Thanks, I appreciate the kind words! I eventually took them down because I felt it was irresponsible for me to keep them up when there were better, more efficient, and up-to-date videos of the same nature by Thundaga. I'd rather someone find what they need when they search for that kinda stuff...
Golisopod came through with a great quality commission fulfillment. He communicates consistently and frequently with the client. He was able to perfectly execute what I needed. It helps to provide mock-up graphics so he can see what the client is visualizing, and with that seems to be able to do...
5) Use as much of the map canvas as reasonably possible. Don't feel you need to fill that bottom right corner of the map? Do something with it anyway, but make it blocked by an HM object to entice the player to come back later in the game. Could be a bonus area that has a special encounter...
3) Consider walkability. Curved paths may make more sense realistically, but boxy, 90 degree angle paths are easier to naviagate. Make sure the player has enough breathing room while walking (3+ tiles wide paths for example), don't want them to feel cramped.
2) Don't over decorate, the players eyes need somewhere to rest. Don't under decorate, every place you can stand on the map should have somewhat memorable/interesting visual variety that sets it apart from another area.
Which brown part are you referring to?
General tips would be:
1) Keep it tight. Consider travel time and how frequent certain paths will be traveled. For example, a Pokecenter should be close to the most common entrance/exit of a town, to cut down on travel time when the character inevitably...
We have finally finished the 2.3.0 version of Pokémon Infinity! This will be the "final" update for Infinity (besides any bug patches). This is the most complete and full version of the game, everything I wanted to accomplish and provide for players is now here.
Pokémon Infinity 2.3.0 Download...