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#721 Shane

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Posted 11 February 2015 - 04:22 PM

I like it Eddy. How many times do I have to say this how you use EZGBZ?

 

Though with the signposts, fences and dirt rubble... do you see the green pixels on them? Something that would help that retro GBC-style, even subtly, is to make the green on them brown. But regardless, I still think it holds some accuracy and faith.


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#722 Eddy

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Posted 12 February 2015 - 11:03 AM

Thanks a bunch! As for the green pixels, I am already aware of this, but haven't changed them just yet. I'll probably get to that at some point. Either way, thanks :D

 

 

Edit:

oOsDNNr.png

Ground floor of the Black Tower in the past.


Edited by EddyTheOliveira, 12 February 2015 - 01:19 PM.

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#723 Shane

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Posted 12 February 2015 - 04:04 PM

That looks really cool Eddy! The interior looks very ominous and important.


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#724 Demonlink

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Posted 12 February 2015 - 05:04 PM

Thanks a bunch! As for the green pixels, I am already aware of this, but haven't changed them just yet. I'll probably get to that at some point. Either way, thanks :D

 

 

Edit:

oOsDNNr.png

Ground floor of the Black Tower in the past.

ORACLE OF AGES NOSTALGIA! Yep, this looks pretty cool :D 


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#725 Eddy

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Posted 14 February 2015 - 09:28 AM

g18XTzM.png

 

The Black Tower Museum is completed! That big glass box on the bottom-middle used to have something in it, but I won't spoil what used to be inside it.


Edited by EddyTheOliveira, 14 February 2015 - 09:28 AM.

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#726 Avaro

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Posted 14 February 2015 - 09:44 AM

g18XTzM.png

 

The Black Tower Museum is completed! That big glass box on the bottom-middle used to have something in it, but I won't spoil what used to be inside it.

What a great idea to have the Black Tower be a museum in the present. It looks great as a map too! My only problem are the glass tiles themselves, because they make the insides hard to see. You should use more clean / less thick glass (just remove some of the white lines).


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#727 Eddy

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Posted 14 February 2015 - 10:00 AM

What a great idea to have the Black Tower be a museum in the present. It looks great as a map too! My only problem are the glass tiles themselves, because they make the insides hard to see. You should use more clean / less thick glass (just remove some of the white lines).

Thanks! And I guess that's true. I'll probably leave it the way it is for now and then edit it later on. Thanks for the suggestion though :D



#728 Demonlink

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Posted 14 February 2015 - 10:01 AM

g18XTzM.png

 

The Black Tower Museum is completed! That big glass box on the bottom-middle used to have something in it, but I won't spoil what used to be inside it.

Very nice and creative idea! :D So, as of your current progress, I'm suspecting you're going for a sequel to Oracle of Ages? Right?


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#729 Eddy

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Posted 14 February 2015 - 10:02 AM

Very nice and creative idea! :D So, as of your current progress, I'm suspecting you're going for a sequel to Oracle of Ages? Right?

Kind of. You can say it's a sequel to Oracle of Ages and The Legend of Amy Rose 2, so I guess both storylines will probably clash together in an interesting way (I hope). Either way, thanks :D


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#730 Demonlink

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Posted 14 February 2015 - 10:12 AM

Kind of. You can say it's a sequel to Oracle of Ages and The Legend of Amy Rose 2, so I guess both storylines will probably clash together in an interesting way (I hope). Either way, thanks :D

lyk dis


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#731 Limebeer

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Posted 18 February 2015 - 08:22 PM

This is very minimalistic right now, and is just a work in progress needing alot of details added,  but here's the first few map screens of my tower level sofar:

 

FnC9Sit.png


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#732 DragonDePlatino

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Posted 18 February 2015 - 08:48 PM

Well, detailing aside, you've got a good start here! All of your tiles blend together very well, and your color scheme looks awesome. From these few screens, I can get a general feel for the rest of the dungeon, and I can tell it'll be pretty awesome! There's no real constructive criticism I could offer yet.



#733 SkyLizardGirl

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Posted 18 February 2015 - 09:43 PM

zelda090.jpg  

  

*Double clicks image about 2 times to enlarge.*  

 

 

My undewater realm.  ^Very top right corner was where my first bubbly Mermaid screenshot came from for a screenshot contest abouts a week or 2 agos.

 

Tons of Overlayers had actually been added/corrected before i entered the older screenshot GIF for the contest

 

(Anyways, tons of underwalking pillar-layers & underwalkable 'long sunken sea- lake ruin blocks' also.)


Edited by SkyLizardGirl, 18 February 2015 - 09:52 PM.

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#734 DragonDePlatino

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Posted 18 February 2015 - 10:07 PM

Hmmm....I don't know...This is really good screen detailing as far as Classic maps go, but when you look at it from a distance there just isn't much going for it, you know? There aren't any landmarks that stand out, a lot of screens look very same-y and overall there isn't a very unified color scheme. Heck, even the original LoZ overworld had some unity to it. Notice how there are some large patches of green, large patches of red, big bodies of water, etc. Really, what I'm getting at is that you should probably focus more on your maps as a whole, and less on the screen-to-screen designing. Having a plan in place (even a terrible MS Paint sketch) works wonders for giving maps some unity.  :)


Edited by DragonDePlatino, 18 February 2015 - 10:08 PM.


#735 SkyLizardGirl

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Posted 18 February 2015 - 10:32 PM

Hmmm....I don't know...This is really good screen detailing as far as Classic maps go, but when you look at it from a distance there just isn't much going for it, you know? There aren't any landmarks that stand out, a lot of screens look very same-y and overall there isn't a very unified color scheme. Heck, even the original LoZ overworld had some unity to it. Notice how there are some large patches of green, large patches of red, big bodies of water, etc. Really, what I'm getting at is that you should probably focus more on your maps as a whole, and less on the screen-to-screen designing. Having a plan in place (even a terrible MS Paint sketch) works wonders for giving maps some unity.  :)

 

You don't automatically get access to certain areas anyways, till you get more scales in the game.*

 

A Scale is an item you have to obtain for each dungeon before the mermaid is able to dive yet in some areas from the start and then come up too the surface within other areas of the world maps.*  

 

Example:  The top right enclosed looking area with the pillars and blocks is as much as you get till you get along further to other dungeons on the overworld map.  

(Some areas you cannot access until you have a higher level- hammer or a Silver/green stone

smashing Zyphar Hammer.

 

All my maps concentrate heavily on secrets mainly.*  When you're such a tiny person on the overworld you won't really notice much of a 'confusing difference' underwater anyways.

 

Junk always falls too the bottom of the lakes, but always prevents conscious Persona's from passing by through except for some strange bizarre demon fish.'


Edited by SkyLizardGirl, 18 February 2015 - 11:21 PM.



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