Dat palette
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Posted 24 March 2014 - 08:37 PM
Dat palette
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Posted 24 March 2014 - 09:47 PM
Haha thanks guys! Coincidentally enough, I named it the Noctis Grassland (noctis is latin for "midnight"). Not exactly stars, but close enough ![]()
I'm kinda surprised to see comments on the palette though, because its just the default night overworld palette with 1 extra color added (the color for the lights in the castle windows).
Posted 24 March 2014 - 09:51 PM
That's an awesome map, OOC. It really looks like a nice transition from a forest to a mountain, but in some awesomely purple dark world. I hope to see more.
Posted 25 March 2014 - 11:18 AM
I'm a big fan of that palette. I tend to use that a bit in my own creations.
Map also looks well made, congrats!
Posted 27 March 2014 - 12:43 PM
Took some of your advise and changed a few things.

Btw, I think there are a couple of small tile errors at the top of the map(one of them is at the left side of that windmill hill), but I couldn't find any better tiles for it. I guess I could make my own though, but I'm not that good at drawing(or more like editing in this case) tiles.
Edited by Hoff123, 27 March 2014 - 01:29 PM.
Posted 27 March 2014 - 08:17 PM
That looks ridiculously nice, umbrello. I want to visit it.
Posted 27 March 2014 - 09:14 PM
Wow, that's an awesome map, umbrello.
I'm looking at it, and I can kind of see the shape of a giant fish. I just wish I could zoom in. Will it work like a world map, and have 'random battles' or function like a Zelda-style overworld?
Posted 27 March 2014 - 10:48 PM
Thanks, peeps! It's like classic Zelda where specific monsters spawn in specific places. I actually put a lot of thought into the placement of the enemies. I don't know anything about scripting, so I wouldn't know how to make the monsters totally random. I know you can make the spawn points random but I can't help being very anal about the placement in terms of enemy difficulty, color, composition, and proximity to entry points.
Posted 27 March 2014 - 11:15 PM
I really like hoff123's map. That is just...epic GBZelda mapping right there.
Posted 28 March 2014 - 01:50 AM
Based on this image, it looks like overworld trees are solid unlike in the original game. I'm guessing that's the case? While walkable forests are useful for RPG overworlds like DQ, I don't think it would work well in a ZC quest. The smaller "hills" are still walkable I see.
Posted 28 March 2014 - 03:35 AM
Based on this image, it looks like overworld trees are solid unlike in the original game. I'm guessing that's the case? While walkable forests are useful for RPG overworlds like DQ, I don't think it would work well in a ZC quest. The smaller "hills" are still walkable I see.
yes, the trees are unwalkable and hills are walkable but you walk slower. I wanted to have the tree burning from Zelda so they had to be solid. Nothin' like burning a tree and hearing that secret sound!
Posted 28 March 2014 - 12:16 PM
Damn, Umbrello, that's an awesome map you got going there! I've never played Dragon Quest, but that looks freaking epic!
Posted 28 March 2014 - 05:25 PM
Damn, Umbrello, that's an awesome map you got going there! I've never played Dragon Quest, but that looks freaking epic!
Thanks! I actually tried to make it similar to the kinds of land formations found in Dragon Quest games.
Posted 01 April 2014 - 06:52 PM
AUSTIN POWER'S FAZHA
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