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Pokemon Map Making - Part 2:211 is up!


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Many people are keen to learn how to make quality Pokémon Maps, so I’ve decided to make a tutorial. This tutorial will lead you through doing three different things: getting the correct equipment to make Pokémon maps, making the maps and showing them off. So, get ready to leap into the world of Pokémon! Maps.

 

Part One: The Equipment.

 

The first thing you will need is Advance Map, a program that allows you to not only make Pokémon Maps, but also customise many aspects of Pokémon games, but this isn’t a tutorial for that, so let’s carry on with the main idea. You can download Advance Map from many places, but since I can’t provide a URL, just Google Advance Map. You’ll find it eventually. :D

The second thing that you will need will probably stop many of you in your tracks. What you need is a Pokémon Rom. I am required to do this, so here I go. (deep breath)

 

I am not responsible for any breakage of the law to do with Pokémon Rom downloads by other people that have read this tutorial. I have not and will not provide any links to Pokémon Roms.

 

All right, now that that’s over, if you have a Pokémon game for the GBA, you should just google the game’s name with “rom” after it to find a Pokémon rom download for your game. If you do not own a Pokémon game and you illegally download a Rom file, knowing full well that you are breaking the law, I am not responsible, as aforementioned.

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Part Two - Making the Maps

 

2:1 - Getting Started

When you have downloaded the software needed, open the folder containing Advance Map. For easier access later, make a shortcut on your desktop or in the Quick Launch. Next, if the rom you got was zipped, unzip it and place it in a folder in the Advance Map folder, called "Roms". Open Advance Map, and open the rom, in the "File" tab will be something that says "Load Rom...".

Now, click on the "New" button. A box should come up. Here is where it gets tricky.

This is what you need to do here.

Fill out the name, easy enough. Next, give how many tiles the map should have. After that, follow the criteria below to choose tilesets that are right for your map.

 

For Pokemon FireRed & LeafGreen

Towns - Tilesets 0 & 1, 2, 3, 4, 5, 6, 7 or 8.

Routes - Tilesets 0 & 1

Caves - Tilesets 0 & 15

 

For Pokemon Ruby, Sapphire and Emerald

Towns - Tilesets 0 & 1

Routes - Tilesets 0 & 1

Caves - Tilesets 0 & 17

 

 

After you've done that, you're ready to go!

 

______

 

 

Part 2:2 - Basic Map Making

 

This section will go over the basics for making your map. It will explain the tilesets and where to put tiles for the best overall effect.

 

Part 2:2.1

POKEMON RUBY SAPPHIRE & EMERALD

 

Part 2:2.11 - Tilesets of R/S/E

Tileset 0 is the one you will use most. It includes the basic house, grass and trees. It also includes all you need for mountains, including stairs. Some features in towns included are Pokemon Centers, Pokemon Marts and Gyms. It includes three different types of path: light grass, paved and sand. You will also find long grass for routes, and water as well, including shallow water and puddles. There are also ledges and fencing. As you can see, you can pretty much make a full-fledged map with only this tileset.

 

However, sometimes you want to go that little bit further. This is when you want to use Tileset 1. It includes a different type of house, a nice hedge that fits perfectly around buildings, and a template for making important buildings like labs or museums.

 

Tileset 17 is the cave tileset. It includes the cave floor, stairways, three shades of cave walls, ice floors, rocks, lava, water, entrances and exits, ladders, bridges, sand and pretty much everything you would need in a cave.

 

Now that we've gone into detail about the tilesets you will use, we can start talking about the basics of making your very own Pokemon map.

 

Part 2:12 - R/S Map Making

Each map is made by placing various tiles on a blank space. It's really quite simple and easy to get the hang of.

This sub-sub-section will be split into even more sections! They'll be towns, routes (different kinds) and caves.

 

Part 2:121 - R/S Towns

There are three main types of towns we will cover here. One is a basic town, one is a city and the last is an urban city.

In towns, you will generally find a couple of houses, a Pokemon Center, a Mart and sometimes a path. Towns do not need to have paths. Sometimes towns will include Gyms, but this is very rare.

In cities, a path is important. Most cities have Gyms. All cities should include a Pokemon Center and Mart, and some sort of special building or landmark. For example, Oreburgh has the mines, Eterna has the bicycle store, and Veilstone has the Game Corner.

Urban cities should have all of the above, plus less grass and more paved surfaces. Also, they should be larger with big entrances and exits.

 

Part 2:122 - RS Grassy Routes

When making routes, it is your time to be as creative as possible! Don't bother being nice to players - plenty of long grass! Chuck a tree in their way, make them go around a few rocks. Be mean!

 

Part 2:123 - RS Ocean Routes

Ocean routes can be difficult to make interesting, as they are usually quite open and uneventful. The key here is that less is more. If you overcrowd your waters with rocks, it's going to look messy and unattractive. I would suggest making the border out of rocks if you are actually incorporating your map into a game, but if you are just making a map for show, you don't need to bother with this. You should also make a few islands for your players to take a break on - try chucking a house on one of them.

 

Part 2:124 - RS Mountain Routes

Mountain routes are a lot of fun to do. You'll want to make sure your mountain tiles join together properly here, or your map will look shoddy. TIP: There are three main types of mountain tile: rocky, grassy and sandy. If your mountain is rocky, use a rocky tile. It's quite noticeable if you use the wrong tile.

 

Part 2:125 - RS Cave Routes

Cave routes are a good opportunity to let off steam and be really nasty about how you position your tiles. Open caves are boring - make your players walk that extra few steps through monster-infested cave floor before they can reach that exit. Use multiple levels to block out a small area. Even a small cave can be ridiculously hard to navigate through, and it's your job to make it like this. TIP: To create the border of the cave, use your wall tiles in reverse - the tiles you'd usually use at the front of a rise go at the back of your cave. This produces a nice effect and it is the way it is done in the original games.

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