QUOTE(Sheik91 @ Jul 22 2011, 07:46 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.
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

3. I thought about it too. Maybe I'll just stick to Moblins and Keese.
QUOTE(HollowKnight @ Jul 22 2011, 11:29 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.
Actually the lighter wood is above! Don't you see it?

And it'm going to scrap the borders, maybe. I need to find fitting ones.
QUOTE(Keiichi123 @ Jul 22 2011, 11:39 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.
I don't really understand. I admit, did throw some tiles around, but I'm fixing it