I just made a quick little thing here,
Enarana Cemetery
...Interesting. theres a lot of errors, especially with mountain perspective. also the volcano entrance needs to go up one tile, just trust me
Posted 21 August 2014 - 11:01 AM
I just made a quick little thing here,
Enarana Cemetery
...Interesting. theres a lot of errors, especially with mountain perspective. also the volcano entrance needs to go up one tile, just trust me
Posted 21 August 2014 - 11:03 AM
there are some bright tiles against that grim palette. also do these trees with objects even play a role? just curious
The trees contain treasures such as,
Keys
and
Rupees
The key is to get the mushroom needed for the dungeon ![]()
Posted 25 August 2014 - 06:21 AM
Here is the map of Triforce Of Legacy so far:
Posted 25 August 2014 - 06:22 AM
needs more green cacti
Posted 25 August 2014 - 07:55 AM
Looks great Joel! Very simple and nice. Though we need more green cacti, everyone loves green cacti.
Posted 25 August 2014 - 08:36 AM
Posted 03 September 2014 - 07:14 PM

Pretty linear breather dungeon for an item needed to reach level 6 and also my first attempt at a freeform dungeon with depth. The upper right is the boss room with the upper left being the room where the guy in the room "surrenders" because you're too strong. Oh and where you get the boss key, there is a permanent secret flag that creates a flight of stairs on the wall so you can go straight to the boss. All I have to say is take a wild guess the main enemy of this dungeon given its shape and another wild guess what the boss is
.
Edited by RedmageAdam, 04 September 2014 - 11:40 AM.
Posted 04 September 2014 - 11:44 AM
Looks really interesting! Love the whole "depth" idea into the dungeon. As for the enemies and such, that's a pretty obvious guess ![]()
Posted 04 September 2014 - 12:00 PM
Whoa, that's totally awesome, dude!!! It's amazing how readable the map is despite only using like 4 tiles and a simple perspective. That map is a true testament to how "more is less" when it comes to 8-bit tilesets.
Posted 14 September 2014 - 11:00 PM
@DragonDePlatino: Thank you so much! To be honest, it was my first attempt at making a freeform dungeon in that manner. I had another freeform dungeon before that, but it was flat and frankly kind of bland. Then again, it was meant to be a short and simple area as something to do to get the Magical Boomerang where this dungeon is meant to be similar only this time you do it for Silver Arrows.
Anyway, I need some feedback regarding this 8x8 forest map I've been making:
The two A's connect two entrances of a cave area together. The cave requires the player to obtain the Silver Arrows in order to get through it. Once successful, he/she will emerge from the western entrance and can go down a screen to shoot a Gohma eye to create a permanent shortcut back. The screen below level 6 is a maze path. The purple building is basically somewhere you can go for an endurance style mini-game. The entrance to this forest is the little section off to the west. The feather is required just to enter the forest. So far, all I really have for decoration are brown rocks (I layered them on top of the normal colored rocks) and a few water features. And yes, level 6's entrance is a side warp. I think that screen definitely needs the most improvement; it looks so bland for the dungeon entrance. The unfinished areas are meant for later when you have other items such as the Hookshot, Hammer and Flippers.
Anyway, here are my questions for how to improve this map:
1. What features other than some water and rocks could I add to make the forest less boring?
2. What are your suggestions for immediate improvement to the forest?
3. Do you think my shortcut is set up in a good place? (it's below the A on the left of the map; you shoot the Gohma eye with a Silver Arrow to remove the trees along the path permanently so you can conveniently access the path to level 6 at will)
4. Do you think I should change the palette around at all?
Posted 15 September 2014 - 06:59 AM
Posted 15 September 2014 - 10:08 AM
Answers are in bold and red.
Anyway, here are my questions for how to improve this map:
1. What features other than some water and rocks could I add to make the forest less boring?
I would suggest to include some more big trees replacing the small trees in a similar fashion to the Oracles/LA. Sorry if my suggestion is kinda confusing, I can't really explain it too well lol.
2. What are your suggestions for immediate improvement to the forest?
Floor detail, such as maybe some rocks and leaves in some places and maybe some bushes and tall grass in certain areas to make it feel more like a forest.
3. Do you think my shortcut is set up in a good place? (it's below the A on the left of the map; you shoot the Gohma eye with a Silver Arrow to remove the trees along the path permanently so you can conveniently access the path to level 6 at will)
Got no complaints with the shortcut, seems to be set up in a pretty good place.
4. Do you think I should change the palette around at all?
The palette is good enough the way it is. Sets a really good atmosphere.
Hope you found my criticism helpful
Also, pretty nice map so far!
@BigJoe, I couldn't tell that was Happy Set until Astromeow mentioned it. Either way, that looks really cool! I also spot a Z1 remake here lol.
Edited by EddyTheOliveira, 15 September 2014 - 10:08 AM.
Posted 15 September 2014 - 03:21 PM
Map in progress, This is "North Hyrule" There is another full overworld to the south.
http://i.imgur.com/TO8imDb.png
Posted 15 September 2014 - 03:26 PM
Map in progress, This is "North Hyrule" There is another full overworld to the south.
That is insane.
The desert at the top looks like it would be easy to get lost in, though...
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