I like it. But sure I'll make it longer at a later date.

Quinn
07-13-10, 07:23 PM
^I do too. It is supposed to be a shorter route as well, (I think) last, like he said, its bigger than cycling road vertical. I should work. (Neon, why did you say it was too short then?)

neon.Barnacle
07-13-10, 08:50 PM
Quinn, I demand that you stop misunderstanding me all the time.

...

What I meant was, if you take a look at the Topaz region map and the Hoenn region map, Route 205 is 4 blocks long while RSE's Route 110 is 3 blocks long.

Now compare this:

http://img717.imageshack.us/img717/1391/route205.png

with this:

http://archives.bulbagarden.net/media/upload/d/d8/Route_110.png

Route 205 is too short. That's my point.

Black Temple Gaurdian
07-13-10, 08:53 PM
Cut out the bits with no grass and it's a lot shorter

Quinn
07-14-10, 01:17 AM
calm down neon. Just say what you need to say, and I wont misunderstand. I will also make Route 208 bigger...though I have a bit already.

neon.Barnacle
07-14-10, 02:48 AM
Quinn, I was half-joking.


Cut out the bits with no grass and it's a lot shorter

Not the point.

Quinn
07-14-10, 03:00 AM
Lately, everything is so much more "powerful" lets say to me. Lots of stuff going on...so everything small feels like a truckload. (all the more reason why I dislike arguing here so much)

Quinn
07-14-10, 05:25 PM
I used my Saphire to look at puddles, and I've worked them to be more like it (to my thinking)


the 2 routes. A bit longer as well. Since I'm using photobucket as well now for maps, they are resized a bit

http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route208-1.png

I dont want much of the hill to start going down again...it seems kinda stupid that way. This kinda flattens it out though.
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route209-1.png

and of course, roothaven. Without roots, along with some more trees and zeneths thing with the ladder.
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/RoothavenCity-1.png

Black Temple Gaurdian
07-14-10, 05:28 PM
Uh WHAT THE FU-!
I see photoshop decide to rebel on that second map :P

Cyndadile
07-14-10, 05:39 PM
I thought that Zenith meant wider bridges.

Other than some tile problems with the tall grass, the routes should be good enough if they are long enough. The puddles in the second one could be smaller, though.

Quinn
07-14-10, 05:44 PM
yeah...Idk whats up with the grass, but thats how it should look like. I was looking at my Sapphire, and I saw some weird stuff I never noticed on that as well.

Cyndadile
07-14-10, 05:56 PM
You TOTALLY changed it...it was running down the hill before.

Quinn
07-14-10, 05:59 PM
^ say what? Idk, though I'm guessing your talking about route 209. It has always been going back up, but this more recent edit has the little top hill area, and then abandoned swamp is one layer back down.


...my gamecorner....nobody touch. Mine.... (colossus city)
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Game-Corner.gif I've been thinking as an alternate though, have all the lights flash the same color. Like all the ones on the roof are blue, while the entrance are yellow, then the roof ones change to read, while the yellow ones change to green, and then from there, like platinums)

Cyndadile
07-14-10, 06:02 PM
On the one going up and down. The tall grass was on the rocky mountainside before. I guess someone mowed.

Quinn
07-14-10, 06:05 PM
Or photoshop had a little issue, so I had to make way with others.

Cyndadile
07-14-10, 06:07 PM
Oh, and nice gamecorner, I almost missed it. Think you could make it symmetrical, though?

Quinn
07-14-10, 06:11 PM
? It might go a bit better if it's entrance leans on a side, it seems a bit "different"

Cyndadile
07-14-10, 06:13 PM
Ok. I just like symmetry. It's one of those weird thing about me.

Quinn
07-14-10, 06:19 PM
I could see about it, though sometimes it is fun to mix stuff up.

Cyndadile
07-14-10, 06:22 PM
I could see about it, though sometimes it is fun to mix stuff up.

True.

Quinn
07-14-10, 06:32 PM
not to get offtopic, though I was working with some of inside roothaven houses (treehouses, and yes, I said inside) and I need a tile. The tree trunck inside the houses, along with the wooden plank floor. I can't find them anywhere, and I dont wanna "recreate" them. BTG...since you have advanced map editor, maybe you could get it? That would save alot of time for me...but if not that is perfectly fine.

neon.Barnacle
07-14-10, 07:36 PM
I like Route 209 now. Route 208 looks kinda boring now, though. Perhaps try adding a few trees and tall grass.

And you're wasting your time in creating building interiors. They can be done in a minute on RPGMXP, it's not even worth it to build them in paint.

Quinn
07-14-10, 08:40 PM
I dont use paint. When Roothaven is made though, if you look at Forttree city, there is 2 weird tiles. The plank floor, and the tree trunk. I can't find any screenshot maps I could rip it from, or any tilesets with them in it.

Route 208 revamp soon.

Roothaven?

Cyndadile
07-14-10, 10:03 PM
Will this work?
http://spriters-resource.com/gameboy_advance/pokers/sheet/8222

We would need to give credit, though.

Black Temple Gaurdian
07-14-10, 10:23 PM
No we wouldn't I'll just go do exactly what he did, take screenshots of the rooms, it's nothing credit-worthy.

Quinn
07-14-10, 10:24 PM
: O

HOLY CRAP. THAT IS EXACTLY IT. ( I need to go there alot more often.) Thanx a ton!

This might be one of the few exceptions I do of interior stuff. (for some stuff, like the/a possible headbutt tutor I suggested forever ago. If its a TM, he could give you it, and then sell you more.)

Quinn
07-15-10, 01:20 AM
...I had WAY too much fun with those tiles. I'll get what I made up tommorow. There is a "headbutt" dude house, a "nature" house (to further "appreciate" nature), and 2 general houses. I also kept the house without anything in it, so if we want to edit. I know...I normally hate to do interior, but this was actually fun! (haven't had that much since...well...nevermind....)

Quinn
07-15-10, 04:26 PM
alright. Let there be a LOAD OF SHTUFF!

Route 208
Gotta start making reasons for cut. and rock smash, and all that other BS
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route208-2.png

gamecorner
1. http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Game-Corner.gif
2. http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Game-Corner-2.gif
roothaven tree houses.

Mart http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Mart.png

Empty room (what I used for all others)
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/EmptyRoom.png

Headbutt dudes house (if we go through with it)
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Headbutthouse.png

Nature Appreciation Room
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/NatureRoom.png (the park is the other part of the appreciation thingy)

Normal 1.
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Room2.png

Normal 2.
http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Room1.png

Quinn
07-15-10, 04:44 PM
Up to date starting with route 205

Route 205 (http://img717.imageshack.us/img717/1391/route205.png)
Route 206 (http://img690.imageshack.us/img690/1045/route206b.png)
Route 207 (http://i222.photobucket.com/albums/dd123/quintinbruderer/Topaz/Route207.png)
Roothaven City (http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/RoothavenCity-1.png)
Route 208 (http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route208-2.png)
Route 209
(http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Route209-1.png)
Unknown 1 (http://img819.imageshack.us/img819/9199/route201.png)
I think one is a better shot personally.
Unknown 2 (http://img52.imageshack.us/img52/5038/route206.png)

Gamecorner ^

Unconfirmed Neon Map (http://i222.photobucket.com/albums/dd123/quintinbruderer/topazregionmap.png) with names. (still would love to know the text style)

neon.Barnacle
07-15-10, 07:30 PM
I didn't use a font style. They were directly copy-pasted from an image with all the characters.

Quinn
07-16-10, 03:54 AM
wtf? Thats dumb! You would think by now some pokenerd would have created it. *I might go hunting for it sometime.

so...about the maps?

Cyndadile
07-16-10, 01:07 PM
Quinn, did you download Triple Triad? If so, open it twice. The second time, it will say _______ is in use, so it won't work. Go to the folder (for me it was "~sfx006A8D3362". There is a fonts folder there, open it and copy the fonts into your fonts folder. That is where they are. It is a hidden folder, so you might have to do something to see it.

Quinn
07-16-10, 03:35 PM
:O
? hahahah ^ I barely understanded that.

I'll work with it though.
(I actually finally downloaded it about a week ago.)

Maps? I haven't done any edits since there hasn't been any issues said.

Cyndadile
07-16-10, 04:05 PM
That should get you the fonts. It worked for me.

Quinn
07-16-10, 04:26 PM
hahahah Ironicly I had them in the first place. The are the power ones right?

Are maps good?

Quinn
07-19-10, 04:26 PM
Hearing no issues....so I started the next thingy.

The incomplete swamp. (still working on "rambunction-ifying" it)

http://i222.photobucket.com/albums/dd123/quintinbruderer/Maps/Swamppreview.png

the entrance to hollowlog is its side. Its a more horizontal based city...with the forest entrances and stuff. Like a branch of the log type of thingy. The gateway is a bit longer than normal though, since it goes through the branch thingy (or whatever you wanna call it)

Quinn
07-24-10, 01:29 AM
Look at my 3 maps in the gifts area.

Although I made those three...I'll only work with 1 at a time. Once we finish all three one at a time, then we will work on Hollowlog.

The problem isn't with the "inside" the log part, but the floor, along with the mushrooms. we can easily create walls. (though they might not look pretty)
Not to get off topic of the 3 maps, but for Hollowlog, I was thinking of it to be darker than normal, with little light areas, like in forest. And at night, same thing, but even darker. Also, at night, some of the mushrooms could glow.

Quinn
08-10-10, 01:07 AM
I'm UBER sorry about how long it is taking to get the tilesets up. At this very moment, I'm working on trying to finish them to get them up. (Already, the plate is starting to fill. I've already got a possible job to make baby craddles :D)

Sev
01-22-11, 07:58 PM
anything i can do here, cuz i HATE the title junior member... it makes me feel small XD

MK94
01-23-11, 01:47 PM
hay thats how i felt for about 2 months (reasuring smile)=)

Sev
01-23-11, 02:27 PM
hay thats how i felt for about 2 months (reasuring smile)=)
hmmm... well i got rid of it lol =)

Konrad
03-28-11, 03:05 PM
Hate to necro bump, but I wanted to say that these maps all look great! Are all the maps you guys have made so far just in .PNGs? If you don't have compatible map files for the RPG maker, I have a workaround that'll make it easy to import the maps, as long as each tile is 32x32.

zeroality
03-28-11, 06:59 PM
I'm afraid Quinn is no longer with the project, for all intents and purposes.

If any of those are usable, then it would be Reliability who'd know. I wouldn't use anything without his go-ahead, as we made changes that invalidates a few of the older maps. If he doesn't come by this thread within 24 hours or so, I'd leave him a VM (visitor message) on his profile.

Black Temple Gaurdian
03-28-11, 07:02 PM
Hey! I did them too :(

I made most (read: probably all, I just can't remember) with the standard tileset.

Cyndadile
03-28-11, 07:13 PM
I'm afraid Quinn is no longer with the project, for all intents and purposes.

If any of those are usable, then it would be Reliability who'd know. I wouldn't use anything without his go-ahead, as we made changes that invalidates a few of the older maps. If he doesn't come by this thread within 24 hours or so, I'd leave him a VM (visitor message) on his profile.

I could email Quinn; he might stop by for a while to get the maps ready, at least.

zeroality
03-28-11, 07:34 PM
Hey! I did them too :(
I didn't look through the thread, sorry.


I could email Quinn; he might stop by for a while to get the maps ready, at least.
Yeah, contacting Quinn isn't a problem. I have him on Facebook.

Let's hold off until Reli lets us know whether the maps are OK or not.

testing

Reliability
03-28-11, 10:02 PM
Let's hold off until Reli lets us know whether the maps are OK or not.
I think it's hilarious how I've been given auth on this, a project I have been avoiding since it came up.

Everything looks good to me. Essentially, the story-line will likely not be affected by how the maps are set up. If I do see an issue, I'll say so, but don't worry about that bit. Otherwise, I knew neon had concerns about the wrong mountain tile being used to walk on, but unless anyone has any huge objections to do with quality, I don't really care either way. I'd rather prefer to get things done and take advantage with the upswing of activity.

zeroality
03-29-11, 01:20 AM
I think it's hilarious how I've been given auth on this, a project I have been avoiding since it came up.

You the man now dawg, especially with IB on a week's break.

In that case, we can go ahead and use these two maps:
http://www.pokemontopaz.net/uploads/maps/cranewingcity.png
http://www.pokemontopaz.net/uploads/maps/sunsetvillage.png

Apparently we never had high quality versions to begin with. I assumed someone made a mistake in saving but that doesn't seem to be the case. Will they do?

As for the maps you've seen posted in other threads, such as Quinn's, there was some debate on whether they were useable or not. Reliability, didn't you say you wanted to know what the buildings were for?

Reliability
03-29-11, 01:46 PM
Indeed. Mysterious buildings are boxed in red.

Dynamo (http://img705.imageshack.us/img705/3899/colossus.png): Unless the shrine has a purpose already, it can be used for a specific event that occurs in Dynamo. The other two don't seem to have a function as far as I can tell. One could be used as the Generator building or something, but... yeah, I just don't know.
Colossus (http://img171.imageshack.us/img171/900/dynamo.png): one of the larger buildings could be the department store, but there are just so many there. The best thing might be to make them apartments, but they don't really look right.
Roothaven (http://img691.imageshack.us/img691/4190/roothaven.png): I don't even have suggestions for these. I have no idea what they are

Cyndadile
03-29-11, 06:52 PM
Roothaven (http://img691.imageshack.us/img691/4190/roothaven.png): I don't even have suggestions for these. I have no idea what they ar

I believe that the labyrinth was origionally part of the Battle Frontier or something, but now it could become an overworld-puzzle filled area. Not sure on any of the others.

Reliability
03-29-11, 07:17 PM
A lot of these random buildings were, so I just want to make sure that all are meaningless right now to determine what to do with them.

ImmunityBow
04-03-11, 10:05 PM
That building in Roothaven is indeed the Labyrinth, which is a puzzle-master style area.

Dynamo Sanctuary is unique for being the sole place where Bakurge are found, but otherwise could use some kind of sidequest to make it more interesting.

Colossus City's buildings are mostly there for the sake of being massive and strange. I think the department store fits in the city, but otherwise there's not much to say about it.