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#541 Tree

Tree

    Everything must go away

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  • Real Name:Mundy Fumple McStroodlestein
  • Location:The Milky Way Galaxy

Posted 27 May 2014 - 04:56 PM

That's beautiful, but it could use step triggers that allow easier navigation once you reach certain points. I'd find this map would be tiresome to travel more than once in its current state.

Oh, that's definitely what I plan. I'm just forcing the player to go to the East when they first enter the map because some shiz is happening there. Once said shiz is accomplished, some paths will be opened and shortcuts will be accessible.

 

Thank you for the reply~



#542 KingPridenia

KingPridenia

    King of Pridenia, Safehaven of the LGBTQ

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Posted 27 May 2014 - 05:25 PM

An early dungeon revamped to only contain a single bombable wall, one you're told about:

y8cqj0firq753fofg.jpg
 


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#543 Eddy

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Posted 28 May 2014 - 05:21 AM

Looks really nice! I can see plenty of changes too from the last time I looked at this map. So pretty good job there!



#544 kurt91

kurt91

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Posted 01 June 2014 - 04:26 AM

I'm re-organizing everything in my quest so that it'll be easier to work on. I'm cutting DMaps into more organized sections so that I can use the LttP Map System script, sorting strings into a more manageable sequence so that plot and gameplay messages are separated, and fixing my palettes so that I can actually find the colors I need when making tiles. As a side-effect of tweaking my palettes and evening out the gradients, my maps are getting a bit of a makeover as well. The new colors look a bit nicer in my opinion, and I found a couple minor details that were messed up in the original versions. Here's a comparison shot:

 

(Left = Old Version, Right = New Version)

 

PaletteComparison_zps3115f487.png

 

The way my palette should work now is that each major color (Brown, Grey, Green, and Blue)has 8 shades. (Minor colors such as Yellow and Purple have only 4 shades.) The lightest four are more high-saturation and used for sprites, while the darker four are low-saturation and used for environments. However, the gradients themselves blend together entirely, so that if I need to pull an extra shade in for a particularly detailed tile or sprite, I can do so much more easily. The way the palettes are set up now, if a particular gradient doesn't work well, I can tweak it in minutes instead of everything being set in stone due to me having no idea what I was doing when I first started.


Edited by kurt91, 01 June 2014 - 04:28 AM.

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#545 Eddy

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Posted 01 June 2014 - 11:40 AM

The new palettes of the map look really nice! Looks more like a pirate ship to me rather than on the left, I also like the extra detail on the bottom part of the newer version of the map.



#546 Shane

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Posted 03 June 2014 - 01:22 AM

Now that's pretty cool. :D



#547 Old-Skool

Old-Skool

    Hero of Time

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  • Location:Missouri

Posted 05 June 2014 - 10:49 PM

2yknwyd.png

 

Im a little pissed Microsoft Paint only allowed me such a large image, some of the map areas got cut off and like, one didnt even make it in....

Did anyone comment on this at all? This is amazing. 



#548 Orithan

Orithan

    Studying Scientist - Commission from Silvixen

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Posted 06 June 2014 - 05:14 AM

iRI7XhZ.png

 

 

Map of Grim City.


Edited by Orithan, 22 February 2015 - 07:55 AM.

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#549 Shane

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Posted 06 June 2014 - 07:56 AM

Looks nice and has a lot to offer visual and gameplay wise. Never had been a fan of non-diagonal tree alignments though.



#550 Eddy

Eddy

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Posted 06 June 2014 - 10:13 AM

I really like that map! It has a very interesting vibe to it and the palette looks very similar to Yoll Graveyard.



#551 Ventus

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Posted 18 June 2014 - 11:19 PM

Just a sneak preview at a possible new small project.

 

ZnStwe7.png


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#552 Eddy

Eddy

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Posted 19 June 2014 - 10:18 AM

FYS ftw! Love the look of that map, and I can kinda tell already where the exits go to.



#553 Ventus

Ventus

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Posted 19 June 2014 - 11:11 AM

FYS ftw! Love the look of that map, and I can kinda tell already where the exits go to.

Thanks :D If you can guess where the exit goes I'll give ya a cookie! 

 

I made progress on the map and I might post an updated image where you can see if you guessed right :P



#554 Eddy

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Posted 19 June 2014 - 12:42 PM

Thanks :D If you can guess where the exit goes I'll give ya a cookie! 

 

I made progress on the map and I might post an updated image where you can see if you guessed right :P

Sweet, well, lemme see here.

 

South - Snow/Ice area

North - Forest area?

East - Uhh, probably a beach area or something?



#555 -DuCkTApE-

-DuCkTApE-

    The "Mask" will take over...

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Posted 19 June 2014 - 02:22 PM

Untitled_zps3fb1abdb.png

Untitled2_zps9c5cda01.png


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