I'll add some dirt, thanks!
The Official Quest Screenshot Critique Thread
#1636
Posted 04 December 2011 - 11:28 PM
I'll add some dirt, thanks!
#1637
Posted 04 December 2011 - 11:37 PM
That excuse doesn't cut it.
A ) Write notes down for yourself so you don't forget, or
B ) Wait it out anyway, come back to it, realize you just thought of something even better now that more of your game is done to give you a better frame of reference.
It's like, take your pick. You win either way.
EDIT: No matter what argument you can make about this, I'm positive I can counter it. I'd even bet my coffee on it. Details-aspects are NEVER absolute.
Well, that's also true. But some people like me don't enjoy writing things down. Counter that!
(Will probably be easily countered)
#1638
Posted 05 December 2011 - 12:11 AM
I'll add some dirt, thanks!
#1639
Posted 05 December 2011 - 12:23 AM
That's area Link CAN walk! O-o
#1640
Posted 05 December 2011 - 12:30 AM
Edit: What the guy below me said.
#1641
Posted 05 December 2011 - 12:31 AM
One remedy that may help the screen by and large is to move the house from the right side of the valley area to the left side.
#1642
Posted 05 December 2011 - 12:34 AM

Zelda has passed away...

The beetle-like enemies, sprited from scratch, are known as Seraphs.
Any further information regarding this project I have here? THAT'S CLASSIFIED!
Oh, yeah, Critique away!
#1643
Posted 05 December 2011 - 12:38 AM
Second shot looks pretty solid, though.
#1644
Posted 05 December 2011 - 07:57 AM
#1645
Posted 05 December 2011 - 10:34 AM
#1646
Posted 05 December 2011 - 01:40 PM

This is one of the first screens of the game. I mean, it's time to leave Kokiri village and start an adventure! HWOUUWWWOOOWW!
#1647
Posted 05 December 2011 - 03:32 PM
Oh Em Gee, I'm posting a screen!

This is one of the first screens of the game. I mean, it's time to leave Kokiri village and start an adventure! HWOUUWWWOOOWW!
A very open, low quality classic screen. Add more jaggedness to the mountains, scatter the dirt? green dot tiles, so it unifies and flows well. Other than that, the trees seem somewhat odd...unnatural, as if they were planted there. Good color choice though on the mountains.
And for once, I am designing a quest, not using a custom tileset!

#1648
Posted 05 December 2011 - 03:55 PM
And for once, I am designing a quest, not using a custom tileset!

#1649
Posted 05 December 2011 - 05:46 PM
I tried looking at Labyrnna and Holodrum maps as well as thinking about perspective a little more, and here is what I came up with:

Is that any better? I keep over-analyzing and thinking it might be worse! The middle section looks kinda strange to me now.
#1650
Posted 05 December 2011 - 06:26 PM
I like how you're funneling the player towards that warp. They can't go anywhere else, so that'll keep them from spending too long getting lost. I've seen too many quests not give good enough directions on which way to go.
This is a matter of opinion, but you might want to put in a few more trees. It looks kind of empty in a lot of places.
What is that North-center area with the warp for? It's in a lower elevation than everywhere else, has a lot of boulders that aren't seen in the other parts of town, and isn't as green as the rest of the town. I'm tempted to say that it's an open-air type of mining/prospecting area, but you still used grass-type tiles rather than dirt, so I'm not really sure.
Looking at it farther, and I may be getting a bit too analytical here, but with the way the guard is positioned and the fencing surrounding the warp tile, I'm getting the idea that the warp recently appeared, and the townspeople don't know how to react to it or what it's for, so the whole thing is to kind of keep the public away from it. If that's the case, then I have two ideas you might consider. One would be to use a larger warp to warrant the massive space being used for the general area, and the other would be to rearrange the fencing slightly, and have the player feel like they're sneaking past security to get to it. (If you're using a version of ZC that allows it, and know how, having to avoid capture by the guards would be awesome, like how Hero of Dreams did that one Fort area)
I also like how you've got the grass decorated. You aren't using too many different decoration tiles, just the wild-grass looking one and the flowers. The Southern area near the water uses different decoration though, but not a whole lot. If you're trying to keep a consistant look, like how all of your trees match, then you might want to swap those out for the wild-grass decorations used everywhere else or remove them.
In the South-East, why is the paved path completely blocked off with a fence? The paved roads tend to be the routes used most frequently, so it doesn't make sense for it to be built over with a fence. I don't see a gameplay reason for that area to need to be blocked off, since the player can easily just walk up the stairs and around it, so it's basically a corner built into a dead-end for no real reason, and actually looks as though it shouldn't be.
Layout-wise, I think it looks really good. You have a couple elevation changes, so it doesn't look too artificial, and you did a good job with the variety of tiles used. The lower wall of the area with the bomb-wall cavern in the North-East looks like you may have used the wrong tile for the corner there, but other than that, everything looks pretty good.
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