Screenshot of the Week 197
#16
Posted 10 February 2008 - 06:13 PM
#17
Posted 10 February 2008 - 07:38 PM
#18
Posted 10 February 2008 - 08:31 PM
#19
Posted 10 February 2008 - 08:44 PM
How the heck do I have 7 votes if nobody but Russ has stated they voted for me?
Actually, now you have eight. I think sometimes people just vote without commenting on why they voted for that certain screenshot.
#20
Posted 10 February 2008 - 09:05 PM
#21
Posted 10 February 2008 - 09:25 PM
I wish more people would comment on shots though, gets sort of annoying when you don't know what people think =/
#23
Posted 11 February 2008 - 08:48 AM
Was a tough call, but went with LiH for the win *votes*.
Quick criticisms...
Majora: I like the look, but a few mismatched tiles. They don't blend well together... and tree's growing on ice?
Lost: Good quality shot, though the bottom wall looks weird, like it's in three parts... I've never used those tiles before, so maybe it's supposed to look like that. The only thing "wrong" here is perhaps lack of originality.
CC: I like it... I assume it's some kind of puzzle? I don't mind the symmetry here, it works in this shot... what are those white speckles above the gap though? I think you gave this room a few too many corners. Set up as it is kinda ruins the Zelda perspective a bit.
Gray0x: Too brown
Joe: My vote nearly went here, but the mismatched tiles and the horrid green knocked it back a bit. Oh, and the white writing on light grey subscreen... not an easily readable combo.
Nuvo: Not a big fan of the walls nor the grainy floor tiles. I can't put my finger on why I don't like this shot... I think maybe because my brain is confused. Metal flooring and laser blockade... with rock walls and grass? It's just too bizarre an environment for me.
#24
Posted 11 February 2008 - 09:52 AM
What do you suggest I do to improve them?
And I am not changing the subscreen writing anymore.
I've had this discussion before and it's perfectly readable enough in my opinion.
#25
Posted 11 February 2008 - 11:12 AM
Yeah, the greens aren't amazing really, it's just the default desert palette from DoR.
What do you suggest I do to improve them?
Try using the wasteland palette. It looks better. Or have some sand flying overhead, and use te sandstorm palette.
#26
Posted 11 February 2008 - 11:19 AM
I might base some of the colours roughly off the ones in that palette though.
And I am going to use the sandstorm palette, but I'm not that far into the dungeon yet.
The current area is kind of like a sand sea (4x4 screens), which will be quite large with reasonably un-restricted movement.
The sand-storm areas will be more enclosed, and further into the desert.
#27
Posted 11 February 2008 - 11:20 AM
#28
Posted 11 February 2008 - 11:49 AM
I've had this discussion before and it's perfectly readable enough in my opinion.
Yeah, but you're not going to be the one playing it
And I suggest making the green a more olive colour than the marine green... kinda like the first heart just underneath your avatar.
Edited by NoeL, 11 February 2008 - 11:59 AM.
#29
Posted 11 February 2008 - 11:50 AM
I've had this discussion lots of times before, it's my subscreen; not yours.
In 2x2 scale the text is perfectly readable.
I am not changing the subscreen.
Edited by Joe123, 11 February 2008 - 11:54 AM.
#30
Posted 11 February 2008 - 11:57 AM
CC: I like it... I assume it's some kind of puzzle? I don't mind the symmetry here, it works in this shot... what are those white speckles above the gap though? I think you gave this room a few too many corners. Set up as it is kinda ruins the Zelda perspective a bit.
With all honesty, when I started to make this room, I didn't know anything except that it needs to be hard. I copy/pasted a miniboss screen, changed it a little and decided that I have enough amount of minibosses already, so I put here a puzzle. High amount of corners is my new way that I applied in this dungeon. Simple rectangular rooms started to bore me. And I already used bent corner variations. White speckles above the gap? I think you mean the elevation marker. If there would be just a blackness, the floor would have looked paper thin. OR you can mean the white dots. Well, that's air animation. After all, this is a flying fortress and the superdumb darknuts aren't top on the aerodynamics knowledge (they stole most of the ideas anyway and put together incorrectly), so instead of simply attaching propellers to the inside of the fortress, the propellers are INSIDE and the inside storming wind keeps this extralabile building up in the air... Damn darknuts and their wacky ideas.
^Lol, Joe!
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