Well Done!
The Official Quest Screenshot Critique Thread
#4366
Posted 26 March 2013 - 08:39 AM
Well Done!
#4367
Posted 26 March 2013 - 06:00 PM
Oh man, I'm really loving those screens. The snow and lava combo in particular is really nice; to the best of my knowledge, Lost Isle's the only quest that's tried it before. It looks awesome! My only complaint is that on the screen with the blue rupee, walking up straight into a tree might be annoying. Other than that, they're awesome!
Thank you, as for te tree, that's actually how the image was cropped, there is walkable room below that tree. But I see what you're getting at though.
#4369
Posted 01 April 2013 - 09:27 AM
WINDMILLS OF HARMONY!!!
#4370
Posted 01 April 2013 - 09:29 AM
#4371
Posted 01 April 2013 - 10:21 AM
#4372
Posted 01 April 2013 - 10:34 AM
#4373
Posted 01 April 2013 - 07:08 PM
#4374
Posted 03 April 2013 - 02:31 PM

Other than the lack of details in the water, are there any glaring problems?
This is Link's home. I've made this screen in this tileset before, but I wasn't happy with the results. It is still modeled after the original Link's house screen from the old version of tHP, but only in terms of collision. The water, for example, was a house in the original demo, while if you go right, you're gonna reach a screen with a cat, just like the original. This time however, the cat is stuck in a tree, and to get to it you need to both cut through bushes and get it down. This is one of the smaller, less important side quests, but you won't be able to get it done the first time you're in Treskott, as you only get your sword after you've left. In fact, compared to the demo, where you'd get the sword on your way through The Great Forest, you'll this time get it once you reach Hyrule Castle Town. At the same time, the two dungeons that was in the forest have been cut, and most of the forest exploration will actually be an on-rails section in the finished product. Exactly how that'll work you'll have to wait and see.
Edit: two more screens:
#4375
Posted 03 April 2013 - 11:42 PM
#4376
Posted 04 April 2013 - 07:49 AM
Shallow water would probably be the better choice there. (The house would still be very leaky though.)
#4377
Posted 04 April 2013 - 08:08 AM
Secondly- Migokalle, you rock for doing a Lord of the Rings based shot!
I can just imagine Sam doing the gardening at the top left. BaggEnd looks well done. I feel sure the Gaffer would live in the watery hole at the bottom- he loves complaining. So I suppose that road is BagShot row? I prefer Snarky's End. Can you list the number who died fighting on that Bridge in the center?
Anyway, I really love the layout. It really reminds me of the shire. As a massive Lord of the Rings fan, I approve
-Strike
#4378
Posted 04 April 2013 - 10:38 AM
Linkus, I see your point about the water, and that's something I was considering when I built it. At the same time, I also wanted this little quirky building in which buckets have been placed everywhere in order to manage all the water droplets. The problem with making the water shallow, is that it ruins the flow of the screens in general, in terms of where you can walk. Unless I closed off the water with fences or something. I'll play around with a few ideas, but thanks for the input!
Strike, I don't know if you've read this thread, but in it I give some explenation as to why we originally made the Hobbit-holes. Long story short, the quest was going to tell the LotR-trilogy's story with a Zelda-twist, but we ended up ditching that for a shorter version of the script I made back when we were making the original tHP.
I really liked how the houses turned out though, so we ended up using them for the first village anyway. While it's using a very similar layout to the village in the original tHP, it's safe to say that it's also been heavily inspired by a certain town full of small people.
EDIT: I took a shot at adding some shallow water. When I did it like this, I didn't have to change anything except the water tiles themselves, and because of the tree and the rock, the player can't reach the shallow water. It's not that it would have been a huge issue if he could, but there's no need for Link to be up there, and bleh.

Keep in mind that the shallow water tiles are not 100% finished, so the transitions between the shallow and deep water needs some work (unless I'm using the tiles wrong, but as far as I'm aware, this is the way it'd be done).
#4379
Posted 04 April 2013 - 12:14 PM
#4380
Posted 04 April 2013 - 03:22 PM
Edit - I mean the water edge, where the shallow and full water meet. Shouldn't the little part that dips in go into the shallow water as well?
Edited by Jared, 05 April 2013 - 04:15 PM.
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