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#436 Tree

Tree

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Posted 22 March 2014 - 11:50 AM

Town...

Too many roads.



#437 Hoff123

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Posted 22 March 2014 - 11:52 AM

Yeah, because it's a hill :) around it. Hard to explain... Basically, the right and left part at the bottom(where you enter from south) goes upwards.

 

Look at the beach here: http://img1.wikia.no...rdinate_Map.png


Edited by Hoff123, 22 March 2014 - 11:53 AM.


#438 Shane

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Posted 22 March 2014 - 11:54 AM

Fair enough then. It looks a little odd still, but if it's canon design, it's allowed.


Edited by Charizard, 22 March 2014 - 11:55 AM.


#439 Ventus

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Posted 22 March 2014 - 09:51 PM

Here is the final version of my map for my quest, finished it a few days ago.

 

RZO4gK5.png



#440 Eddy

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Posted 23 March 2014 - 08:05 AM

Looks much better than it did before. My favourite section is probably the haunted area on the far-right side.

 

But the mountains on the top-left still look kinda empty and bland.



#441 Moon

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Posted 23 March 2014 - 08:11 AM

Pretty bland but that is to be expected from classic tileset.

 

It looks functional.



#442 Ventus

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Posted 23 March 2014 - 08:51 AM

But the mountains on the top-left still look kinda empty and bland.

Oh yeah... they do don't they? hehe I'll make sure to spruce'em up nice. I guess I forgot about that area.



#443 Shane

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Posted 23 March 2014 - 09:31 AM

Looks a little unorganized and scattered, to be honest. Not a huge fan on the overall tree placements for the map. Otherwise, it's alright.

 

So here's a thing:

 

hhW7j2D.png

#realism #yolo, the area desert of swag.qst


Edited by Charizard, 23 March 2014 - 09:40 AM.


#444 Eddy

Eddy

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Posted 23 March 2014 - 02:08 PM

The best part of all is that the area has no music.

 

But anyways, it looks nice for a swagger quest!



#445 Russ

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Posted 23 March 2014 - 02:13 PM

Yeah, because it's a hill :) around it. Hard to explain... Basically, the right and left part at the bottom(where you enter from south) goes upwards.

 

Look at the beach here: http://img1.wikia.no...rdinate_Map.png

Nintendo's made tile errors with their own graphics before. But just because they did doesn't mean you should too. You can justify it as saying it's sloping, but it still looks really odd in the GB set and skewers the perspective a little.



#446 Hoff123

Hoff123

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Posted 23 March 2014 - 02:41 PM

Nintendo's made tile errors with their own graphics before. But just because they did doesn't mean you should too. You can justify it as saying it's sloping, but it still looks really odd in the GB set and skewers the perspective a little.

 

Please, continue this discussion(if you want to) in the new thread I made.

 

http://www.purezc.ne...showtopic=62424


Edited by Hoff123, 23 March 2014 - 02:42 PM.


#447 Anthus

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Posted 24 March 2014 - 12:22 AM

I think the town looks fine, Hoff, and there's nothing wrong with using the mountains like that.

 

Here is a small preview of a later dungeon in the classic quest I am working on again.

 

uHzpOU3.png?1



#448 Eddy

Eddy

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Posted 24 March 2014 - 11:52 AM

That looks really sweet, Anthus. My favourite section is probably the right side, it looks definitely interesting too!



#449 Octorockoncrack

Octorockoncrack

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  • Location:walking The Path

Posted 24 March 2014 - 07:42 PM

Random spur of the moment workings. More to come....possibly >_>

 

http://i.imgur.com/mImR15h.png


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#450 DragonDePlatino

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Posted 24 March 2014 - 08:22 PM

Random spur of the moment workings. More to come....possibly >_>
 
http://i.imgur.com/mImR15h.png

Duuuude, that's freakin' trippy! I love the little accents of flowers throughout. Reminds me of stars against a dark sky. If you end up naming that location, you should give it a star motif. And at the risk of sounding like a megageek, I'm totally getting some nightime Onett vibes off of it.


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