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  • Joined: 22 Feb 2005
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Post Posted: Fri Mar 04, 2016 9:29 am
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Was there a reason for not including the boss stages?

I have not included the levels of bosses, because I did not think they had a great interest. But I can take care of, it will not be a big job.

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Plus the bosses and enemies...

In levels, I did not put the enemies, because usually when I make maps, I do not add sprites. I try to be the closest to the original stage, and I find that enemies could change the map, because in many games they appear randomly.
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Post Posted: Fri Mar 04, 2016 10:58 am
I agree that enemies shouldn't be included since they're quite erratic in this game, but boss stages should be definitely taken care of, without the bosses themselves for consistency.
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Post Posted: Fri Mar 04, 2016 11:14 am
Well, including enemies can go either way. I tend to include the player sprite and enemies that don't respawn or appear randomly. Chuck Rock actually often hides enemies behind things so you wouldn't see them in the map anyway... But I'd put the bosses in their levels, I think they can all go in without obscuring anything and it would make it clearer what levels they are.
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Post Posted: Fri Mar 04, 2016 6:08 pm
Hi, 3 versions of boss stages, I let you choose.
I prefer the V3, but V2 is more in the spirit of the others maps ...
ChuckRock_Boss_Stages.zip (41.18 KB)
Chuck Rock Boss Stages to choose

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Post Posted: Fri Mar 04, 2016 7:10 pm
I'd say to choose consistency, either add Chuck to all the maps or none of them.
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Post Posted: Fri Mar 04, 2016 8:15 pm
OK, thank you for the advice.
Let's go for the V2 version.
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Ghouls'n Ghosts
Post Posted: Tue Mar 15, 2016 12:10 am
Those maps for Ghouls'n Ghosts are supposed to give all chest locations, right? Because there are around 6 or 7 of them to add there =D I don't know how to do it without being an ugly work, but I'll make a video showing off all locations, is it okay for someone to do this for me? Please?
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Post Posted: Tue Mar 15, 2016 7:30 am
Take a screenshot of each one and then we can add them in.
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Kenseiden maps
Post Posted: Mon Mar 21, 2016 7:11 pm
Hello, as usual, I come seeking advice from the big bosses of the master system. I made the maps of Kenseiden, but I'm not satisfied with the outcome for all levels.
I do not know if it would be necessary to add directions or relocate some rooms ?
This time I did not put the enemies, but I added the objects because I think it makes sense.
Thank you in advance for your opinion.
KENSEIDEN PNG.zip (346.13 KB)
Kenseiden maps

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Post Posted: Mon Mar 21, 2016 7:33 pm
Some suggestions:

- When things are connected (via scrolling or screen flips), and it makes sense to place them right next to each other, then do so - e.g. round 4 looks good.
- When they aren't, e.g. door connections, I like having the vertically aligned placement (especially if the game doesn't get too screwy with the physics) but I'd leave a gap to show it's not a vertical relationship in the game world. I might add arrows in the gap, but it seems that may not be needed here. Round 10 is a good example of how the zero gap makes the rooms look like floors.
- Some of the sections look like they are finishing 8px short, don't be afraid to "fix" that sort of thing :)
- For the bosses, I'd be tempted to place them to the right, rather than above, the door to signify the gameplay progression. Again, maybe with an arrow.
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Post Posted: Sat Apr 16, 2016 4:16 pm
As always, thank you again for these wise and accurate advices. It took time but I tried to apply as best as possible.
I also made some minor corrections. I think it's pretty good.
If it suits everyone, I'd be happy to upload its on the site.
KenseidenMapsV2.zip (356.76 KB)
Kenseiden Maps V2

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Chapolim X Dracula and Ghost House Maps
Post Posted: Wed May 18, 2016 5:36 pm
Hi today, I have uploaded maps for Alien Syndrome
http://www.smspower.org/Maps/AlienSyndrome-SMS
and Chapolim X Dracula
http://www.smspower.org/Maps/ChapolimXDracula-SMS

Out of curiosity I compared the maps with those of Ghost House.
If interested, I posted it here.
I have corrected the maps for ghost house, because I think it lacked a few pixels.
But I have not changed its on the site.
ChapolimXGhostHouse.7z (95.72 KB)
Chapolim X GhostHouse

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Post Posted: Wed May 18, 2016 7:12 pm
I think the Ghost House maps were generated from level data, not screenshots, which may explain any differences.
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Post Posted: Wed May 18, 2016 7:40 pm
Maybe that DMEnduro will respond.
But he added the secret passages...
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Post Posted: Fri May 20, 2016 2:47 am
I don't recall my exact process for the final result, but I can see you chose the option to use two tile height for the floor/ceiling between screens. I went for the single height for aesthetic purposes and the assumption that the ceiling and floor are the same set of bricks. Secret passages are identifiable while playing the game, even if it isn't obvious, the tile is flipped horizontally.
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The Ninja maps
Post Posted: Wed Nov 02, 2016 10:15 am
Hi everybody.
It's been a while since I had not made maps.

So, here levels of "The Ninja" that are mappable.
I checked several times some levels but I can not explain some differences in size.
   - Difference of 1 pixel 1537px vs 1538px, Levels 6/8/10
   - Difference of 1 pixel 577px vs 578px, Levels 11/12
  
Enjoy
Ninja Maps.zip (51.4 KB)
The Ninja maps

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Thunder Blade maps
Post Posted: Sat Dec 31, 2016 2:10 pm
Hi,
maps for Thunder Blade are now available.

http://www.smspower.org/Maps/ThunderBlade-SMS
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Post Posted: Sat Dec 31, 2016 2:35 pm
You're welcome to post the others from this thread, Kenseiden seems to be missing for example.
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Post Posted: Sat Dec 31, 2016 2:43 pm
Maxim wrote
You're welcome to post the others from this thread, Kenseiden seems to be missing for example.


I know that and today i've also post The Ninja. But for Kenseiden, I would have liked some kind of validation from the team, because I had to make choices for some stages. But if it is OK for everybody, i'll be happy to add these maps.
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Post Posted: Sat Dec 31, 2016 3:24 pm
I think the maps can always be added and improved after the fact if in doubt. I don't know Kenseiden enough to tell, but looking at the maps..

If were you concerned about Round 10,15,16, I agree that perhaps they can be a bit confusing at first. but when looking closer..

Round 10: maybe it would be more logical to put the boss UNDER the preceeding room? As doors always lead up/down in the maps. Another suggestion, the room above the door just before the boss door, maybe remove the upper line of tiles (blacken them) to physically separate the room from the stuff above? Maybe that would make it more readable, that that grey line of tiles isn't very important.

Round 15: is fairly easy to understand.

Round 16: I tried to apply the same idea I proposed in Round 10, except this level have many more of them. See attachment. I don't know if there is an ideal/perfect way to do it. It's not perfect, but it makes the map more readable maybe? What do you think?

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Post Posted: Sat Dec 31, 2016 4:44 pm
Bock wrote

Round 16: I tried to apply the same idea I proposed in Round 10, except this level have many more of them. See attachment. I don't know if there is an ideal/perfect way to do it. It's not perfect, but it makes the map more readable maybe? What do you think?


I think your recommendations are good. I retouched the round 10. And I uploaded all the maps (with your version of the round 16). This is a good start, and indeed we will be able to retouch them later if necessary.

Thanks alot for the help.

http://www.smspower.org/Maps/Kenseiden-SMS
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Wonder Boy in Monster World Maps
Post Posted: Sun Jan 01, 2017 5:35 pm
Bock wrote
I think the maps can always be added and improved after the fact if in doubt. I don't know Kenseiden enough to tell, but looking at the maps


According to that, I have uploaded the maps of Wonder Boy in Monster World.

http://www.smspower.org/Maps/WonderBoyInMonsterWorld-SMS

It has been a long long job, but I am quite proud of it. It is possible to make another cut than mine (perhaps by creating more areas?), but i think that it's pretty good.
I add to this post the same maps but without the sprites.

Happy new year to everyone

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Post Posted: Sun Jan 01, 2017 7:53 pm
It's a long time since I played it, I didn't remember it was so large :) For the larger maps, I'd prefer to align the ground level to make it appear continuous.
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Post Posted: Mon Jan 02, 2017 12:59 pm
Maxim wrote
For the larger maps, I'd prefer to align the ground level to make it appear continuous.


I guess you're referring to those two maps?

Http://www.smspower.org/Maps/WonderBoyInMonsterWorld-SMS?gallerypage=Purapril+-+Purapril+Castle+-+Maugham+Desert
Http://www.smspower.org/Maps/WonderBoyInMonsterWorld-SMS?gallerypage=Begonia+the+Dragon+Village
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Post Posted: Mon Jan 02, 2017 4:49 pm
No, like the first one where there's a step between the ground by the castle and the beach area.
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Post Posted: Mon Jan 09, 2017 7:43 pm
I followed your idea and I made a version V2, but I do not find this very pretty.

I then made a V3 version by imagining new areas, but I feel like committing a betrayal, because the original version exactly matches the game.
Finally, I think that the best to respect the game would be to cut this map into 5 parts ...

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Post Posted: Mon Jan 09, 2017 9:31 pm
Well, I filled in some areas in my WB3 maps, although I might not do that today. V2 looks good to me.
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Post Posted: Mon Jan 09, 2017 10:28 pm
I don't see anything wrong with "upgrading" to V3 personnally in that sort of case where it is obvious. Makes the maps more pleasing to look at?
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SMS Maps Cyborg Hunter, Forgotten Worlds, Gangster Town
Post Posted: Mon Apr 03, 2017 8:52 pm
I uploaded three game maps that I loved during my childhood.
I think these three games are a little underestimated on the Master System.

First, Cyborg Hunter, because it's really a good action game with a nice progression through the levels
http://www.smspower.org/Maps/CyborgHunter-SMS

Secondly, Forgotten Worlds. A good shoot em up, with rich levels and full of different enemies.
http://www.smspower.org/Maps/ForgottenWorlds-SMS


Finally, Gangster Town, because it is the only game where you could hold a light phaser in each hand, and that's really cool !!!
http://www.smspower.org/Maps/GangsterTown-SMS
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Post Posted: Wed Apr 05, 2017 8:48 pm
Are the "Aera" names a typo in Cyborg Hunter?
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Post Posted: Thu Apr 06, 2017 8:41 am
Maxim wrote
Are the "Aera" names a typo in Cyborg Hunter?

Absolutely not. I made a spelling mistake. I did the same for the screenshots. Thank you very much for your vigilance.
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Champions of Europe and Rastan
Post Posted: Fri May 12, 2017 8:09 pm
Hello everyone. New maps for us.

Champions of Europe, I had not played this game since the 90s. It's really a bad game, but it's still a map more...
http://www.smspower.org/Maps/ChampionsOfEurope-SMS

Rastan, a SMS classic . I think it lacks on most levels 8 pixels because the sizes seem strange to me, but I could not find them. If you have any idea, do not hesitate.
http://www.smspower.org/Maps/Rastan-SMS
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Post Posted: Fri May 12, 2017 8:20 pm
Very many games hide the leftmost 8 pixels due to hiding the left column, often you can guess it or manipulate the game to show it. Arguably it is not needed on a map as the game never shows it.
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Post Posted: Sat May 13, 2017 6:17 am
Maxim wrote
Very many games hide the leftmost 8 pixels due to hiding the left column, often you can guess it or manipulate the game to show it. Arguably it is not needed on a map as the game never shows it.


I know, but this time it gives me a little impression of unfinished spot
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Post Posted: Sat May 13, 2017 4:26 pm
Thanks for mapping Rastan!
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Post Posted: Sat May 13, 2017 5:25 pm
Bock wrote
Thanks for mapping Rastan!

You're welcome ! I'm always happy to make maps.
You don't appreciate Champions of Europe ? ;-)
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Post Posted: Sat May 13, 2017 7:43 pm
I actually quite like the sports games maps, they are nicely self contained and ordered compared to most games. Sometimes they can be very hard to map, though.
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Post Posted: Sat May 13, 2017 8:19 pm
Maxim wrote
I actually quite like the sports games maps, they are nicely self contained and ordered compared to most games. Sometimes they can be very hard to map, though.


It is true that its are more coherent. The few I did were easy, I generally consider its to be a relaxing job after a longer / hard game.
This makes me think, I would love to see you finish one day "Aztec Adventure" as it is one of my favorites games on the SMS. Otherwise, one day I would steal your job.

http://www.smspower.org/maxim/Maps/AztecAdventure
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Post Posted: Sat May 13, 2017 9:33 pm
You're welcome to do it, if I go back to mapping I want to crack Arena: Maze of Death first, it's super challenging and for me a more enjoyable game...
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Post Posted: Tue May 16, 2017 1:19 pm
Thanks, it's a job that interests me a lot. I'm already on "The golden road to paradise" ;-)

Good luck for "Arena: Maze of Death", I do not know it.
I really need to spend more time exploring the Game Gear.
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Maps : Alf, Assault City, American Pro Football, Championship Hockey
Post Posted: Tue Aug 15, 2017 10:10 am
Hi.
New maps ready.

Alf
http://www.smspower.org/Maps/Alf-SMS

Assault City
http://www.smspower.org/Maps/AssaultCity-SMS

American Pro Football
http://www.smspower.org/Maps/AmericanProFootball-SMS

Championship Hockey
http://www.smspower.org/Maps/ChampionshipHockey-SMS
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Post Posted: Sun Sep 03, 2017 4:45 pm
Maxim wrote
You're welcome to do it, if I go back to mapping I want to crack Arena: Maze of Death first, it's super challenging and for me a more enjoyable game...


The job is done, thanks to you for have started it.

http://www.smspower.org/Maps/AztecAdventure-SMS

I have also made Round 3 from Choplifter (and the 6th is exactly the same). I was suprised to be able to do it because rounds 1,2,4 and 5 are using Parallax. It's strange to have a mix like this in a game.

http://www.smspower.org/Maps/Choplifter-SMS
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Post Posted: Sun Sep 03, 2017 4:58 pm
Looking at the Aztec Adventure maps, it's interesting to notice how all the "lines" are around same length. The maps are probably internally stored as regular rectangle, and the screen transition are offsetting X position?
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