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The Official Quest Screenshot Critique Thread


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#661 Jared

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Posted 21 July 2011 - 04:59 PM

I decide that dark dungeon I made will me a minidungeon, as it doesn't fit the theme of the area.
Since I'm only going to have 3 dungeons, (Who says hero's have to go on super long quests? icon_razz.gif) I'll be doing things differently. I'm not revealing anything too much yet, but I can give you guys a nice cave screen.

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Do the borders look weird at the top? I can't find anything to seem fit.
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Looks enticing...
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Lets go kill some AwktohRAWKs!!

Also, like the different types of wood? This is my main reason I love the design so much icon_smile.gif

Edited by Jared, 21 July 2011 - 11:06 PM.


#662 Moon

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Posted 21 July 2011 - 11:30 PM

They are good but it the last one if that little cramped area on the right serves no purpose, I would just make it a pit.

#663 Jared

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Posted 21 July 2011 - 11:35 PM

Which cramp spot?
There's a warp there. Do you mean the "hills" on the bottom right?

#664 Moon

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Posted 21 July 2011 - 11:51 PM

QUOTE(Jared @ Jul 22 2011, 12:35 AM) View Post

Which cramp spot?
There's a warp there. Do you mean the "hills" on the bottom right?
No, the cramped spot above it


#665 Jared

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Posted 21 July 2011 - 11:59 PM

then it's not cramped. it's actually quite open. You can walk through all that.

#666 Sheik

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Posted 22 July 2011 - 06:46 AM

All right, Jared!
First of, nice cave-screens. They have a unique feel to them, which I dig big time, as caves in Pure tend to look a lot alike across different quests.
My main complain is how it's hard to tell walkable space from unwalkable space. I really recommand you to use different colours and/or textures for walkable and unwalkable space in a scenery such as this. Actually, the player should know how the screen works on first sight, but the fairly random ground layout and fact that everything is brown makes that quite hard.
It's a nice idea to feature some wooden pathes in the cave, I just don't think you've executed the idea too well. However, the generel idea sort of gives off the vibe of Twilight Princess Caverns. So how about you design it a bit more like those? With vegetation growing on the ground here and there, with a few torches every now and than and with wooden pathes (pathes! not just random patches) in one place or another. The occosianal pot and some tall grass would also add to the atmosphere a lot.
Those octoroks, why? The octorok is tradionally an overworld enemy, I'd keep faithful to that. You don't have to of course, I just always feel they look out of place in dungeon interiors.

Also dig your concept of only three dungeons.

#667 HollowKnight

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Posted 22 July 2011 - 10:29 AM

While the screens are unique and very cool looking, the seemingly random placement of borders around the word and the patternless patches of wood make it a little confusing to look at. While the wood looks cool, the borders throw it off as they make the rest of the floor feel compressed. I agree with Shiek here, if you were to make the wood into paths it would look much nicer. If you wanted to incorporate both types of wood you could have a darker type be on lower levels and the lighter type on higher levels, or you could just have different paths use different woods if you want it to feel a little more random. It is up to you, you know the style you're going for better then any of us and you know how to achieve it.

#668 Tree

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Posted 22 July 2011 - 10:39 AM

I'm sorry buddy, but I really don't like how you use caves. It looks really random and just like you ate the tiles and threw them up all over a screen. I mean, it wouldn't take much to fix them, but "I" think they need a lot of work.

#669 Jared

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Posted 22 July 2011 - 02:48 PM

QUOTE(Sheik91 @ Jul 22 2011, 07:46 AM) View Post

All right, Jared!
First of, nice cave-screens. They have a unique feel to them, which I dig big time, as caves in Pure tend to look a lot alike across different quests.
My main complain is how it's hard to tell walkable space from unwalkable space. I really recommand you to use different colours and/or textures for walkable and unwalkable space in a scenery such as this. Actually, the player should know how the screen works on first sight, but the fairly random ground layout and fact that everything is brown makes that quite hard.
It's a nice idea to feature some wooden pathes in the cave, I just don't think you've executed the idea too well. However, the generel idea sort of gives off the vibe of Twilight Princess Caverns. So how about you design it a bit more like those? With vegetation growing on the ground here and there, with a few torches every now and than and with wooden pathes (pathes! not just random patches) in one place or another. The occosianal pot and some tall grass would also add to the atmosphere a lot.
Those octoroks, why? The octorok is tradionally an overworld enemy, I'd keep faithful to that. You don't have to of course, I just always feel they look out of place in dungeon interiors.

Also dig your concept of only three dungeons.


1. Thank you!
2. Ahh, great ideas. I've already added some sand to it. I'm going to make them a bit more straightforward, road wise so it looks real. With the occasional dirt breakup icon_wink.gif
3. I thought about it too. Maybe I'll just stick to Moblins and Keese.


QUOTE(HollowKnight @ Jul 22 2011, 11:29 AM) View Post

While the screens are unique and very cool looking, the seemingly random placement of borders around the word and the patternless patches of wood make it a little confusing to look at. While the wood looks cool, the borders throw it off as they make the rest of the floor feel compressed. I agree with Shiek here, if you were to make the wood into paths it would look much nicer. If you wanted to incorporate both types of wood you could have a darker type be on lower levels and the lighter type on higher levels, or you could just have different paths use different woods if you want it to feel a little more random. It is up to you, you know the style you're going for better then any of us and you know how to achieve it.


Actually the lighter wood is above! Don't you see it? icon_razz.gif
And it'm going to scrap the borders, maybe. I need to find fitting ones.


QUOTE(Keiichi123 @ Jul 22 2011, 11:39 AM) View Post

I'm sorry buddy, but I really don't like how you use caves. It looks really random and just like you ate the tiles and threw them up all over a screen. I mean, it wouldn't take much to fix them, but "I" think they need a lot of work.


I don't really understand. I admit, did throw some tiles around, but I'm fixing it icon_wink.gif

#670 Dawnlight

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Posted 22 July 2011 - 04:10 PM

QUOTE(Jared @ Jul 21 2011, 04:59 PM) View Post

I decide that dark dungeon I made will me a minidungeon, as it doesn't fit the theme of the area.
Since I'm only going to have 3 dungeons, (Who says hero's have to go on super long quests? icon_razz.gif) I'll be doing things differently. I'm not revealing anything too much yet, but I can give you guys a nice cave screen.

IPB Image
Do the borders look weird at the top? I can't find anything to seem fit.
IPB Image
Looks enticing...
IPB Image
Lets go kill some AwktohRAWKs!!

Also, like the different types of wood? This is my main reason I love the design so much icon_smile.gif


They remind me of a few cave shots that I made. I think there's too much variety with the floor of the cave. It's like putting too many sprinkles on a cake. I also think that the brick flooring looks unnatural for a cave. I also get some confusion in perspective when seeing those floor borders on different levels of the cave. Other than that, it looks pretty solid.

#671 Jared

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Posted 22 July 2011 - 04:22 PM

I actually got some inspiration from you icon_heh.gif
I already made the roads a bit better, and got rid of the boarders on the top. I also added pillars. It helped a lot.
Thanks Dawnlight icon_smile.gif

#672 Tree

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Posted 22 July 2011 - 05:19 PM

QUOTE(Jared @ Jul 22 2011, 03:22 PM) View Post

I actually got some inspiration from you icon_heh.gif
I already made the roads a bit better, and got rid of the boarders on the top. I also added pillars. It helped a lot.
Thanks Dawnlight icon_smile.gif

I thought you did get inspired by DL's screens. I don't really like how he makes caves either. They're not bad, but I like more simple cave screens like the ones in HoD. That's all.

#673 Marco

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Posted 22 July 2011 - 06:25 PM

Keep Classic Alive

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#674 Jared

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Posted 22 July 2011 - 06:29 PM

Wow, Furion. That is absolutely beautiful. I love the river coming out of the small cave opening icon_smile.gif But, the bottom right corner is technically open, if you can swim.
I look forward to playing it!
By the way, you need to PM me about that "thing". Remember?

Edited by Jared, 22 July 2011 - 06:31 PM.


#675 Moon

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Posted 22 July 2011 - 06:48 PM

QUOTE(Furion @ Jul 22 2011, 07:25 PM) View Post

Keep Classic Alive

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I must have this tileset when it's done. icon_drool.gif



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