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The Official Quest Screenshot Critique Thread


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#4726 strike

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Posted 17 November 2013 - 08:05 AM

I personally like the red. I watched the video you posted and the dungeon looks really great. :)

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#4727 Shane

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Posted 17 November 2013 - 08:22 AM

I'll say it once more: it's not bad. But usually most fire dungeons tend to be red, it'd break up the tradition and set it apart from other fire dungeons if he used something more fresh. But he's perfectly fine keeping this palette.


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#4728 KingPridenia

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Posted 17 November 2013 - 10:19 AM

I personally like the red. I watched the video you posted and the dungeon looks really great. :)

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Thank you :D

 

 

It's just too red. It's not visually bad, but if you could make the walls more of a red-grey or gold, it might look nicer.

Ah okay I see what you're getting at. You're basically saying the saturation of the color red is too intense in a nutshell. Which is fine now that I understand what you meant by the red color.



#4729 Eddy

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Posted 17 November 2013 - 11:22 AM

hLFf4um.png?1

The entrance of my final dungeon for the Legend of Amy Rose 2. This is probably the final product of what the entrance will look like, but I may change it if I get enough feedback.


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#4730 Shane

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Posted 17 November 2013 - 07:16 PM

hLFf4um.png?1

The entrance of my final dungeon for the Legend of Amy Rose 2. This is probably the final product of what the entrance will look like, but I may change it if I get enough feedback.

I love the design and tile selection. But the colours don't scream "final dungeon" to me. It feels like a standard dungeon, you know?



#4731 Eddy

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Posted 18 November 2013 - 12:10 PM

I love the design and tile selection. But the colours don't scream "final dungeon" to me. It feels like a standard dungeon, you know?

Yeah I see where you're going at. That's actually the whole point of this dungeon, the first floor is meant to look like a regular dungeon, but as you continue on, it will start to seem like a real final dungeon. But I should probably change the palette for this floor, any suggestions?


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#4732 trudatman

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Posted 18 November 2013 - 02:41 PM

leave it, unless previous dungeons are filled with skulls and imposing statues.  in such a case, I would advise scrubbing that stuff from earlier levels and having them show up for the first (or close) time in the final level.  it looks good.



#4733 Shane

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Posted 19 November 2013 - 04:26 AM

Something more dark such as a black dungeon palette. If you can get that feeling that it's going to be a generic final dungeon, then make it into something unsuspecting, then you'd nail the twist much more better.

 

Tru covered pretty much the alternative.


Edited by Shane, 19 November 2013 - 04:27 AM.


#4734 Eddy

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Posted 19 November 2013 - 11:23 AM

Something more dark such as a black dungeon palette. If you can get that feeling that it's going to be a generic final dungeon, then make it into something unsuspecting, then you'd nail the twist much more better.

 

Tru covered pretty much the alternative.

Got it. I might still keep the grey though, but make it more darker, although having grey as a palette is a thing with this dungeon. And besides, I did use the black palette for Level 5, so probably a dark-grey might fit better.



#4735 Moonbread

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Posted 19 November 2013 - 10:39 PM

A thing

 

oigp6h.jpg  nx6q6h.jpg  2wghhk1.jpg


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#4736 Jared

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Posted 19 November 2013 - 11:45 PM

All I can say is WOW.



#4737 trudatman

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Posted 21 November 2013 - 03:03 PM

those are great scenes, Scoots.  I'm hating (on) the link sprites and/or palette (or at least the faint outline).  I think the tiles need a set of rules for perspective, outline, shading, etc.



#4738 Moon

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Posted 21 November 2013 - 05:28 PM

A thing

 

oigp6h.jpg  nx6q6h.jpg  2wghhk1.jpg

While the base design is alright, the style clash really takes away from these screens. 



#4739 trudatman

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Posted 21 November 2013 - 08:01 PM

oh, yeah... you also need some mountain corners with grass because the triangles of grass look not very good.

#4740 Geoffrey

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Posted 21 November 2013 - 08:41 PM

A thing

 

oigp6h.jpg  nx6q6h.jpg  2wghhk1.jpg

The big trees are visually terrifying.  Either Link's outline needs greater contrast with his other colours or the outline of everything else needs less.  The cliffs from Z1 maintain an inherently flat perspective while all of the other graphics do not; the the houses and trees stick out like the pre-rendered three-dimensional sprites from Donkey Kong Country being spat out onto a circuit from Super Mario Kart.

 

If we ignore the graphical irritations, however, the screens are well designed and have a certain elegance to them.  The title of 'Mt. Eldin' intrigues me as to its nature.




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