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#256 Theryan

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Posted 04 September 2013 - 11:12 AM

Getting close to completing Light World. This is a hybrid of LttP/GBNewfirst.

http://i738.photobuc...zpseed1f9d0.png

Damn I love newfirst. Love it to death. Looks pretty neat, Marco. Awesome how it lines up with LttP. I'd suggest making some diagonal tiles for your shallow water though, it looks blocky and weird as is.



#257 kurt91

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Posted 06 September 2013 - 05:23 AM

CavernMapPreview01_zpse79383c1.png

My current work-in-progress of a major cavern area of my quest. The "S" and heart tiles together make up a save area. Needless to say, the "S" tile is the Save Point, while the Heart Tile is a HP Refill Station. Both are animated to look as though they're glowing.

 

Now, this entire thing isn't just for me showing off. I need to ask for some advice. So far, for decoration, I've only been able to come up with the three layers of different ground graphics, gray rocks to mark bomb-able walls, pits that have been used elsewhere, three colors of crystal that can be slashed like bushes, and torches. I plan on adding in a transparent layer for lighting, with illuminated circles around the torches and Save/Heart tiles. However, this area still looks rather plain.

 

Can anybody think of anything I can add to my tileset to help with decoration? I'm starting to run out of ideas, and I'd like the cavern to look a little bit more interesting since the player's going to be spending so much time here.



#258 Shane

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Posted 06 September 2013 - 06:24 AM

Try the Minish Cap and the Four Swords "Death Mountain" and "Talus Cave" areas. There might be something you'd like.

 

As for the map, it looks amazing. I feel as if the palette could be better though.


Edited by Shane, 06 September 2013 - 06:27 AM.


#259 Marco

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Posted 06 September 2013 - 06:27 AM

Hey nice cave system there. I like the multiple heigh levels used. 

 

However you should seriously get rid of the excessive amount of crystals.

 

Begin replacing with normal rocks. It's a cave after all. Maybe the people who first explored the cave has to push these rocks aside on the paths-

 

If I were you, in about only one or two screens I would design to to seem like there is a light hole shining down that lets minimal vegetation live.

Also, along side a small cavern stream.

 

How about this, on your unwalkable/upper cave areas put in a minetrack for decoration or some remnants of who or what was there before

people and caves dont just randomly appear with torches n crystals.

 

Again show efforts of past attempts at adventure and exploration



#260 kurt91

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Posted 07 September 2013 - 03:18 AM

CavernMapPreview02_zps8f517033.png

So, I followed your guys' advice as well as I could. I found a few different types of blocks and rocks, and replaced a few of the crystals with them. I also implemented my Layer 6 lighting graphics (which are animated at the same speed as the torch flames), and tweaked the palette to try and make up for the darker room. I also made the minecart graphics and put them in as well. There aren't very many, because I was trying to hide the point that there isn't any real practical place to put them, so they go off-screen in directions that the player cannot make the screen scroll. This means that while they're there occasionally, there aren't very many of them. I didn't add in the light shafts from above causing slight vegetation idea, mainly because I'm not entirely sure how I'd draw that.

 

As it is, I'm not entirely sure on this. The original palette for everything turned too many shades into flat black when I added in the lighting, so I switched some colors around. However, now I'm a bit afraid that the center height level looks too orange. Any opinions on this version?

 

By the way, I already know that the bombable wall sections don't match the rest. I haven't redrawn those graphics yet. They seemed like they'd take the most time to do, and I didn't want to waste all that time with something that I might not even be happy with.


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#261 strike

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Posted 07 September 2013 - 06:45 AM

I think that looks WAY better personally. As long as the new pallet doesn't go against the mood you wanted for the area, I think it's great. Seriously, I'm very impressed. Good job! :)

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#262 Marco

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Posted 10 September 2013 - 07:52 AM

CavernMapPreview02_zps8f517033.png

 

 

Wooo. That is very sexy now, I say it's perfect. You nailed it!



#263 Marco

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Posted 18 September 2013 - 04:55 PM

Am it be Nuun Highland Enough?

 

NuunHighland_zps0f8104b0.png


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#264 Marco

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Posted 20 September 2013 - 05:27 PM

E Triple post

 

NorthernTown_zpsbc5b6a4c.png


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#265 Jared

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Posted 20 September 2013 - 05:53 PM

...Woah.



#266 Sheik

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Posted 21 September 2013 - 02:50 AM

There's a NPC in the forest brush. I like the palette.



#267 Gouanaco

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Posted 21 September 2013 - 07:08 AM

Am it be Nuun Highland Enough?

 

NuunHighland_zps0f8104b0.png

Wow looks awesome :D

Reminds me of OoA XD (loved that game)

 

The armos near the water (cave area thing)

Looks very cool :)

 

I also really like the camp you did... wow  alot better than my attempt to make a camp :P  might pinch a few ideas XD



#268 Tree

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Posted 21 September 2013 - 11:17 AM

...Woah.

I can't relate.

 

'Ay look, some GB screenz! Spoopa bop bop.... BOP!



#269 Marco

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Posted 21 September 2013 - 12:35 PM

Spoopa bop bop.... BOP!

 

..DOO ba doo ba dee bop pop bop pop POW yeeaa

 

3.jpg



#270 Old-Skool

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Posted 22 September 2013 - 07:22 PM

https://dl.dropboxus...elda054 (2).png


The False Princess - Hyrule




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