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SailorVicious — Akherakton

Published: 2018-07-26 10:16:39 +0000 UTC; Views: 3881; Favourites: 68; Downloads: 70
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Description

City of Akherákton

"A long forgotten sacred place."


& Akherákton Pyramids


Akherákton is a large area surrounded by mountains, sand and desert flora. The whole area is protected by psychic powers and hidden from the rest of the world, so only the strongest ones can find the way. Akherákton is a mythological residence of the legendary Wish Pokémon - Jirachi, it is said it can grant any wish written on a note on its head when it awakens.

The Gym Leader of the City of Akherákton is Nefer Isis. She is pharaohs' descendant and is considered a queen of Akherákton. Isis is the caretaker and The High Priestess of adjacent pyramids, only she and her priests are allowed to enter Akherákton pyramids. She lets only strong trainers to battle her, and hands over the Scarab Badge as a reward for beating her.



POINTS OF INTEREST:

• Pyramid of Wishes
• Pokémon Gym
• Devious Cave

ADJACENT LOCATIONS:

North: Akherákton Pyramids (included in this submission)
South: Devious Cave

OLD VERSIONS:

[1]  • [2]  • [3]  • [4]  • [5]   [6]   [7]

LATEST UPDATE:

• Layout update



DO NOT STEAL!
NON RUBARE!
NE PAS VOLER!
NO ROBAR!
ΜΗΝ ΚΛΈΨΕΙΣ!
NIE KRADNIJ!


CREDITS PAGE

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Comments: 8

NicolasLg [2018-07-31 13:26:49 +0000 UTC]

Where do you get your tiles? I have a lot of trouble finding BW(2) style tiles, basically stuck on HGSS style.
Would really like to know as I've gone through most of your credits page and can't seem to find the ones you use.

👍: 0 ⏩: 1

SailorVicious In reply to NicolasLg [2018-07-31 14:44:38 +0000 UTC]

I do a lot of tiles myself (like the pyramids) or remake a lot of original BW myself (like the houses), also the credited people helped me a lot making tiles especially for me. It’s quite a teamwork here, cuz I try to avoid using public tiles.

👍: 0 ⏩: 1

NicolasLg In reply to SailorVicious [2018-07-31 16:01:34 +0000 UTC]

Ah I see, guess there's no way for me to get my hands on them then

👍: 0 ⏩: 0

TrueCynder [2018-07-27 14:17:11 +0000 UTC]

You know, while I can and want to applaud you for using so many varieties of your rocks,

I think a much easier solution to make them look more natural is to not use the Game Freak approach and make everything super blocky.

Most parts of this map use a perfect 90° design, which yeah, I get it, it makes it easier to map

but it does take a lot away from the beauty of it too.


👍: 0 ⏩: 1

SailorVicious In reply to TrueCynder [2018-07-27 17:00:35 +0000 UTC]

Here’s the thing. I’m not sure if you ever tried actually playing on your maps, because I have no idea if you make an actual game or you’re doing a showcase mapping. Beauty and natural look are important things of course and if you look back on my desings you will see a lot more natural looking designs. The thing is too natural maps are not good gameplay-wise when you only have 4 directions movement. Like when you have to constantly press down, left, down, left, down, left to pass a diagonal pathway it kills the vibe. A good example would be Phyromatical’s maps, they look stunning and looking at them is a great pleasure and it’s such a hard work to do natural mapping like that. But imagine trying to play on those maps. You’d constantly bump into solid objects, which takes away a lot of fun, because our games are not like Pokemon XY onwards where you can freely move around. Like I said, I tried this a few years ago and I’ve chosen playability over too natural looks. Thank you very much for caring tho, I really appreciate that.

👍: 0 ⏩: 1

TrueCynder In reply to SailorVicious [2018-07-27 20:37:21 +0000 UTC]

You are right, playability should be more important then beauty,

the thing is, my game is blessed with an 8 way movement script

so the issue of limited movement is not the case for me.


And by no means are your maps ugly they are really nice to look at.

The colors are also very vibrant (love that btw).

BUT you can always keep the 90° design approach but you can cover it up

with more objects giving the illusion of a larger play field without actually being any bigger.

👍: 0 ⏩: 1

SailorVicious In reply to TrueCynder [2018-07-28 06:01:18 +0000 UTC]

I think I handle hiding the 90° design pretty well in other maps. This one in particular, as well as Route 16, are meant to have narrow corridors and smaller separate sections that I can't imagine moving through if they were more curvy or had more objects you can bump into. Also in the game window you cannot see the whole map, so the impression of the map being very 90° is reduced pretty much. The other thing is I tried so many styles throughout over 10 years of mapping and the simple GF-like mapping is giving me the most joy of them all, and that's linked with the ability to play on those maps, that they are finally living because of all the animations and NPCs (NPCs are also another reason to keep the design more "tidy", so they don't cross your way too much). But like I said before, I'm open for every critique and ready to explain my point of view, especially because in this case we are both right, it's just... choices Have a nice saturday Jan!

👍: 0 ⏩: 0

Evilrake [2018-07-26 13:04:50 +0000 UTC]

I'm so into those cacti

👍: 0 ⏩: 0