Recent Posts

Pages: [1] 2 3 ... 10
1
That’s a great question! For me, the toughest game to map out by hand would probably be Metroid on the NES. The non-linear design and all those hidden passages made it a real challenge. Without modern tools like emulators, I spent hours retracing my steps and sketching out notes on graph paper, only to realize I missed an entire section hiding behind a breakable wall. The lack of an in-game map and the repetitive room designs made it easy to get lost. I remember it being frustrating at the time, but looking back, it was such a rewarding experience when the pieces finally started to fit together. How about you? What’s been your most challenging mapping experience?
2
Gaming / Starbuster, by Strange Matter
« Last post by Cyartog959 on Today at 01:21:13 am »
So, I went and found a rather promising action-packed indie game, made by Strange Matter, consisting of, I think so far, PrototypeTheta, taking place in its own galaxy, and its home planet to two playable characters, Alpha, the latest creation from the antagonistic organization, Grey Imperium, and Cassie, a salamander-like alien with her right arm somehow lost in a dangerous infliction from her past and replaced with a cybernetic arm that turns into a multi-purpose, weaponized tool of her liking.

...I'll be honest, the details of its story are, so far, scarce, but, the overall goal seems to be clear; trek through numerous stages with Alpha and Cassie, tear through numerous robotic legions of Grey Imperium, find and collect numerous weapon mods, along with secrets, avoid many hazards and overcome challenges and obstacles, and, what else, fight numerous bosses to get to the goal.

Though each character does have their own perspectives, along with their strengths and weaknesses, they'll no doubt travel through much  of the same stages, but they'll have to go to their own stages at particular points in the story, example being, they have their own intro stages.

Did I forget mention this before? The stages in Starbuster are going to be huge, perhaps even more than Freedom Planet 2's stages, and whatever 2D Sonic game that held the longest/largest map yet. Should the game get launched(hopefully sometime soon), let's hope the mappers can handle doing its maps.

The inspirations of the game's development are surely from Mega Man Zero, Sonic Advance, the novel series, The Culture, and, moreover Freedom Planet 1 and 2.

The game's got a demo, and it's available for anyone to play and try the game. I'll leave a link for it here for anyone to give it a try - https://strange-matter.itch.io/starbuster

I have to say, the pixel art is GORGEOUS!

There's a Twitter/X account about the game, and, so far, the deliverance of sneak peeks are amazing, and neat to watch. Here's its link if anyone wants to go give a talk - https://x.com/Starbuster_Game

There's a few preview clips, too. I have about one featuring Cassie grinding and fighting against a massive robot as a boss fight to a stage. If you pay attention to the video's bottom-left corner, there's a distance indicator showing how far Cassie's grinding to, well... you know what and where, exactly.

Here - https://x.com/Starbuster_Game/status/1665010449417658370#m

Drop on by to chat. I hope we hear some details in the story soon enough.

And another featuring a clip collection, including those that have new stages made so far. Video link is here - https://x.com/Starbuster_Game/status/1984666209283887118#m

I must say, with each few new stages seen in more clips, makes the anticipation to play the game all the more thrilling! Even their pixel art scenery's getting more gorgeous every time.

Hope the game gets ported to consoles soon, once its launched on PC.

And, I also hope we get some story insights from Strange Matter... really.

Give the demo a try, and see how well you could go along with others.
3
Maps In Progress / Re: Shovel Knight (PC)
« Last post by TerraEsperZ on Yesterday at 04:41:26 pm »
Cool! Nice to see someone else pick this project up because Shovel Knight sure deserves it.

Are you using tools to capture the various background layers or are you suffering through it manually like I (stupidly) did?
4
Maps In Progress / Re: Shovel Knight (PC)
« Last post by dant7623 on November 26, 2025, 08:13:34 pm »
6
Maps In Progress / Re: Shovel Knight (PC)
« Last post by Cyartog959 on November 26, 2025, 06:31:28 am »
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

No problem. I look forward to more. Even with school, it takes great focus to document the maps. However amount of maps you can do in a day, its in your hands. Keep writing reminders now and then, too.

And, don't worry. Working alongside Tiled will take some getting used to.
7
Maps In Progress / Re: Shovel Knight (PC)
« Last post by dant7623 on November 24, 2025, 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
8
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.
9
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.
10
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.
Pages: [1] 2 3 ... 10