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    Default Map UPS for Triumph

    Hey, I've been working creating the map files for a few of our maps, I'm going to continue posting as I go but thought it'd be good to have the ones I have up so that if people feel like helping out they can know what's done/being done.

    So far all I have complete is Sunset Village but Neo Bay is more than halfway done as well.

    So I've attached Sunset Village.

    A couple of notes:
    1. I've reached a bit of a roadblock with Neo Bay. I can't get the autotile to leave sand under the cliffs like that, it either reaches out an entire tile over or isn't visible. Anyone know what to do?
    2. Use the below complete outdoor tileset by Fangking Omega instead of Quinn's. Quinn's has some major misalignment issues and is unusable at a certain point. Until we can get someone to fix this we'll have to just stick to Fangking's.
    Tileset: http://www.gamefront.com/files/21975...tilesetfl0.png
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    Last edited by Cyndadile; 07-16-12 at 08:29 PM.

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    Why don't you just make a "water meets sand" tile then?
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    Quote Originally Posted by NyteFyre View Post
    Why don't you just make a "water meets sand" tile then?
    A picture would help, but unless I'm mistaken this would do the trick for the problem. Except, you'd need to lay out the autotile over the entire water area (layer 1), and then put your new sand/water tile on top (second layer). (There are 3 layers, right?)

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    I don't know anything about how the program works. I just went for the simplest answer I could think of. If the stuff you have doesn't work, make something new that does, or at least should. :3
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    Okay, that sounds promising. I'll try it out and see how it goes.

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    It didn't work. I think I'll just do my best to replicate the map and we'll figure it out sometime.

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    I guess, in the end, you could just make the whole tile sand, but leave the area as inaccessible?
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    Or it could just be accessible, there's no real harm in that either.

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    Plus, if it's accessible, we could throw an item ball over on the farthest side. Free potion for the adventurous trainer?

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    Maybe a Pokeball would be better. Since you have to get to Sunset Village to buy them, right?

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    Finally finished with Neo Bay. I had to redesign the map a bit to deal with the autotile issues, but I don't think anyone will mind. Also I couldn't find any shaded tiles for the water near the rocks, so I'm assuming that's some sort of scripted effect. Here is what the new Neo Bay looks like.

    Attached Files

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    And here is Cranewing City! It took me forever to figure out how to do those little trees, there's no special tile for it and I didn't realize that Fangking just used two layers with the tip of the tree always on the upper layer. Also so much grass T_T That takes forever.

    Anyone want to help with this? I really need the help.
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    I'd love to!

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    Okay, just claim the ones you're working on so we don't accidentally have two of the same thing. I think I'm going to go recreate the houses/passages I made for Softwind/Sunset, so if you want to do any of the routes or Softwind City those are free at the minute.

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    Here is an idea for you. Add Hoenn along with Johto and Kanto. In relation to Japan this is where Hoenn is.

    Bigger image download: http://www.mediafire.com/i/?6014dvvfse613qf
    Last edited by Zainia; 06-12-12 at 02:16 AM.

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    Idea for Routes... Maybe change names. Also maybe you could add in Johto and Kanto.
    Route 201 to Route 49
    Route 202 to Route 50
    Route 203 to Route 51
    and so on...
    Also change Route 239 to Route 40 and Route 240 to Route 41.

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    I have no idea why we have routes 239 and 240 while they are the exact same routes as 40 and 41.

    For the other routes, it would make sense to have them in that order, but I think the idea at the time was that it came after Hoenn (which starts up at 101), so Caldera/Kirant's routes would begin after them. However, since the Johto routes lead to our routes, it might be a good idea to set them up that way, and it shouldn't be hard to implement if enough people support the change.

    Kanto and Johto would be far down the line if they were coming. It's something to think about once the game is released, as a manner to make all pokemon catchable.

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    Sorry, didn't see message.
    Last edited by Zainia; 06-12-12 at 02:14 AM.

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    Sadly, that's not happening. The extent of Johto we're doing is Olivine City.

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    Maybe after the game is finished you could do the other regions. At least rename the routes.

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    Quote Originally Posted by ImmunityBow View Post
    Use the attached complete outdoor tileset by Fangking Omega instead of Quinn's. Quinn's has some major misalignment issues and is unusable at a certain point. Until we can get someone to fix this we'll have to just stick to Fangking's.
    Just checked the Quinnset, and it does look really messed up. What in particular is missing from Fangking Omega's that we need form Quinn's? Whenever I try to open that attachment I end up with an image 3 pixels wide.

    I was thinking that it would be a good idea to have several smaller, more specific tilesets rather than one huge one. For example, I've taken everything from Quinn's that would be used in Chartree. I can upload it if you think it would help.

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    Quote Originally Posted by Cyndadile View Post
    Whenever I try to open that attachment I end up with an image 3 pixels wide.
    This.

    EDIT: Also IB, it's possible to CP large parts of a layer using the select tool.
    Last edited by Black Temple Gaurdian; 07-05-12 at 05:17 PM.

  23. #23
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    The way people map it's better to just have large tilesets, since they like to borrow from all over the tileset. It might also have to do with the seamless map debug, so all outdoor maps need to be the same or else you won't get that smooth overworld experience Pokemon has. I think most of what Quinn has is at the bottom of the tileset. So you just need to add those from the point where they match.

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    What are you referring to? The grass? Because that's actually 4 tiles used randomly.

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    Grass, Trees, Entire houses. It's what I normally do. the row of 4 on top, the shifted one to the left, repeat until you have a 4x4 square and then just CP to fill up screen.

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    Oh yeah I already do that. But base grass (not tall grass) takes me forever and ever to do.

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    I've done Route 201 (possibly redone but it was an experience). Now how do I upload it?
    EDIT: and Route 202
    Last edited by Black Temple Gaurdian; 07-12-12 at 11:02 AM.

  28. #28
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    Zip them up and upload as an attachment to this topic.

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    Okay, let's see if this works...

    EDIT: Routes 201, 202 and 203.
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    grrr I cant see them, apart from the Neo Bay place, seems nice, since Im doing the swamp/marsh, I take it we are useing R/S/E style maps, does tht mean its a gba file?

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    Quote Originally Posted by mamamew View Post
    grrr I cant see them, apart from the Neo Bay place, seems nice, since Im doing the swamp/marsh, I take it we are useing R/S/E style maps, does tht mean its a gba file?
    Nope, since this isn't a hack.

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    Quote Originally Posted by mamamew View Post
    grrr I cant see them, apart from the Neo Bay place, seems nice, since Im doing the swamp/marsh, I take it we are useing R/S/E style maps, does tht mean its a gba file?
    To be more specific, our maps are done using RPG Maker XP and Pokemon Essentials. In order to make maps, you'll need to download RPGMXP (we won't provide a download link, since it costs money to buy it and pirating it is illegal.
    With that software, you should have no trouble seeing the maps.

  33. #33
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    I'll also handle Chartree. When the trees alternate is a real bitch, but I'll manage.

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    Okay, I've successfully gotten BTG's files to work on my RMXP! It takes a little fiddling around with first, so for those who want to see the maps on their own RMXP:
    First, make sure the map numbers don't conflict with yours. Then place them in your Data folder in Pokestarter.
    Then, run the Editor. It'll say something like "New maps in data folder imported successfully."
    THEN, go into RMXP, check the map's properties, and then reselect the correct tileset. The maps should appear when you've said OK.

    Thanks BTG! You did loads of grass work :/ Good job.

  35. #35
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    Interiors would be fine. We have plenty of buildings in the four towns covered by the demo.

    IB explains how to see the maps here:

    Quote Originally Posted by ImmunityBow View Post
    Okay, I've successfully gotten BTG's files to work on my RMXP! It takes a little fiddling around with first, so for those who want to see the maps on their own RMXP:
    First, make sure the map numbers don't conflict with yours. Then place them in your Data folder in Pokestarter.
    Then, run the Editor. It'll say something like "New maps in data folder imported successfully."
    THEN, go into RMXP, check the map's properties, and then reselect the correct tileset. The maps should appear when you've said OK.

  36. #36
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    Routes 205 AND... CHARTREE FOREST done! I'll upload once I've done 206.

  37. #37
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    Okay, the mind-fcuk that is Route 206 is done. Uploaded.

    EDIT: Chartree may need a sign or two but that should be the extent of that. I know the border isn't random like the rest of it, but to do so would just be a pain.
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  38. #38
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    I don't believe Route 204 has been re-done, so here it is..
    Attached Files

  39. #39
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    I would of done it but it wasn't linked on the site. Where'd you find it to? *prepares to do more*

    EDIT: I can't open the file. Tried it with RPGMaker XP and it just said failed to load actor data, or something.

  40. #40
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    If you're looking for more maps, you can check here: http://www.pokemontopaz.net/forums/s...6-Quinn-s-maps.
    Other than that (and what's on the website), they'll have to be your own brilliant creations.

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