The Official Quest Screenshot Critique Thread
#4051
Posted 05 January 2013 - 08:34 AM
#4052
Posted 06 January 2013 - 04:03 AM

A very early version of one of the central screens of my new quest. Just as my last one was learning how to make an exploration-themed area focused on backtracking and such, this quest is to learn about the enemy editor as well as being able to customize Link as you play, and whether the concept works well. Let me explain...
The quest takes place in a tower. Each floor features four gladiator arenas, accessed through the central hub. The warps are color-coded. The blue portal will take you to the easiest arena on the floor, and the difficulty ascends through green, yellow, then red. Every arena you complete will reward you with a Small Key.
Above the warp hub, you'll find five locked doors all lined up in a row. These are for your keys. If you're paying attention, you'll realize that while there are five doors to unlock, you only receive four keys per floor, and these keys are only good for that floor. This means that there will always be one door on each floor that you will not be able to open.
Of the five doors, one contains a new weapon/tool, such as the Boomerang, Ladder, etc. One door will lead to a Heart Container, while one leads to a mere Piece of Heart, and one leads to a single-use Potion. The final door will be empty, a false prize that the player will always hope to avoid.
The fifth arena on each floor is placed in a room of it's own, to ensure that the player does not enter it until they are ready. The final battle in this arena is against a boss, and victory will net the player with the Big Key, able to open the doorway leading to the next floor. The fifth arena is not locked or restricted in any way, so adventurous, risk-taking players are more than free to skip the initial four arenas and their potential prizes and jump straight at a shot to ascend the tower further.
Basically, the point is that no two run-throughs of the quest will ever result in an identical set-up for Link. Unless the player does something to cheat the system or take notes on what items are hidden behind which doors for future playthroughs, Link in inevitably miss out on potential upgrades or equipment, forcing the players to be unable to rely on their typical strategies or favorite weapons. Also, the ability to skip the initial arenas of every floor creates a potential for speed-running. Do you sacrifice the time you could save by fighting the first sets of battles for a safer boss sequence, or try and save time and head straight ahead on a suicide charge against a boss?
Anyways, about the picture. I'm not happy at all with how the warps are laid out, but I can't think of a better way to do them. Any feedback or ideas on a better layout would be great.
#4053
Posted 06 January 2013 - 12:06 PM
#4055
Posted 07 January 2013 - 03:23 PM
#4056
Posted 07 January 2013 - 03:48 PM
-Strike
#4057
Posted 07 January 2013 - 03:50 PM
#4058
Posted 07 January 2013 - 03:53 PM
I like it, but I don't know if it would suit the area. It kind of looks like someone sprayed blue dye into the air. I'll try it out though.
Not at all. I'm a little rusty with making palettes, its been a while. The original palette had this.. very cloudy look to it and after editing it, it became more blue than gray.
Here's another attempt:
Original:

Edit:
#4059
Posted 07 January 2013 - 04:10 PM
Which do you all like better?
(My old one, my second one, the one that /M/ made me, and the new one I just made)



#4060
Posted 07 January 2013 - 04:17 PM
#4061
Posted 07 January 2013 - 04:19 PM
Okay, I made another adjustment to my palette. I lined up all four for comparison.
Which do you all like better?
(My old one, my second one, the one that /M/ made me, and the new one I just made)




I like the second one from you. it`s a good palette
#4063
Posted 07 January 2013 - 05:25 PM
#4064
Posted 07 January 2013 - 05:35 PM

This was the newest one. This was the one on the far right.
#4065
Posted 07 January 2013 - 05:42 PM
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