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The Official Quest Screenshot Critique Thread


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#6466 Deedee

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Posted 26 August 2015 - 06:26 PM

sxj2ix.jpg

mhwzg9.jpg

 

Dungeon Music: https://www.youtube....H-3psi&index=23


Edited by Dimentio, 26 August 2015 - 06:27 PM.

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#6467 Shane

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Posted 27 August 2015 - 07:05 AM

For your first shot, I suggest some more detail. More sand tile variety, and maybe some detail that fits an underwater(?) scene. Your second one is my favorite out of the two, but like the first, I suggest more variety in the sand, and to turn the dirt on the mid-elevation to stone floor. Maybe make the water borders look less jarred. Also I suggest bordering the iron grate floors with railings.

 

The palette strikes an interesting, calm atmosphere. Perfect for a water themed dungeon. :thumbsup:


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#6468 FalsePower

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Posted 27 August 2015 - 09:53 AM

^Pretty much everything Shane said.
In addition, maybe add a dark rock or two in the first screen so that it creates a little variety and eye candy.
As for the second screen maybe try adding some shadows below the grates to show depth.

Also, I'd crop out the screen from the rest of ZQuest next time. :P



#6469 Jared

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Posted 27 August 2015 - 06:11 PM

These bridges are a nightmare bye

 

Screenshot_2_zpstwmd0pns.png


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#6470 Bourkification

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Posted 27 August 2015 - 10:39 PM

I love everything except those brick tiles. I just never thought they had enough detail/texture when compared with all the other graphics.


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#6471 Jared

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Posted 27 August 2015 - 10:48 PM

Thank you for your input, Bourk! Luckily, there are other ground tiles in the set. I personally think they make it look nice though. :)



#6472 Lüt

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Posted 28 August 2015 - 12:01 AM

The brick tiles don't seem to be a stark contrast to the others in terms of detail.

 

They may be rather smooth, but so are the rails, and the grass is also a solid color.

 

Granted, I don't know what other options there may be, but I don't see any inherent stylistic clash or unbalanced detail levels in that scene.


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#6473 FalsePower

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Posted 28 August 2015 - 12:45 AM

Incredible work as always, Jared. Not crazy about the right angle the cliff makes in the top left of the screen, but it's nothing too jarring.

I tried really hard to pick just one screen of the castle I'm working on, but I can't choose, so you get two (shown in the order they appear in-game):
 

DLeW1iH.png
Guarding the King's throne room*
*The guards aren't floating; they hop up and down always alert of any threat to their King.

Xt2G8uy.png
The imperial castle of imperialism.
 


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#6474 Eddy

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Posted 28 August 2015 - 05:40 AM

@Jared That's an amazing screenshot. Everything about it is just perfection to me.

 

@FalsePower I really love the castle setting. It definitely reminds me of ALTTP, but looks better lol


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#6475 MarinaraSauce

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Posted 29 August 2015 - 04:33 PM

Incredible work as always, Jared. Not crazy about the right angle the cliff makes in the top left of the screen, but it's nothing too jarring.

I tried really hard to pick just one screen of the castle I'm working on, but I can't choose, so you get two (shown in the order they appear in-game):
 

DLeW1iH.png
Guarding the King's throne room*
*The guards aren't floating; they hop up and down always alert of any threat to their King.

Xt2G8uy.png
The imperial castle of imperialism.
 

 

The only criticism I have is that the stairs in the second shot look a bit off.  Maybe try to have a sort of "edge" tile for them, since they look almost like they're part of the wall towards the top.  Other than that, you've shown yourself to be a very capable screen designer in this thread, and I'm looking forward to playing a quest from you.


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#6476 Jared

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Posted 31 August 2015 - 09:29 PM

Thank you, everyone! Your thoughts and criticisms give me motivation to continue this tileset. :)

 

Incredible work as always, Jared. Not crazy about the right angle the cliff makes in the top left of the screen, but it's nothing too jarring.

 

I thought the same thing, honestly! It's too square. I'll fix it eventually!

 

zelda003_zps0bkk7irh.png

 

Introducing the latest tiles in the set, the castle tiles! Please excuse the messy fence tiles though, as they were just put there (As well as the switch) to make the screen more interesting.  :)


Edited by Jared, 31 August 2015 - 09:31 PM.

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#6477 Astromeow

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Posted 31 August 2015 - 09:38 PM

That gravestone is so wrong it's right and works.

It's one hell of a location. It draws me into the screen amidst the beautiful, busy area. Bravo on adding the castle structure.

I feel it would be a gravestone that Link moves in order to brave through sewers/royal crypt in order to sneak I to Hyrule castle
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#6478 Eddy

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Posted 01 September 2015 - 05:02 AM

Those floor tiles though. I've never seen anything like it! They look amazingly well put together along with the rest of the screen.


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#6479 FalsePower

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Posted 01 September 2015 - 12:37 PM

Other than that, you've shown yourself to be a very capable screen designer in this thread, and I'm looking forward to playing a quest from you.

Thanks a lot man. That's really motivating and inspires me to press on with my quest. I'll try not to disappoint.


And man, Jared's tileset is coming along so nicely that I might just have to use it for my next quest. ;) That pathway really sold the whole tileset to me. It's nice to see something fresh being created.


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#6480 Jared

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Posted 02 September 2015 - 10:02 PM

I've finally hit a turning point in the tileset.

 

zelda008_zpse9ybpusk.png

 

House combos are almost done, and the first house palette is almost completely in! Next up is comboing the caves. I'm getting closer and closer to announcing the tileset, and releasing a beta. :)


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