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#11
Maps In Progress / Keith Courage in Alpha Zones [...
Last post by TimbreWulf - Yesterday at 02:06:48 AM
I worked with the US version since that's the one I'm familiar with. I remember some old magazines had maps for some of the stages (forgot which one) but was surprised it's not available online.

I mapped each stage over the last couple of days.

I'm not familiar with the submission process.

Since it won't let me upload a zip, I'll post them here.

#12
Mapping Tips/Guides / Re: Any advice on how to get s...
Last post by Cyartog959 - October 07, 2026, 09:08:25 PM
A nice lowdown on doing maps for any newcomer to mapping, mechaskrom, but there are loads of 2D PC games not ran on an emulator, and that's slightly a different story.

For one, I've had quite a couple of difficult times getting through some confusing sections in the whole Blaster Master Zero trilogy, such as Nora Satellite's confusing wormhole warp path in BMZ3 and the final labyrinthine enemy filled room-to-room path to Goez(the villain's actual name from Metafight, according to Kane Gardner) in BMZ1's Area 8, and I still don't know how large their areas' sizes are, because they all haven't been mapped yet.

Seriously, people. In BMZ3's 4th Area, it's very hard to tell which goes where, because all the wormholes look the same; no differentiation of which path is correct and which paths are wrong, even on the minimap, and no green straight lines to tell. Fortunately, I was able to unlock a shortcut warp to avoid that after going through the first time.

It is still hard to remember where to go or how long/large they are when such games aren't mapped.

For such when recreating them, even with screenshots at their pixel perfect native resolutions, there's Tiled, the map editor for placing tiles and creating maps. The Mummy: Demastered's maps were made that way, and it was rather quite swift. Eishiya used that to smooth the process, as I recall, and I was impressed with how that mapper did it. Surely, the same can be done for already released numerous pixel art made games.

Of course, Kayato, if you want some more details in them for additional guidance, yes, an image editor does the job, but ripping sprites, which also uses emulators and tools, for many things are needed to put them in their boundaries, like items, bosses' put together big screen-filling bodies that are oftentimes tough for using emulators, but you can place the bosses themselves out of the maps' boundaries, a bit close to their arenas they're fought in, and make unmarked maps for those just wanting to see them clear and clean.

Kayato, remember one thing. Just make sure you clear out the frontmost layers that obscure the foregrounds and backgrounds when mapping out certain areas that occupy the viewing field.
#13
Mapping Tips/Guides / Re: Any advice on how to get s...
Last post by mechaskrom - October 07, 2026, 09:40:43 AM
Welcome!

It sounds like you're on the right track. Most maps are made by basically taking many screenshots with an emulator and then stitching them together in an image editor.

My normal process for mapping a game look like this (in broad strokes):
-Thoroughly familiarize myself with the game, play it, read guides, and so on.  Create many emulator save states while playing, so I can quickly "jump" to different parts of the game.

-Search for memory addresses/codes useful for mapping the game. For example codes for the camera position, freezing animations/sprites, etc. Emulators often have memory/code search functions and hex editors. Otherwise I use the Cheat Engine program.

-Write a script or an external bot to automate the screenshot+stitch process using the addresses I found in the previous step. Sadly, very few emulators have script-support. BizHawk is one of the few that does, which is why it's my goto emulator for mapping games. Plus it has many other excellent features/tools. Creating a bot for emulators that lack scripting is more work and has other drawbacks. Still better than manually screenshot+stitch everything though. I made a post here with a link to a BizHawk script that you can look at as an example:
https://www.vgmaps.com/forums/index.php?topic=4211.msg23860#msg23860

-Put together the final map using a custom program I made and the Paint.NET image editor. Here I add text, icons, arrows and other annotations to the map.


But to get started, I suggest you choose a simple 2D game you like and just start taking screenshots and stitching them together into a map. You'll learn the more advanced stuff later. You probably want to look into memory/code search first as that is very useful and often needed for screenshotting parts of a map that you normally cannot reach.

#14
Maps Of The Month / Re: 2026/10: Castlevania: Por...
Last post by Cyartog959 - October 01, 2026, 09:55:43 AM
That is well-deserved to be in the "Maps of the Month" lineup, and fits well with October's usual spooky antics, and in the 20 long year gap, time-wise, but not release wise, because that and Belmont's Curse's dates are a bit distant by almost 2 months.

Well, to say, its second DS game stood very well among others, especially with Koji Igarashi's involvement. In quite a time when Metroidvanias were very little, this game sure rocks as one of the best.

Although, I could notice the castle's map isn't quite longer than others; I mean, it is the DS we're talking about. The extra memory from it past the GBA's, and more from the DSi, would've made the map at least a bit larger to make it more sprawling. If Castlevania had one more DS entry after Order of Ecclesia, I would definitely see its map made larger than OoE's, even more if it was a DSi exclusive game, on a Game Card, that is.

Still, Portrait of Ruin is a very fun Castlevania game, and while many of us have good memories of it, the Metroidvanias that came by kinda filled the void for those missing more new Castlevania games in that fashion. Even the 3DS could've had new 2D Castlevania games after the DS games that might've been brilliant. Imagine if we had those.

But, of course, Konami's release of the newest Castlevania game in so long is sure to be good, too.
#15
Maps Of The Month / 2026/10: Castlevania: Portrai...
Last post by JonLeung - September 30, 2026, 09:41:50 PM

For this month's "Maps Of The Month" featurette, I wish to draw your attention to G.E.R.'s Castlevania: Portrait Of Ruin (DS) maps.

The Castlevania series celebrates its 40th anniversary this year! The Famicom Disk System release of Akumajou Dracula (which the West would later get as "Castlevania" on the NES) was near the end of September 1986, and a new game, Castlevania: Belmont's Curse, will be released this month! Quite a treat for a series that has been dormant, at least in the sense of new games, as Castlevania has mostly been about crossovers and collections lately...

And close to halfway between 1986's Castlevania and 2026's Castlevania: Belmont's Curse is 2006's Castlevania: Portrait Of Ruin!

During World War II, the agony and hatred of countless lost souls allow the vampire, Brauner, to recreate Dracula's castle. Jonathan Morris, wielder of the legendary "Vampire Killer" whip and the son of John Morris (from Castlevania: Bloodlines), and his friend and skilled sorceress, Charlotte Aulin, take on the duty to take on Dracula. This time, painting-like portals throughout the castle add some variety to the settings of this Castlevania adventure.

These worlds range from a London city street to an Egyptian pyramid to a bizarre circus-themed area with rotated and upside-down portions where gravity is pointed inwards for most creatures, but not for Jonathan and Charlotte.  And G.E.R. has mapped all of these for our viewing pleasure!

So to recognize the effort put into mapping one of the "Metroidvania" Castlevania games, G.E.R.'s Castlevania: Portrait Of Ruin (DS) maps will be known as VGMaps.com's Maps Of The Month for October 2026.
#16
Maps In Progress / Re: The Pirates of Dark Water(...
Last post by JonasReisner - September 30, 2026, 07:11:38 AM
Quote from: Aspirin18 on August 18, 2026, 11:23:47 AMI've completed a playthrough where I collected all the chests. I used the RetroArch counter to double-check my progress. It's highly unlikely that the achievements author and I missed any chests. Perhaps the game is still hiding something. But I'm absolutely certain about the number of locations.

I've got a modded version of the game that lets you fly through walls and has several types of invincibility. Are you interested?

Sorry I just saw this. Actually I'm already using cheat codes to get the same result, combined with memory modifications to adjust character coordinates and some others. So I don't think this modded version would improve my work efficiency.
Lately, I've been dealing with some... what could barely be described as relationship issues. And the biggest obstacle for the progress is... yeah, I'm just lazy.
Anyway thank you for help.
#17
Map Gab / Re: Wizards and Warriors 2 for...
Last post by mechaskrom - September 27, 2026, 09:37:39 PM
Good job on improving KingKuros maps and making them more complete. I played all three Wizard & Warriors NES games a lot when I was young. Despite their difficulty and clunky controls I like them. Never managed to beat Ironsword though. The final boss fight against the four elementals at Icefire peak is hard.
#18
VGMaps Social Board / Re: YouTube channel! (JonLeung...
Last post by JonLeung - September 22, 2026, 09:23:03 PM
Dang, my YouTube channel's a decade old?

Ten years ago today, I posted this video:


Slightly awkward and not as polished. But feeling cringe at past videos proves that I've gotten better since then!
#19
Map Gab / Re: Wizards and Warriors 2 for...
Last post by xcalibur201 - September 21, 2026, 05:20:43 AM
It's probably unorthodox to up a thread from many years ago, but I recently added revisions, and thought I'd comment.

It all began when I noticed that the dragon room was missing from the Volcano level. I figured I'd add that, then realized I could add the inns, and the rooms where you get segments of the Ironsword. I share our hosts misgivings, I'm always cautious about editing others' maps, and strove to fit my revisions into the existing pattern -- same labeling, same 21px margin, utilizing blank spaces while keeping alterations to a minimum.

One tricky map was upper earth, where the shots fit together fairly evenly into a square pattern, so I didn't have room to add things without shifting the frame too much. My solution was to put the inn screen on top of the background pattern -- normally I wouldn't do this, but there was plenty of background, it was near the inn entrance in-game, and it was the only way to avoid making even greater changes, so I decided it was justified.

Moreover, adding the inns makes the maps alot more informative, giving you intel on the prices and wares being sold, along with their names, like Cliffside Inn, Tree Trunk Bar, Crater Tavern, Bear King's Arms, etc (I like that sort of attention to detail in games). On a couple maps, I also added the interior shot of inns, alongside the wares; I only did this where it would both fit and be adjacent, which were the Forest and Icefire Base; since they all look the same, it doesn't need to be on every map.

The Ironsword rooms were fairly straightforward, although it took some tricky jumping to get it all screenshotted. The main thing was putting the R label correctly -- you fly up after the wind fight, sink down after the earth battle, and go to the right after water & fire, which seems to be kinda symbolic.

I thought I was done, but then I figured out how to add the sky approach. If you've played the game, you'll recall how the air king/eagle flies you up to the second part of the level. That transition phase was something I wanted to capture, and although I couldn't blend it in, or include as much as I wanted, I was still able to fit a reasonable amount within the blank space. I had to shift the label/title over to the left (by 21px ofc), because when I placed it in the middle, the lopsided negative space made it look wrong. All in a day's work!

In fact, I went ahead and added shots of the cloud transition -- the unused wide version, the used narrow version, and the uncut version made of combined screenshots. This way you can get a behind-the-scenes look and compare them. The wide version shows the other indents, and you can more easily see the reiterating pattern. On the narrow version, you'll see a smidgeon of clouds on the right edge, which I included so that it's easier to figure out the pattern. The eagle mostly flies up the middle, and only occasionally veers off to the sides; it took a number of trial runs, but I screenshotted most of what I needed, and duplicated the rest according to the pattern (for the narrow version, only the lower corners needed filling in; and for the wide version, I nicked the corners of clouds to confirm the pattern). Oh and, I'd be remiss not to mention that turning off sprite layer made this task much easier.

Other than that, the colors look a bit different on my captures compared to his, but that's fine -- it's a minor difference, and it lets you see a bit of variation in how the game displays.

Overall, much props to KingKuros for doing fine work. All I did was refine what was already there, he did the lion's share, which is why I insisted on my name being put in parentheses on credits, to make it fair & representative. I emailed for permission, but he couldn't be reached, so I went ahead anyway. btw, the last map (which I didn't edit) of the Icefire peak is amazing, one of the finest I've seen, downright wallpaper-worthy.
#20
Map Requests / Re: Full map set for Sonic the...
Last post by calijones - September 21, 2026, 03:03:05 AM
Quote from: G.E.R. on January 11, 2021, 12:29:25 AMI think this theme is should be here for clarity.
If it possible, please extend this list for including all official games.

Quote
2D platformers
O Sonic 1 Saturn
O Sonic 1 Genesis
O Sonic 1 Android
- Sonic 2 Saturn
O Sonic 2 Genesis / Delta / & Knuckles
O Sonic 2 Android
O Sonic CD
X Spinball Saturn
O Spinball Genesis
X Sonic Chaos
O Sonic 3 / & Knuckles
O Sonic & Knuckles
O Sonic 4: Episode I
O Sonic 4: Episode II
O Sonic 4: Episode Metal
O Sonic Unleashed J2ME
O Sonic Mania
O Sonic Mania Plus
O Chaotix
O Sonic Advance
O Sonic Advance 2
O Sonic Advance 3
O Sonic Rush
O Sonic Rush Adventure
O Sonic Colors DS
O Sonic Rivals
O Sonic Rivals 2
O Sonic Jump (J2ME) / Sonic Jump (Android/iOS) / Sonic Jump 2  (J2ME)
O Sonic Boom: Shattered Crystal
O Sonic Boom: Fire & Ice
O Sonic Superstars

Full 3D
O Sonic 3D Blast
O Sonic Adventure
O Sonic Adventure 2
O Sonic Heroes
O Shadow the Hedgehog
O Sonic The Hedgehog 2006
O Sonic and the Secret Rings
X Sonic and the Black Knight
- Sonic Boom: Rise of Lyric

2D + 3D (Hedgehog engine)
O Sonic Unleashed Wii
O Sonic Unleashed Xbox 360 / PS3
O Sonic Colors Wii
O Sonic Colors Ultimate
O Sonic Generations PC 2011 / 2024
O Shadow Generations
O Sonic Generations 3DS
O Sonic Lost World Wii U / PC
- Sonic Lost World 3DS
O Sonic Forces

Other
O Sonic Drift
O Sonic Drift 2
X Sonic R
O Sonic Riders
O Sonic Riders: Zero Gravity
O Sonic Battle
X Sonic Jam
X Sonic Rumble


Great effort compiling this comprehensive Sonic map set list. having everything categorized perspective (2D, Full 3D, Hybrid, and Spin-offs) mnakes tracking missing maps much cleaner.
Thanks for maintaining this checkilst, it's super useful for mappers looking for their next project.