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The Official Quest Screenshot Critique Thread


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#1021 Xenix

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Posted 09 October 2011 - 02:58 PM

Alrighty then. As I promised, here's an update. Is there anything wrong with the trees? I'm trying to get them to look as close to the big ones as possible.
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#1022 Jared

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Posted 09 October 2011 - 03:04 PM

It's very good! The small trees are better. But the palette makes the screen so boring, and dull. Either change that, or add some more color! icon_smile.gif

#1023 Mero

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Posted 09 October 2011 - 03:08 PM

The trees look more like large bushes. You can't see the trunk.

#1024 Xenix

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Posted 09 October 2011 - 03:17 PM

You can't see the trunk on the large trees either. so they should function better together without as much style clash.

Edit: Are you talking about the large trees or the small trees? if the small trees, then that's how they're supposed to look. if the large trees, then that's just how they were in MC.

Edited by Sepulcher, 09 October 2011 - 03:19 PM.


#1025 Bourkification

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Posted 09 October 2011 - 07:34 PM

The big tree is coloured wrong for that palette. I would say its because the tree you got from the other thread was designed for DoR palettes, not Pure Remembrance ones. Even though they are the same structure, the greens can be of different shades.

#1026 Xenix

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Posted 09 October 2011 - 08:00 PM

Hmm, ok. I'll check to see what I can do. also, Bourkification, you are also in my credits because of those tiles. It did jumpstart me. I am going to have to recolor some other MC tiles that aren't available on purezc. one set of them is in use on the ALttP grass. the MC grass. I had to sacrifice a green though, sadly. he/she will be missed.

#1027 Jared

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Posted 10 October 2011 - 03:24 AM

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Wait...does this ring a bell, anyone? Maybe from when I first joined?

... ... ...


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Hm...I wonder why!

Edited by Jared, 10 October 2011 - 03:27 AM.


#1028 Shane

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Posted 10 October 2011 - 03:41 AM

A major improvement! Well done! icon_biggrin.gif

#1029 Jared

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Posted 10 October 2011 - 03:44 AM

Thanks a lot, Shane! I'm going to change the roads a little, though. They seem a little funky to me. And boring. Any ideas?

Edited by Jared, 10 October 2011 - 03:46 AM.


#1030 Mero

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Posted 10 October 2011 - 08:16 AM

Here's my tentative SoTW 341 entry, and I was wondering how I coud improve it. What do you guys think?
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#1031 Ica

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Posted 10 October 2011 - 02:07 PM

That screen is great, blackbishop!
If you want to improve it, you should make the river a bit more natural and maybe break pattern on the trees over the left side.

Also, really like that Zelda II feel of the subscreen icon_thumbsup.gif

#1032 Cukeman

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Posted 10 October 2011 - 02:12 PM

QUOTE(blackbishop89 @ Oct 10 2011, 06:16 AM) View Post

Here's my tentative SoTW 341 entry, and I was wondering how I coud improve it. What do you guys think?
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icon_smile.gif

The top half of the screen is a perfect mirror image of the bottom half.
It will feel more natural if it isn't symmetrical.

#1033 Eddard McHorn Van-Schnuder

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Posted 10 October 2011 - 02:22 PM

QUOTE(blackbishop89 @ Oct 10 2011, 03:16 PM) View Post
Here's my tentative SoTW 341 entry, and I was wondering how I coud improve it. What do you guys think?
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This is a pretty bad screen in my opinion. First off, it's waaay too symmetrical, and the only thing that really makes it interesting is the fact that there seems to be some kind of cutscene going on. The design is outright poor and it looks very uninspired.

And look at that river. It's one straight line. It just seems like you decided that the actual screens design didn't matter because you'd have a cutscene going on, but in my opinion that's not how it should be done. All I can really say here is that you should design this screen like you would any other. Adding some curves to the river would be a good idea as well, and just switching up the way the trees stand in order to make it less symmetrical would also do it wonders.

Other than that, I do like the subscreen, and the scene does make me wonder just what is going on. It looks like you're doing a more story-based quest in the classic tileset, and I cannot applaud you enough for doing that. The lack of a story and driven gameplay is after all what made the original Z1 such a horrible game (in my opinion folks, put your swords to rest).


#1034 Jared

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Posted 10 October 2011 - 02:49 PM

IPB Image - > IPB Image

Old - > New

IPB Image - > IPB Image

#1035 Mero

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Posted 10 October 2011 - 02:57 PM

The screen is just something that I threw together with the resources I had, it's not from my quest at all. it's just me showing off my new subscreen, obvious lack of overworld building skills, and Cukeman's kickass Lizalfos sprites in case no one besides me Cukeman, and Radien actually read the Zelda 2 Enemies request thread. As for what's going on. Link is being ambushed at night by a Blue Lizalfos and his underlings. But I do enjoy hearing all you''rre feedback Robin. So this is what I learned...

1. Story driven gameplay is important.
2. Stop making things symmetrical for crying out loud.
3. Don't make a third of the screen a dense jungle.
4. And most of all don't make my rivers straight lines.

EDIT: Here's a new improved version. Also changed Link's tunic color from green to blue. and gave him some magic. icon_smile.gif
Is it an improvement?

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Edited by blackbishop89, 10 October 2011 - 03:35 PM.



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