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#1036 Naru

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Posted 25 January 2017 - 11:20 PM

It absolutely is, but I also think it is far too big.

If you have such a big area with the same theme I think it will get repetitive while exploring. Also it is more difficult to keep track of where you already were and which caves you finished. Though if you aim for a quest similiar to Lost Isle it will do and I like the GB-style a lot more.
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#1037 peteandwally

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Posted 26 January 2017 - 11:19 PM

Pic's Quest


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#1038 Deedee

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Posted 30 January 2017 - 02:58 AM

aXBiLnP.png

Small preview of what I have done so far for Shadows of Miadra, take 2. 


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#1039 Naru

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Posted 30 January 2017 - 01:17 PM

A lot nice things, but in general a bit empty.
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#1040 MarinaraSauce

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Posted 13 February 2017 - 05:53 PM

kgetj6x.png

Only 3 screens, but here's a hookshot puzzle in a new quest I'm working on.


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#1041 Feenicks

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Posted 15 February 2017 - 05:02 PM

Area around Level 4:

Spoiler

[Wide image under spoiler]


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#1042 Matthew

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Posted 25 February 2017 - 10:54 AM

I've been working on this town area for a bit. :)

 

BPDWVig.png


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#1043 MarinaraSauce

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Posted 26 February 2017 - 11:10 PM

SFEJzkW.pngLevel 1 - Temple of Time. Mostly looking for feedback on the palette, I tried to make it a sort of hybrid between it's appearance in OoT and TP. Also probably looks kinda empty since the map viewer doesn't show enemies or secrets.


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#1044 Matthew

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Posted 27 February 2017 - 09:39 PM

The red is very bright, so maybe tone it down a bit. Other than that, the palette is nice. :)

 

dM8kdLA.png?1

 

Even more work has been done: the Town of Nehru and Lazure Bay have been, in large part, finished. :)

 

I still need to populate the rafts with enemies and make the raft paths, but other than that, I'm done!


Edited by Matthew, 27 February 2017 - 09:41 PM.

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#1045 Matthew

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Posted 01 March 2017 - 08:49 PM

Here I have an improved version of Lazure bay, which I wasn't very happy with. Overlooking it is the Veiled Gorge!

 

xkoa3r7.png?3

 

Question: Do you all like the style of mountain I'm doing here? It's aiming to look like the EZGBZ mountains but in the classic tileset.


Edited by Matthew, 01 March 2017 - 08:49 PM.

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#1046 Anthus

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Posted 01 March 2017 - 10:39 PM

Yeah, the mountains look fine. A lot of people try for that effect in Classic, and it generally works as long as you don't think about it too much.


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#1047 Castelia

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Posted 19 March 2017 - 06:47 AM

So I recently decided that I want to remake Link's Generic Quest (my first published quest, for those not in the know), but with my added knowledge of the ZQuest Editor, updated graphics, bigger and more dungeons, and so on. My aim is to make the quest look more like my initial vision for it, before I had to cut down on stuff to accommodate my limited knowledge of the editor at the time. This all seems ambitious, but I've already started work, and hopefully this project won't suffer Shipwrecked syndrome.

 

Here's a section of the map from the original:

IUoKWTr.png

 

And here's the same portion of the map, remade. Note that some of the screens from the above image haven't been made yet.

UrUlfV3.png

 

What do you guys think? Sorry for the bad quality of the images.


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#1048 Neppy

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Posted 19 March 2017 - 11:59 AM

I'd say it's a pretty good job at remaking the map Bombos. I would suggest a little variety on the mountains on the upper left area. Instead of having them go straight across the screen, add a few sections that are a tile or two down, to give it a little more natural flow, like on the right side of the map. You can also have a tree missing here or there in the wooded area. Those are my thoughts. 


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#1049 Russ

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Posted 19 March 2017 - 02:59 PM

Huh. Most of the time, Classic remakes look very underdetailed, but I actually like the general idea of what you've got. It's simple, but doesn't come across as underdetailed; rather, it seems like an intentional design choice, and it's a nice change of pace from what we usually see. My only real complaint is with the mountain use, particularly here:

O0lQaxx.png

This mountain style really only works if you keep a consistent height on the mountains. Some users will advocate for changing the height by one combo (for instance, going from 3 to 2) to create the illusion of a gentle slope, but in this case, you've gone from 5 to 1 quite abruptly. This creates a really bad perspective illusion, which (to use the cliffs on the left that I've circled as an example) it looks like the section with the trees should be much higher than the section with all the dirt (they're 4 combos up as opposed to 1), but they seamlessly connect. I'd really recommended keeping the mountains at a consistent height, or at the very least, ramping the height up very gradually so our brains can create the illusion of a slope being there.
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#1050 Matthew

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Posted 02 April 2017 - 03:20 AM

hJPSOWB.png

 

An autumnal city from a quest I finally have found a good direction on. Thoughts?


Edited by Matthew, 02 April 2017 - 03:20 AM.

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