Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rew

Pages: [1] 2 3 ... 15
1
Maps In Progress / Re: Coming Soon: Undertale Maps!
« on: December 31, 2024, 12:33:11 pm »
Now that I've resolved my two remaining issues, I think I'm ready to submit!

I wanted to post them here for any feedback. If no one has any suggestions, then I'll go ahead and officially submit them...?

2
Maps In Progress / Re: Coming Soon: Undertale Maps!
« on: December 29, 2024, 01:34:00 pm »
Update: I solved my issue with the New Home background by using the singular background from the Ruins (i.e. from the room where you find the Toy Knife overlooking the city) and tweaked it until it was sprite-accurate with the Castle background.

So once my only issue remaining were the stars over the castle in Waterfall, I said screw it, used a screenshot, and just copy-pasted it across the top of the room. It looks a little repetitive/copy-pastey, but overall I think it's an improvement over dead black space and probably as close to game-accurate as I can hope to get.

Links have been updated accordingly!

3
Maps In Progress / Re: Coming Soon: Undertale Maps!
« on: December 28, 2024, 07:33:04 am »
And we now have maps!

As I explained in the original post, I retrieved these maps by downloading PNGs of every single room in the game from the UndertaleModTool. The problem is, the rooms in this mod tool are not as game accurate as they might at first appear. In fact, the more I looked at them, the more inaccuracies I noticed. So I kept going back into Paint.NET over and over again to smooth out the imperfections and using screenshots from the PC version of the game itself. This took an inordinate amount of time, especially considering things like waterfall effects in Waterfall and all the background machinery in Hotland.

At any rate, here they are if anyone wants to take a look before I submit them formally. As I said previously, they come in two categories, which I have called labelled and minimalist.

Labelled maps have the following elements:
- In-game objects that are normally invisible during regular gameplay:
  • A, B, C, D, and X refer to doors leading to other rooms (the ones in squares are places you enter and those without squares are where you spawn in)
  • E for event triggers
  • I for interactive objects (i.e. normally things on walls or floors you can check/read)
  • the walking heart sprite represents rooms with random enemy encounters
- Labelled maps also include puzzle solutions (where applicable), hidden objects, and late and post-game NPCs (including NPCs that only appear randomly on a save file, such as Gaster's followers)

Labelled maps are meant for those who have already completed the game and want to go back and experience everything.

By contrast, minimalist maps show only what you can actually see in-game (i.e. no dev objects), puzzle solutions and secrets are hidden where applicable, and the only NPCs shown are those that can be found on a first or otherwise early visit (and no randomized NPCs either).

Minimalist maps are meant to keep spoilers to a minimum (as much as is possible with full maps!) for those playing for the first time or so.

Ruins, Snowdin, Castle, and True Lab all have whole maps. Hotland has a full map and is also split into four smaller maps: Floors 1, 2, 3, and the Core.

Waterfall, however, is a very strange case. The rooms for that area don't line up at all. What I found, though, is that if I excluded a certain sequence of rooms--specifically starting with Onionsan's room and going all the way through to the big bridge where the final Undyne chase sequence is--then the rest of Waterfall lined up almost perfectly. For that reason, in addition to the full Waterfall map (awkward though it is), I have also split it into two smaller maps. The bulk of Waterfall I've called "Waterfall (Lower)" while the sequence from Onionsan's room to the Undyne chase bridge I've called "Waterfall (Upper)". (Onionsan's room conflicts with the little bird over the small gap room, so one can posit that there's actually a bit of distance between the large glowing marshwater room and Onsionsan's seaside room, which already feels like it looks out over a cliffside. Then of course you're definitely on a higher elevation by the time you reach the bridge where Undyne sends you falling into the garbage dump below.)

And without further ado, here are the maps!

Labelled
Ruins: https://i.imgur.com/KQBrMha.png
Snowdin: https://i.imgur.com/6QtCb83.png
Waterfall (whole map): https://i.imgur.com/Q0pbYmT.png
• Waterfall (lower): https://i.imgur.com/QwhXhMy.png
• Waterfall (upper): https://i.imgur.com/0Ls5rZV.png
Hotland (whole map): https://i.imgur.com/a9qVeID.png
• Hotland (Floor 1): https://i.imgur.com/7ikEpNA.png
• Hotland (Floor 2): https://i.imgur.com/qLMn9uS.png
• Hotland (Floor 3): https://i.imgur.com/XLWgBM7.png
• Hotland (Core): https://i.imgur.com/9115gWC.png
Castle: https://i.imgur.com/Pb3fEgu.png
True Lab: https://i.imgur.com/qfonkU1.png

Minimalist
Ruins: https://i.imgur.com/hOSQaLd.png
Snowdin: https://i.imgur.com/HTnmGJS.png
Waterfall (whole map): https://i.imgur.com/Kw2CTNW.png
• Waterfall (lower): https://i.imgur.com/TNJE5LL.png
• Waterfall (upper): https://i.imgur.com/9BNKrgh.png
Hotland (whole map): https://i.imgur.com/xnhIBDC.png
• Hotland (Floor 1): https://i.imgur.com/bbhAYIT.png
• Hotland (Floor 2): https://i.imgur.com/ZzwoHYT.png
• Hotland (Floor 3): https://i.imgur.com/Od8EcTq.png
• Hotland (Core): https://i.imgur.com/j5GTW70.png
Castle: https://i.imgur.com/ESScCpj.png
True Lab: https://i.imgur.com/BK7eTQ4.png

At this point, there are only two things left that still stick in my craw and make me dissatisfied, though I don't know how to resolve them.

The first is the room in Waterfall where you walk with Monster Kid in silhouette with a gorgeous view of Asgore's castle in the background. In-game there are "stars" on the ceiling, but the PNG I downloaded from the mod tool has nothing on the ceiling at all, just black empty space. And due to the way the stars move as you walk along, the screenshots I took and tried to paste into the PNG just looked unsatisfactory.

The second are two rooms in the Castle area, where you can see the city of New Home in parallax. There are no fewer than 7 background layers for this! But the backgrounds provided by the mod tool are noticeably off (well, noticeable to me anyway). But I don't know how to fix 7 whole layers for that, nor do I know how to manipulate the background feature in the mod tool to give me what I want. (I was able to do this with sprites in the tool with relative ease, by contrast.)

Those are the only two remaining imperfections I'm aware of in my maps. And due to my autistic perfectionist nature, I almost didn't post these because of those two reasons. :P

4
Maps In Progress / Re: Coming Soon: Undertale Maps!
« on: December 07, 2024, 02:59:30 pm »
Hey, Rew!  That's exciting!  This is one of the games on my personal requests list.

Being behind on my games, I didn't play this 2015 game until probably five or six years later, so 2020 or 2021, and finally got around to seeing what all the fuss was about.  Man, that final boss really is one of the hardest bosses I've ever encountered, or certainly recently.

I was surprised then that it seemingly wasn't mapped yet, especially given its popularity.  Its simplicity certainly helps, you'd think there wouldn't be much that would be technically challenging.  But then I saw that some areas were indeed mapped, as shared on reddit, so I asked the mappers, and... well, I don't know, it seemed that they didn't "get" VGMaps.  Not sure what there is to "get" or not "get".  Maybe they didn't want to contribute them, but didn't know how to say no.  Whatever.

Looking forward to your map sets, which I would be anyway, but especially since you say you're going to do labelled AND unlabelled maps.   :D

Surprised you haven't contributed anything before.  I remember seeing your name around, I would've thought you'd have mapped something for your name to be familiar to me.  Well, in any case, glad you're here (again)!
Ha, I've got you beat! I played Undertale for the first time just this past October--less than two months ago--after a lot of cajoling from friends who knew the pacifist route in particular would be right up my alley. And I've been obsessed ever since!

I actually know which maps on Reddit you're referring to. Those maps are okay--I actually used them on my first playthrough. But I have some problems with that person's maps: They tried too hard to make the maps "canonical" and artificially elongated or shortened certain areas to make everything try to line up. And one thing about these areas is that the rooms definitely don't line up! (It's been a pretty big challenge for me in mapping this game--esp. Waterfall.) My maps focus more on being game maps specifically. Each room is its own entity, and when things don't line up, I use a letter of the alphabet to designate where to go. I hope it makes it easy to follow. (I really should post a prototype of my maps of Snowdin and the Ruins to show my approach.)

And yes, I used to be active on here ten or so years ago, but that was always either as a lurker or requester. I've long been fascinated by game maps and have often given thought to doing them myself. But this game inspired me so much that I finally moved beyond thought to action. (Having each individual room already pre-ripped definitely helped.) It's good to be back!

5
Maps In Progress / Coming Soon: Undertale Maps!
« on: December 07, 2024, 04:55:00 am »
(Seeing this website go nearly a decade without any maps from Undertale fills you with DETERMINATION.)

Truth be told, I was already making these maps and then remembered I used to frequent this website back in the day. I returned to see how this site handled maps from this game and was surprised to see there were none. (But nobody came!) Kind of a pleasant surprise, though, because now I get an opportunity to share my maps with this place! :D

They're still in progress, but I'm putting the finishing touches on Hotland, then they'll be ready to roll. I'll go into more detail about my methodology in a later post, but the gist of it is, I'm using the UndertaleModTool, which has rips of each and every single room in the game. So I'm stitching all those rooms together. However, the rooms are rather imperfect compared to what you see in-game (especially the Hotland ones, what with all their complicated backgrounds and whatnot). So I'm using Paint.net to polish the rooms so they look as close to how they appear in-game as I can get them.

There will be two different varieties of maps I'm doing: labeled maps (the rooms in the mod tool include a lot of interactable elements you can't see in-game, most of which I'm keeping for this variety--which is great as a visual guide to what you can and can't interact with, ideal for those on a second or later playthrough who want to experience everything). These maps include spoilers such as late-game and post-game NPCs, puzzle solutions, etc.

And then I'm doing unlabeled maps (without all the game data labels), which still include items and NPCs, but only ones you would see on a first visit--and no puzzle solutions either. This type will only show what you can actually see in-game and will be as close to spoiler-free as one can get with an Undertale map.

Anyway, I look forward to sharing more in the near future! (Fun fact: These will also be the first ever video game maps I've ever done. :D)

6
Hey everyone--so first things first, I'm an absolute neophyte at creating maps myself. Even though I've been here a long time, it's always been as a spectator/requester; I've never actually tried to make a map by myself.

So right I have about 40-odd screenshots from an overworld map, and I'm sitting down to put them all together in Paint.net when I realized... I don't have a friggin' clue how to actually do that. I mean, how do I get them to line up pixel perfectly? To do this properly (i.e. by hand) seems like it would take hours and even days of painstaking precision, lining up, moving them just so. Like the world's most obtuse jigsaw puzzle. But that seems horribly inefficient; I feel like I'm probably doing something wrong.

How do you all do it? Do you really sit down and measure things out pixel by pixel and line everything up by hand?

7
Maps In Progress / Re: Peardian's map projects in progress and planned
« on: February 25, 2017, 07:46:36 pm »
Oh, does he not check the forums anymore? (I figured he still lurked even if he hasn't mapped in a while.)

But yeah, I can message him.

8
Maps In Progress / Re: Peardian's map projects in progress and planned
« on: February 23, 2017, 07:32:24 am »
Ah, cool! So maybe there's hope for the remaining Yoshi's Island GBA secret stages then. ;)

9
Maps In Progress / Re: Peardian's map projects in progress and planned
« on: February 18, 2017, 06:52:02 am »
So I've been perusing Peardian's glorious Yoshi's Island maps recently for Super NES. Then I decided to take a look at the GBA version of those maps on this site, and I found only Secret stages 1 and 2 were done. I don't suppose someone could coax Peardian out of retirement for Secret stages 3 through 6? =P (Those would probably be easier to map than Ocarina of Time or Majora's Mask after all!)

10
Maps In Progress / Re: Zelda link to the past live maps
« on: February 18, 2017, 06:43:43 am »
I just discovered these maps. Very awesome how you got them all to animate! It's amazing how much more "busy" Link's Awakening is than A Link to the Past. That's something I never actually considered before.

11
Map Gab / Latest Maps?
« on: January 03, 2015, 03:45:16 pm »
Okay, so I guess this is more of a main site help topic instead of a message board help one. :P But how can you tell which maps are the latest ones?

For example, the latest update has new Wario Land II maps. But when I click on it, I'm taken to the Wario Land II section and have no idea which maps are the new ones. There are maps by three different mappers on there.

Perhaps in the near future, there can be a "new" label attached to new maps? Or (better yet) date stamp all the maps? (I understand this latter suggestion could be a massive undertaking if it had to be done by hand...)

12
Map Requests / Re: Mega Man Maps
« on: December 29, 2014, 09:55:27 pm »
I'm afraid there isn't a construction mode for Maverick Hunter X as it is a direct remake of Mega Man X, without any extras. However the Sigma Fortress levels are heavily changed in layout, which means mapping them if possible is definitely worth it. Unless the 2.5D platforms can be centralised and measure in grid, the maps will have to be improvised somehow.

EDIT:

Further research reveals that capsule, heart and part upgrades are changed in the stages from the original. In addition the upgrades, ride armours and enemy placements are changed when playing as Vile.

ADDITIONAL EDIT:

The 3D RPG Megaman X Command Mission, has got a 2D minimap of the various areas that you explore. It doesn't rotate, but its kind of transparent so some touching would have to be applied to make it a finished map, otherwise its rather easy to rip and assemble. Also the game has a web like 2D map system of each zone.

I know I'm late to the party here, but I'd love to see those Mega Man X Command Mission in-game maps, if you're able. :)

13
Most impressive Peardian--and worth the wait!

There's a secret backroom in the Swordsman's School?  I've never even been in there.

Try going in there during the final hours of the final day. ;)

14
Maps In Progress / Re: Peardian's map projects in progress and planned
« on: April 24, 2014, 09:13:49 am »
Can't wait. Sounds like it's going to be pretty awesome. :D

15
Gaming / Re: Super Smash Bros. Direct 4.8.2014
« on: April 09, 2014, 02:26:18 pm »
I actually just started Paper Mario: Sticker Star yesterday. It's... less than impressive so far. :P

But as for the upcoming Smash Bros. -- DAT MEGA MAN FINAL SMASH. O_O

Pages: [1] 2 3 ... 15