Screenshot of the Week 319
#1
Posted 24 April 2011 - 10:03 PM
Link wonders what a witch's hut is doing out on Lake Hylia. Guess there's only one way to find out...
MarioBrosCom
Wanna bet there will be at least three ZD3 shots this week?
Lynker
Link playhouse!!
#2
Posted 24 April 2011 - 10:06 PM
#3
Posted 24 April 2011 - 10:07 PM
*collects his winnings*
#4
Posted 24 April 2011 - 10:10 PM
#5
Posted 24 April 2011 - 10:17 PM
#6
Posted 24 April 2011 - 11:21 PM
Moo2wo - 6/10
From the design standpoint, I think it's generally well done. I like the grass layout, the cliffs, and the tree distribution, and the water, which makes the majority of the screen look very nice. However, I am not a fan of that palette choice, but a lot of what you did with the screen prevents it from being revolting. I also find it funny how people who use tree stumps often tend to put them in bad places, and this is no exception here. It feels like it was there more for the sake of figuring out what else to include in the screen to add another type of tile to the mix. I just don't think that tree stumps look good being right up against a lot of taller things most of the time. Replace it with a bush or even more grass (or something smaller than a stump), and I think that will make the screen look a tad better.
MarioBrosCom - 7/10
I was tempted to give this 8, but certain flaws prevent me from doing so. I certainly love the tileset choice and the design of the cliffs, ground, and trees. The main problem though is very obvious to me: Why are you using classic link and classic enemies when everything else about the screen is graphically more advanced? They just don't mix well. I don't give more than 7 unless everything about the screen remains consistent. Luckily such improvement is limited to replacing the tile choices for link, the moblins, and the arrow. So overall, for the goal of something breathtaking: close, but no cigar.
Lynker - 5/10
Not terrible by any means, but it does feel uncomfortable to me in general, because I think it seems to disrespect nature. First off, the north and eastern grass lack variety. The northwest cliffs due to their very straightness look unnatural. It also looks as if the cliffs were made to be compatible with the treehouse, when in reality the manmade tends to have to be compatible with what is natural and thus was there before anything else. I think the best way to approach such a screen is to first design how it would look without the treehouse, cave entrance, and anything else that was made or manipulated by man, as if understanding what it originally looked like before those were built, and only afterwards trying to put those in. Such an approach I think would help anything in a more advanced tileset look better.
As for the subscreens, I wasn't really impressed by any of them. First subscreen, while custom, looks awkward to me, mainly due to the white text on a lighter background. The second of course lacks one, and the third is standard. So if it came down to that for me (luckily it didn't), I couldn't rely on that.
While it certainly still can be improved on, my vote goes to MarioBrosCom, since I think it has the the most superior design of the three, not because of the tileset being used, but rather how well you used the tileset (minus the sprites), since it doesn't look like something that is easy to design correctly. I think all screens stand a chance regardless of the tileset used, if people also look at more than just the tileset, which I think most people here do. After all, the more complex the graphics, the more ways they can be misused. Certainly true for DoR, and certainly true for those graphics too.
#7
Posted 25 April 2011 - 01:11 AM
MarioBrosCom, I sense a few tile errors. Also, the mountains are ment to be used in Cset 3. Bright green stones should've made you wonder, actually. But other than that and the 8bit sprites, it's pretty nice, I guess. When working with SD3 tiles, I highly recommand referencing maps of SD3. It might not be too hard to use the tileset but it's easier to do it wrong.
Finally, Lynker. It looks kind of off to me. I neither like the choice of tiles nor the layout, soory. Which doesn't mean it's not a good screen, it's an okay DoR screen I guess. I never was much into DoR, you know?
#8
Posted 25 April 2011 - 04:14 AM
#9
Posted 25 April 2011 - 02:14 PM
MarioBrosCom, I sense a few tile errors. Also, the mountains are ment to be used in Cset 3. Bright green stones should've made you wonder, actually. But other than that and the 8bit sprites, it's pretty nice, I guess. When working with SD3 tiles, I highly recommand referencing maps of SD3. It might not be too hard to use the tileset but it's easier to do it wrong.
Thanks for the advice. I was convinced that those rocks were supposed to be vines, especially since it looked like the other growths around them were a part of the vine structure.
#10
Posted 25 April 2011 - 02:26 PM
#11
Posted 25 April 2011 - 02:57 PM
Mind if I ask where you got the MC water tiles?
Giggidy made some recently ask him.
As for the contest, MarioBrosCom's tiles far surpass his sprites to earn my vote. The other two submissions looked equally appealing though (these get better every week).
#12
Posted 25 April 2011 - 03:54 PM
Thanks to all those who voted for me! Also, MarioBrosCom, I'd rather have no enemies rather than 8-bit enemies.
#13
Posted 25 April 2011 - 07:33 PM
MarioBrosCom, the 8-bit sprites just don't work with SD3.
Then again, SD3 makes everything else look atrocious.
#14
Posted 25 April 2011 - 07:41 PM
#15
Posted 25 April 2011 - 08:29 PM
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