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The Official Quest Screenshot Critique Thread


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#4516 Mr. Z

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Posted 30 May 2013 - 02:32 AM

And now, a shot from me that isn't completely green :P

 

39_mnl60s.png

 

I am mostly done with the graphics for level 2. The yellows may be toned down, and there are two different sand tiles for a reason. The ones in the corners act as quicksand, and damage Link, but the stuff in the center is safe. This dungeon uses a lot of conveyors, so I'll probably post another shot showing that off.

 

Personal critiques: I'm not happy with the square tiles. They were my custom attempt at making something to match the diagonal patterned ones. I'm also not sure about the shading on the rounded door frames, but I think they complement the square walls well.

 

Those walls are nice, although the upper edge could use an extra color, it looks really flat right now.

The sand in the center looks out of place, I think you'd be better off using a different tile for that, for example the other sand type in Pure Tileset Update Extreme.

For a sand themed temple does the red shade on the grey statues look a bit odd, a yellow/brownish shade would look better.



#4517 allb

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Posted 30 May 2013 - 06:00 AM

And now, a shot from me that isn't completely green :P

 

39_mnl60s.png

 

I am mostly done with the graphics for level 2. The yellows may be toned down, and there are two different sand tiles for a reason. The ones in the corners act as quicksand, and damage Link, but the stuff in the center is safe. This dungeon uses a lot of conveyors, so I'll probably post another shot showing that off.

 

Personal critiques: I'm not happy with the square tiles. They were my custom attempt at making something to match the diagonal patterned ones. I'm also not sure about the shading on the rounded door frames, but I think they complement the square walls well.

 

You can outright see that its a sand temple, i like it. The sand in the Center Looks ugly. The tongue statues always look stupid to me. But why are the door blue?



#4518 Supindahood

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Posted 30 May 2013 - 05:01 PM

And now, a shot from me that isn't completely green :P

 

39_mnl60s.png

 

All the different floor types and borders make it look very confusing unless you sit down and try to understand it for a while.



#4519 Anthus

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Posted 31 May 2013 - 02:18 AM

Those walls are nice, although the upper edge could use an extra color, it looks really flat right now.

The sand in the center looks out of place, I think you'd be better off using a different tile for that, for example the other sand type in Pure Tileset Update Extreme.

For a sand themed temple does the red shade on the grey statues look a bit odd, a yellow/brownish shade would look better.

 

Thanks. :) The walls are actually from the SMW tileset. I'm not sure who originally made them, but it wasn't me. I made the doors though. The color scheme is not set in stone yet. I wanted to have purplish objects, and blue doors, just to have some contrast, but now I think I might go with green doors, and greenish/ brown details instead. I am a fan of having two main colors in dungeon schemes.

 

You can outright see that its a sand temple, i like it. The sand in the Center Looks ugly. The tongue statues always look stupid to me. But why are the door blue?

 

I edited the sand tiles, as seen in the new screen, but the door is blue cause it's made out of a composite material that is different from the limestone blocks used to build the walls. Short answer is, cause I like contrast :)

 

All the different floor types and borders make it look very confusing unless you sit down and try to understand it for a while.

 

The quicksand animates, so in motion it's easier to tell what's what. Plus, I'm still tweaking the graphics, and thanks for the feedback, everyone. I did the floor borders that way just to try something different. I've never seen anyone else use them like that.

 

So, I've tweaked the palette a bit. The yellows are more subdued, and there are some new stationary sand tiles.

 

2yvs2v5.jpg



#4520 Xenix

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Posted 31 May 2013 - 08:24 AM

Getting back in the game. This is unfinished, but I'm working on the caves for the swamp area. Any thoughts?

lgt732fv.png



#4521 Shane

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Posted 31 May 2013 - 09:02 AM

I like the F puddle. :P

 

Top row of Armos should be removed as they are too close to the edge. The water on the top parts are questionable. Looks good otherwise.



#4522 Xenix

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Posted 31 May 2013 - 09:50 AM

Thanks Shane. Also, I didn't even notice the "F" in the water. XD

 

As for the Armos, I think I'll just move them down a tile.

Thanks for the feedback. :D



#4523 Moon

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Posted 31 May 2013 - 01:02 PM

Instead of removing the top ones, why not remove the ones at the bottom, and move them down one tile?



#4524 Nightmeres

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Posted 07 June 2013 - 07:48 AM

zelda012c.png     I've been trying that transparent water tutorial. any suggestions?  zelda013.png       o.0 i want that sword but this early in the game i wouldn't have flippers :/  zelda016.png more water :P

 zelda015.png 0.o a house i can't get to ;p

 zelda014.png any suggestions for these screens ?


Edited by Nightmeres, 07 June 2013 - 07:52 AM.


#4525 judasrising

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Posted 07 June 2013 - 08:23 AM

zelda012c.png     I've been trying that transparent water tutorial. any suggestions?  zelda013.png       o.0 i want that sword but this early in the game i wouldn't have flippers :/  zelda016.png more water :P

 zelda015.png 0.o a house i can't get to ;p

 zelda014.png any suggestions for these screens ?

 

Nice screen´s  but what does that house do in water and why using different colour on tree?



#4526 Nightmeres

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Posted 07 June 2013 - 08:27 AM

the house in the water is a bonus dungeon for later. and i used different color trees to show variety. 



#4527 Russ

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Posted 07 June 2013 - 12:28 PM

Okay, pretty nice overall, but I do have one complaint. It's... it's really hard to put into words though. The cliff tiles you're using are called "Cake Layer", and they're kind weird with perspective. No matter how tall the front is, the back is always one combo high, right? They're meant to give the illusion that the back actually is as tall as the front, but the camera angle just isn't letting you see it. So when, on those first three screens, the water's not quite all the way up the cliffs on the front, but it is on the back, it gives this really weird perspective illusion, like the water's higher in part of the pond then the other. I'm not sure if that made any sense, but I can maybe try to make a screenshot illustrating it if you want. Otherwise though, they're nice screens. The third one's a bit on the empty side in terms of ground detail, but still, nice overall.



#4528 Anthus

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Posted 07 June 2013 - 12:39 PM

Getting back in the game. This is unfinished, but I'm working on the caves for the swamp area. Any thoughts?

lgt732fv.png

 

Nice cave. If it is for a swamp area though, maybe give it a more swampy palette? It looks too clean in my opinion. Whenever I think of a swamp in ZC, I always get inspired by the swamp area from Majora's Mask with its poison purple waters, and off-green fauna. Not saying all swamps need poison water though :P

 

EDIT: Russ, I see what you mean about his shot, but to me it kind of works, cause it looks like it might be a change in the bank's elevation along the edge of the stream. Maybe those south bluffs raise up above the ground to the north of it? Just a thought.



#4529 Avaro

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Posted 10 June 2013 - 02:22 PM

Level1_zpsf38df294.png

This is random.



#4530 grayswandir

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Posted 17 June 2013 - 01:01 AM

pu.png

I may have gone overboard. I don't really know how to make good puzzles yet.

 

Any ideas for making it look better without changing the actual paths?




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