Recent Posts

Pages: [1] 2 3 ... 10
1
Maps In Progress / Re: Shovel Knight (PC)
« Last post by dant7623 on Yesterday at 06:28:23 pm »
I will be planning to finish mapping out shovel of hope but it will probably take me while because i still have school, and thank you for the tip cyratog, will keep that in mind
2
Maps In Progress / Someone's Resumed Mapping Shovel Knight! :)
« Last post by Cyartog959 on November 23, 2025, 02:43:00 am »
Well, it seems someone's already began to resume work where TerraEsperZ left off, and it turns out that, aside from others waiting, I won't have to be disappointed about this at all.

I took a look at the game's maps, and found that a mapper, David Tait, has mapped Pridemoor Keep, King Knight's stage, and has been added to the Atlas' PC page.

I'm more relieved there's someone able to contribute to this, but more happy to see more of the game's maps documented! And, as always, it still helps for those still trying to find all their secrets hidden.

David Tait, if you're around, I commend you for tending to that task! Plenty ahead, yes, but, I'm looking forward to seeing more!

Small time-saver advice: Shovel Knight's stages are made with Tiled, the map editor. It's pretty much evidential when you go to its website. If it helps, use it to cut down on trying to document the stages' maps by using their tilesets without needing to use the backgrounds to occupy them, unless its for decoration. After all, the background layers aren't entirely static like numerous NES games; they're free roaming. Give it a try, if you want.
3
Map Requests / Re: List of unmapped NES games
« Last post by dark_lord_zagato on November 22, 2025, 10:24:47 am »
Crossfire was mapped by Ricardo Sallin and removed from the international list.


I'm currently working on Super Spy Hunter.
4
Mapping Tips/Guides / What Tools to use for ripping Inti Creates' game maps?
« Last post by Cyartog959 on November 21, 2025, 11:33:47 pm »
I have no idea, but if anyone has any input, what are the key tools/programs needed to do maps made from Inti Creates' games to document on?

So far, they're known for their original games, like the "Azure Striker Gunvolt" series, "Mega Man Zero", "Mega Man 9" and "Mega Man 10" and the "Blaster Master Zero" trilogy, but after many games, my curious mind got me thinking lately, "Why haven't their game's maps been documented yet?".

The thing is, while Inti Creates' 2D games are enjoyable, there's still some lingering confusion to how long their stages are, what hidden secrets to uncover, and what paths to take in certain stages that can be confusing, like False Zonda's(GV2 explains why later on) stage, "Sinner's Row", in "GV1", where certain mirror panels are touched to progress, sections of the intermission stage has been flipped upside down to create disorientation to anyone's perspective before facing the actual boss, Copen, for the first time.

I can pretty much tell from sight that the Gunvolt games' tilesets are entirely Photoshop made, rather than handmade pixel art, although the characters themselves are made and animated through it in-game.

Inti Creates' games are all made through their own in-house engines, one of which is called, well, "Inti Creates Engine"(I.C.E.; yeah, yeah, a pun.), the second, "Imperial Engine", used for other games, like "Gunvolt 3", and the third, is used for "Luminous Avenger iX 2".

If, by chance, no compatible tools are present, maybe somebody can make some to streamline the process.

Hope there's good recommendations for anyone to get into documenting them soon.
5
Message Board Help / Re: help with submitting
« Last post by Cyartog959 on November 21, 2025, 11:08:34 pm »
It's found directly at VGMaps' home page. You can see it on the left side, called "Contribute". Its synonym follows the same as, well, "Submit".
6
Message Board Help / Re: help with submitting
« Last post by John Brain on November 21, 2025, 04:40:10 pm »
You can submit your maps directly by sending an email to "[email protected]".
7
Message Board Help / help with submitting
« Last post by dant7623 on November 21, 2025, 01:14:36 am »
I know there is supposed to be a submit button but it doesn't seem to be working for me.
8
While I do like the backgrounds from that game, I am still looking for the Game Titles that I have requested from above.
9
Maps In Progress / Re: Tony: Montezuma's Gold
« Last post by yevrowl on November 18, 2025, 05:02:53 pm »
10
Map Requests / Freedom Planet 1 & 2 Stage Structure Comparisons
« Last post by Cyartog959 on November 18, 2025, 03:46:23 am »
A little food for thought on this, but...

Well, albeit centered on the game's structures to stages, I already know that Freedom Planet was modeled after Sonic the Hedgehog 3's structure, with each Zone made into 2 Acts, it was modified to be continuous, rather than doing Act clear tallies after defeating the end-Act miniboss and major boss in each Zone, but the notable difference between that game and Sonic 3 is, unlike the latter, the former's stages have their melded Acts continue seamlessly moreso than Sonic 3's act-to-act transition process, and they have their own numbers of sections/areas that harbor large maps at their time, but some people that played through them, prior to, well, many past Sonic stage's maps being far more longer/larger than their previous(not even surpassing Asteroid Coaster Act 2's length from Sonic Colors DS), and even Freedom Planet's(in map size, that is), complained about their length and how long it took them to complete.

Me, I handled them very well after playing them over and over. And, I took a little thought about their maps' length for each stage, aside from their amounts, many were kinda long horizontally, for very little, vertically, and I figured they'd be about within or slightly above the 10,000s range, and given how speedy anyone can be for speedrunning stages, it mostly takes about a minute or so for them to reach the exit point of each stage's map, and continue on to the next from their start point, and etc. until they reach the end-stage major boss.

Freedom Planet 2's stage structure, on the other hand, does away with the former, and has only each stage made into a single, albeit still continuous in its own matter, and oftentimes, larger map, and escalated their size range beyond 10,000s... well, for stages that are mostly horizontal, anyway. And, given their larger tilesets, I've no idea how much longer that made their stages' maps in size.

It did, though, include some emphasis on exploration and lateral traversal for the lengthy, quite expansive stages, but the overall goal is more or less the same, reach the stage's end and defeat the boss. And, most only lay on the regular "Point A to Point B" goal, but not all stages simply focus on, well, running to the right all the time... not that it gets too tedious or anything, don't get me wrong. The only thing is, the mid-stage and end-act minibosses aren't in most stages the former had, and given that they're not made into 2 Acts like FP1, they don't signify the immediate, seamless act-to-act transition trigger procedures after defeating them.

Their stage design may differ, but harboring larger level maps remains the same.

Also, Spark the Electric Jester did harbor stage maps that are indeed larger and longer than Freedom Planet's; their own maps are indeed continuous on their own, but their map amounts are fewer than the former, and more than one miniboss are present, and given it was made in Clickteam Fusion, like the former, reaching the exit point in each stage's map, for those that have more than one map, until being able to get to the end-stage major boss still remains the same. And, given the fatigue some people actually felt while playing through them, it was rather justifiable, but they only need to build endurance to truly handle it.

It's understandable to say that people have their own feelings of handling long and/or large stages in games, but their ability to build up their endurance is surely to be noted and acknowledged.

My question, I ask you mappers out there, is this, if such a game as these does continue with longer/larger maps, even with section/area amounts in them, would they be able to handle them without complaining much? I'd build up more endurance for it if I need to.
Pages: [1] 2 3 ... 10