>>44470426>You always delete things to make it look tinierI'm not sure if tiny is supposed to be construed as a negative here, looking at OP's attempts, trying to 1:1 match the scale of the Alola Routes just leaves them looking bare and empty.
>the grass spots are tiny as hell you can’t almost walk without going outplease elaborate cause I don't really get your point, the grassy patches are all several tiles long, the shortest on its long side is the 3 tile long section in the middle area. Also maybe it wasn't clear but the single tile patches are also tall grass, it's just the Tileset didn't have a variant that matched the style of the rest of the tall grass.
> And you forgot treesI'm fairly certain I added more than enough trees to the map, SM doesn't really use trees as barriers on this Route more so just these grassy lumps, the tileset doesn't have a bush sprite so I used trees instead. If you mean the tree which was wrongly layered, yeah another anon pointed that out as well.
> Also the Route is curvedIt's actually not, see the image for this post, Route 11 in Alola is actually a relatively straight Route with a sharp S-Bend at the start, the Route has curved paths, yes but if you were to draw a line from where the path splits to the end of the Route you'd find it doesn't deviate enough to really be curved. Obviously I can't curve a path in a tile-based system, especially to the degree that SM does it where it's at a non-45 degree integer angle.
Also with regard to how I make these Routes I find an image like this one and measure the pixel width of the path, then I divide the image's size parameters by that width to get the amount of tiles, maybe it should be double that number but anyways I do that so the path is two tiles wide which is common in the GBA games.