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The Official Quest Screenshot Critique Thread


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#2956 Purplemandown

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Posted 05 June 2012 - 09:59 PM

Quite a bit better. A couple of things:

Tile error on the right, you use the mountain base graphics in the middle of the mountain. There is a separate tile for this.

Here, look at this one. This is a map I made, almost exclusively with those mountains. Look for the tile I use in the middle.

With the left, this is still a layered mountain. You're just materializing a third layer out of nowhere. Try shifting the corner right 1 block, and doing on that side what you did on the right. The right side's "edge" perspective is correct, the one on the left really isn't. Ack, ninja'd. You fixed this one.

You've gotten much better at this set. Keep at it. Pure is my favorite set, I doubt you'll ever see me seriously use another one.

Edited by Purplemandown, 05 June 2012 - 10:01 PM.


#2957 Ventus

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Posted 05 June 2012 - 10:13 PM

QUOTE(Purplemandown)
Tile error on the right, you use the mountain base graphics in the middle of the mountain. There is a separate tile for this

I've just noticed it now, I got it fixed now here is the finished screen.

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I feel accomplished now! thanks everyone icon_smile.gif

#2958 Jared

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Posted 08 June 2012 - 08:22 PM

QUOTE(Ventus @ Jun 5 2012, 11:13 PM) View Post

I've just noticed it now, I got it fixed now here is the finished screen.

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I feel accomplished now! thanks everyone icon_smile.gif

Much better than before. Well done. icon_smile.gif

#2959 ShadowTiger

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Posted 08 June 2012 - 08:41 PM

QUOTE(Shane @ Jun 3 2012, 12:58 AM) View Post

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Everything besides the browns (which came from Evile's "bright new" palette) are made by me. icon_smile.gif EDIT: Oh BTW, Keiichi, I changed the orange to a dried green yellow so that the brown tall grass can be that colour. icon_smile.gif

And if it's alright with Keiichi anyone can use it, credit will be nice. (For me and Evile!)


I have always been attracted to screenshots that aren't afraid to use a lighter color of blue for water like that. It's incredibly vibrant, and it feels like you're not afraid to try anything to get what you need done. It's not the only part of the colors that I like, though. Everything is, as I stated, vibrant. Remarkable. icon_thumbsup.gif

#2960 Jared

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Posted 08 June 2012 - 09:34 PM

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Not done yet, but I would love some critiques on the mountain shape, grass and dirt placement. icon_smile.gif

#2961 Tree

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Posted 08 June 2012 - 09:45 PM

The dirt and grass transition is terrible! icon_twisted.gif

The mountains are excellently placed and look flat out amazing. I think more detail in the grass is needed, but it's unfinished, so that can be added later.

All together, very goods icon_smile.gif

#2962 Shane

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Posted 08 June 2012 - 09:47 PM

QUOTE(Jared @ Jun 9 2012, 12:04 PM) View Post

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Not done yet, but I would love some critiques on the mountain shape, grass and dirt placement. icon_smile.gif


The signpost shouldn't be on the edge of dirt due to the grass and dirt transitions, but other then that the mountain design is effective.

EDIT: Thanks for the compliment ShadowTiger. But forgot to mention: that shot is an example shot you can see in DoR.

Edited by Shane, 08 June 2012 - 09:50 PM.


#2963 Jared

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Posted 08 June 2012 - 09:50 PM

QUOTE(Shane @ Jun 8 2012, 10:47 PM) View Post

The signpost shouldn't be on the edge of dirt due to the grass and dirt transitions, but other then that the mountain design is effective.

We need new dirt/grass transitions, in my opinion. Or is it just me? icon_sorry.gif

#2964 Shane

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Posted 08 June 2012 - 09:55 PM

I'm planning to, but I'm just suggesting you should move the signpost 1 space down and right. icon_smile.gif

Also a few flowers couldn't hurt, I personally believe there is enough grass detail.

Edited by Shane, 08 June 2012 - 09:56 PM.


#2965 Jared

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Posted 08 June 2012 - 11:08 PM

QUOTE(Shane @ Jun 8 2012, 10:55 PM) View Post

I'm planning to, but I'm just suggesting you should move the signpost 1 space down and right. icon_smile.gif

Also a few flowers couldn't hurt, I personally believe there is enough grass detail.

Okay, and okay!
...How did I forget flowers?! icon_doh.gif

#2966 -DuCkTApE-

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Posted 08 June 2012 - 11:49 PM

Screen 1: I think the snow transition looks fine to me. I wanna know what you guys think.
Screen 2: This Screen bothers me for some reason...
Screen 3: Custom large pit, does it look fine?

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#2967 Orithan

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Posted 09 June 2012 - 01:16 AM

QUOTE(-DuCkTApE- @ Jun 9 2012, 02:49 PM) View Post

Screen 1: I think the snow transition looks fine to me. I wanna know what you guys think.
Screen 2: This Screen bothers me for some reason...
Screen 3: Custom large pit, does it look fine?

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To say this bluntly, all three screens look horrible for one reason or another. Let me explain:
Screen 1 - The water has ZERO detail on it. Even LoZ had water detail. Try putting some form of ripples into it. Also, the ground has very little detail. You want the odd small tree/rock/whatever or two to serve as obstacles for Link to navigate around. On the subject of trees, the trees you are using look terrible in Classic because of they clash with everything else. Use the default trees and you won't have this problem. The ground detail needs to be more noticeable.
Screen 2 - Again with the bad trees and barely noticable ground detail. The browns on the mountains can do with less contrast with each over. Open corners are not inherrently bad, but you should fill in the SE corner.
Screen 3 - Again with the usage of bad trees and barely noticable ground detail. You also need one or two random obstacles on the screen to help create a route for Link to travel on the screen on. The pits aren't too bad, but the browns need less contrast with the blackness.

#2968 -DuCkTApE-

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Posted 09 June 2012 - 01:42 AM

QUOTE(Orin XD @ Jun 9 2012, 01:16 AM) View Post

To say this bluntly, all three screens look horrible for one reason or another. Let me explain:
Screen 1 - The water has ZERO detail on it. Even LoZ had water detail. Try putting some form of ripples into it. Also, the ground has very little detail. You want the odd small tree/rock/whatever or two to serve as obstacles for Link to navigate around. On the subject of trees, the trees you are using look terrible in Classic because of they clash with everything else. Use the default trees and you won't have this problem. The ground detail needs to be more noticeable.
Screen 2 - Again with the bad trees and barely noticable ground detail. The browns on the mountains can do with less contrast with each over. Open corners are not inherrently bad, but you should fill in the SE corner.
Screen 3 - Again with the usage of bad trees and barely noticable ground detail. You also need one or two random obstacles on the screen to help create a route for Link to travel on the screen on. The pits aren't too bad, but the browns need less contrast with the blackness.


The water does have detail but when i took the pic all of the ripples were gone lol.
I agree with the trees. I will put more detail in all of my screens!!!! icon_lol.gif Thats the one of the many things i suck at on ZC lol

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Did i make them any better? or worse? In my opinion, i liked them better the way they used to be. The tileset im using is the one from Zelda I, so it doesnt need alot of detail to make it look good.

Edited by -DuCkTApE-, 09 June 2012 - 02:13 AM.


#2969 Shane

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Posted 09 June 2012 - 02:16 AM

I disagree with Orin, that's enough detail, especially for classic styled screens.

#2970 -DuCkTApE-

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Posted 09 June 2012 - 02:18 AM

By the way i have to work on that game fast bc its the one for the 2012 contest thing so im kinda rushing a little bit


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