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The Official Quest Screenshot Critique Thread


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#796 judasrising

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Posted 12 August 2011 - 06:55 AM

QUOTE(Midnight_King @ Aug 12 2011, 08:30 AM) View Post


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Thanks Dawnlight! I based the colour scheme around A Link to the Past's Eastern Palace.
Also basing the tile selection and basic design on that too.




Hi

I really like those screen`s and the vines on the wall icon_smile.gif


#797 Ica

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Posted 12 August 2011 - 01:38 PM

i like it, MK, keep up the good work icon_biggrin.gif

Also those dark boarders actually fit now icon_wink.gif

#798 Sheik

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Posted 13 August 2011 - 10:51 AM

Midnight_King, those are quite nice dungeon shots. Like Dawnlight I like the palette.
I can imagine shallow water looking really good along the other tiles, so you might try to have a pond of water here or there if it fits in the dungeon. Ropes might also fit nicely in the dungeon's theme (and should be fine as they are weak enemies and this looks to be an early dungeon with those stalfos in the second room).

However, I don't like the layout of the first room. If you want something a little more fancy you could try a plus-shape. The "T" shape doesn't add to the composition much as is. If you maybe made the bottom left and right conors perfectly rectangle and removed one torch on both sides it wouldn't look as cramped anymore. Also, if you want to stick to the "T" shape, I recommand to add two rows of borders (those that appear in the black space) on both sides of the upper half of the screen. The way the borders are twisting and turning looks too complicated and distracts from the important features of the room. Especially with elements such as borders it's important to keep it simple, as their only purpose is to support the screen (make it look polished and harmonic), not to draw attention.

Edited by Sheik91, 13 August 2011 - 10:52 AM.


#799 HollowKnight

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Posted 15 August 2011 - 09:16 PM

I cleaned up my SotW entry using some of the criticism I got. Is it an improvement?
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Personally, I feel it is a little empty right in front of the temple, but that just might be my tendency towards clutter.

Edit: Here it is with some cobble in front of the dungeon.
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Edited by HollowKnight, 15 August 2011 - 09:23 PM.


#800 Moo2wo

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Posted 16 August 2011 - 10:00 AM

Here's the main problem I see; you have a rather large temple just plopped down in the middle of nowhere, with no path leading to it or anything. In my quest, I have two whole screen devoted to the first temple's entrance.

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The first screen has a stone path leading to the temple as well as a statue of a fairy, while the second screen has the actual structure. The problem is you're trying to cram all of this into one screen, but you can't successfully because of some other elements on it. I think if you moved the mountains up a few tiles, made them shorter, and got rid of the enemies you'd have some more room to work with. Paragraph 2 of Screendesigning 101 illustrates the mountain-height thing very well; it would look way more appealing if you divided it in two. The last thing is your screen's kind of symmetrical. Maybe if you replaced one of the mountains with a clump of trees...

Regardless though, it is definitely an improvement over your SotW entry. It's a nicely detailed screen that could just use some work. icon_smile.gif

Edited by Moo2wo, 16 August 2011 - 11:19 AM.


#801 HollowKnight

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Posted 16 August 2011 - 11:06 AM

Alright, thank you for the detailed criticism! Looking at your screen, I can definitely see the advantage of having the mountains shorter. I originally had cobble paths, but they made the screen look to crowded, but If I do as you said with the mountains I will definitely be able to fit in a path with ease! I think it's probably a good time to go back to the Screendesigning 101 thread, thanks for reminding me icon_smile.gif

Also, those screens are very nice. The are well detailed with large amounts of walk space, and the mountains are done perfectly. It would be worth considering have some more plain grass tiles here and there, when combined with good detail on other tiles it can look very open, uncluttered, and very aesthetically pleasing. Just a thought icon_wink.gif

#802 Twilight Knight

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Posted 16 August 2011 - 11:16 AM

I like the cobblepath how it was in your SotW entry. I agree with Moo2Woo on how changing the mountain can make the screen look even better. I think some of the old details should be restored, but I wouldn't add in flowers on sand personally.

I like your screens a lot as well, Moo2Woo, but I think the path tiles are plain ugly, I never liked them. Besides that I think the palette is too, how you call that, saturated or such? Looks absolutely awesome otherwise.

#803 HollowKnight

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Posted 16 August 2011 - 11:43 AM

Alright, well I didn't catch that comment on flowers in time but I did re-introduce the cobble paths. Although I moved the mountains up, the stupid part of my brain decided to fill the space with palm trees. icon_wacky.gif Tell me what you think.
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Here it is with rain.
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#804 Obderhode

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Posted 16 August 2011 - 12:01 PM

HollowKnight, I think both shots look quite impressive. I only have two small concerns. One is that in the second screen, when you add all the rain, it's a bit much, although this may be due in part to not seeing it animated. Next suggestion is just remove the flowers, it looks odd being there and I think too much worry can sometimes be placed on cluttering the screen with detail.

Overall, looking great!

#805 Moo2wo

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Posted 16 August 2011 - 12:24 PM

I think it looks fine now. That's a big improvement, actually. icon_smile.gif

Also, I wasn't really looking for critique on those screens, but I'll take it into consideration. I guess with the palette you either love it or you hate. I, personally, am happy with it. icon_shrug.gif


#806 HollowKnight

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Posted 16 August 2011 - 12:38 PM

Alright, last update. Removed the little flowers and minor palette adjustment. Thanks for all the help!

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#807 ElLibertador

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Posted 17 August 2011 - 08:32 AM

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I've been messing around with some stuff lately and I think I'm going to make a quest. The screen design is unimportant to me because it probably won't stay.

Things I plan to change:
-The bushes will be leafier.
-Grass change.
-I don't know.

#808 Master Maniac

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Posted 17 August 2011 - 08:48 AM

Rafael: good screen design, but that underbrush seems fairly low detail in comparison to the trees and such.

Then again, there isn't a very huge selection of detailed underbrush around. DoR has some, but I think even that could use more detail.

Still, this is a very solid screen. Good design icon_razz.gif

#809 Sheik

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Posted 17 August 2011 - 09:38 AM

In Evile's MZC tileset, there's forestbrush with a nice leafy texture. Linkus made them I believe. Those might look woderful along your tiles. I like the grass texture very much. However, the shadow cast by the trees is to low on detail and the trees themselves might be too big.

#810 Lightwulf

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Posted 17 August 2011 - 12:11 PM

Rafael,

I don't know if others would agree with me on this, but I think it would look better if you used (and/or created) some tall grass tiles that are diagonal so that the tall grass isn't so blocky.
Also, I would make some new tiles by taking the corner tiles for the underbrush and overlay them over tall grass. Doing this will help with the flow of tall grass to underbrush so that there won't be those small gaps there.

Edited by Lightwulf, 17 August 2011 - 12:12 PM.



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