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 - snesmaster

Pages: 1 [2] 3 4 ... 13
16
Map Requests / Re: Gauntlet - NES
« on: February 19, 2013, 01:28:02 PM »
Right now I'm working on Super Mario World.  I have so much other stuff to do in the queue after that, it would be over a year or more before I would get back to Gauntlet.  So this will help get the complete set up on VGMaps much quicker.

17
Map Gab / Super Mario World
« on: February 19, 2013, 10:35:58 AM »
Hi, I have a question.  I have started mapping Super Mario World for the SNES and have World 1: Yoshi's Island complete so far.  I'm mapping this game for my website, and to allow me to make posters for the game.  The game is already mapped here, and in fact has won Map of the Month honers back in 2004.

Map from this site:
https://www.vgmaps.com/Atlas/SuperNES/SuperMarioWorld-Yoshi%27sIsland-Yoshi%27sIsland4.png

New map I have made:
http://www.snesmaps.com/maps/SuperMarioWorld/SuperMarioWorldMap06.html

The maps from this site are taken from the Lunar Magic map editor, there are some labels added to it, and the boss areas that are not in the map viewer have been added.  But aside from that they are pretty much straight from the editor.  I understand this since it was done in 2004, before there were that many tools available for mapping SNES games.  However now a much better job can be done.  Notice how I included the water at the bottom of the level.  I also labeled all the items in the game like showing there is a Fire Flower in the first question block.  Lots of subtle errors in the placement of sprites are off in the map editor maps.

I always feel a little bad when I submit maps to this site that end up replacing someones maps, but in this case those maps earned map of the month so how can they be replaced?  I don't know if I should submit my maps or not.  Opinions are welcome.

18
Yea, this is a topic I have dealt a lot with as well.  Most often when I make "corrections" or additions to a map it is part of the map that is off the edge of the screen and normally not visible during game play unless you look in a name table viewer or something.  I will also complete make up graphics using tiles from other parts of the game and some times even adjusting those to make the edges of a map look nice.  I did this a lot in the following map and in my opinion it looks great and was worth doing:

http://www.nesmaps.com/maps/SuperC/SuperCMapArea08.html

My guess is just looking at the map you can't tell all the stuff I added but there was a lot all through the level.

Also I do it a lot for SNES games that have a BG that scrolls at a different speed to make it line up with the map, or to make it so it repeats.  I did this in Donkey Kong Country and Actraiser quite a bit.  I will normally leave mistakes in the map from the game if it is in the FG of the main playable area that is highly visible in the game.

Example of a SNES map I modified the BG layer a lot to make it fit with the foreground of the map:
http://www.snesmaps.com/maps/Actraiser/ActraiserMapFillmoreAct1.html
and
http://www.snesmaps.com/maps/DonkeyKongCountry/DonkeyKongCountryLevel13Map.html

However in my Photoshop files I always make a folder called "Fixes" and put them all in there, so I can easily turn them off and see the original map from the game.

So to sum that all up, as long as it does not effect the game play and it makes the map look better or how it "should" have looked then I normally go for it.

19
Map Requests / Re: Gauntlet - NES
« on: February 19, 2013, 09:53:27 AM »
I need to check these forums more often.  I plan on mapping the game anyway.  I just have not gotten to it yet.  If you don't mind me asking how much are you paying for the maps?

20
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: January 04, 2013, 04:45:33 PM »
I think what makes a map look "crappy" is when the screen shots are not lined up correctly in an obvious way, or when animated tiles in a map are all mismatched.  As far as the maps here, they look great.  It is just a matter of opinion as to what font looks best, what color works for the BG.  These are just the small details.

I look forward to checking out all the maps!




21
Map Gab / Re: Street Fighter X Mega Man
« on: December 24, 2012, 04:14:54 PM »
Well be sure to post a link if you get your site up and running.  Did you use screen shots to map the game, and just remove your character from them?  I assume there was no way in that to turn off the sprites like you can in an emulator?

22
Map Gab / Re: Street Fighter X Mega Man
« on: December 24, 2012, 01:30:30 PM »
If you add the enemy locations on your map, then both could be posted :)

23
Map Requests / Re: Mega Man Maps
« on: December 24, 2012, 01:26:31 PM »
Is there a reason you put the Street Fighter X Mega Man maps as being original?  They look like screen shots and not something drawn.

24
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: December 19, 2012, 11:16:02 PM »
I like Font B the best (but yes it is probably too small and hard to see, so I would go with A, and I agree maybe putting a solid color box behind it to make it stand out.

As for the background issue.  I had the exact same problem when mapping Chrono Trigger for the SNES.  Most of the in game background color outside of the map area were different shades of black that were brighter then black.  I just made it all black and found it looked much better that way.

Here is an example I made from your map.
http://www.nesmaps.com/share/Sample1BlackBG.png

25
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: December 19, 2012, 11:09:21 AM »
The maps look great!  Have you tried using the letters from the game with a black stroke instead of the green ones?  That may look better if they are still readable.

As for the transparent question, I personally fill the background in on all my maps as a solid black.

26
Map Gab / Re: Street Fighter X Mega Man
« on: December 17, 2012, 09:24:44 PM »
Press F4 multiple times to get to the 1x1 size of 256 x 224 for mapping.  I see F10 Pauses.  Escape quits the game.  Is anyone aware of any other features.  Was is the difference between US and EU versions?

27
Map Gab / Re: Street Fighter X Mega Man
« on: December 17, 2012, 10:11:36 AM »
I go to that link and it looks like it is just a forum to talk about Mega Man.  I see no download link.  Do you have to become a member of that forum first?

I finally found the real download page. For the US it is:
http://static.capcom.com/sfxmm/SFxMM_US.zip

For the EU version:
http://static.capcom.com/sfxmm/SFxMM_EU.zip

28
Maps In Progress / Re: Suikoden 1 and 2 (PS1)
« on: December 15, 2012, 09:16:03 PM »
I look forward to seeing your maps!

29
Maps In Progress / Tecmo Super Bowl
« on: December 12, 2012, 07:49:20 PM »
Hi, I have decided to map out this game.  However I don't know much about football, so if anyone does, can you assist me with a proper starting position to place the sprites of the players in.

Here is what I have at the moment:
http://www.nesmaps.com/maps/TecmoSuperBowl/TecmoSuperBowl.html

Questions:
Are they in the proper positions?
Are there other players that should be added to the field, and if so where?

30
Map Gab / Re: Street Fighter X Mega Man
« on: December 09, 2012, 12:19:55 PM »
Thanks for sharing, I had not heard of that yet.  I will definitely have to get that once it comes out!  I look forward to your maps of the game if you end up mapping it.

Pages: 1 [2] 3 4 ... 13