-Strike
Edited by strike, 14 April 2017 - 12:40 PM.
Posted 14 April 2017 - 12:40 PM
Edited by strike, 14 April 2017 - 12:40 PM.
Posted 15 April 2017 - 03:14 AM
Hm. I actually think those house properties up top look better with all the same trees in a row. I mean, on one hand, nature is generally random, so normally a setup like that could look amateur. But when designing town areas, you'd expect to see a more systematic approach, so a setup like that could make it look like people planted them in an intentionally orderly fashion when they were building their town.
I also like the new coloring on the buildings. Before, with the roofs being the same color as the walls, they looked like brick ledges descending into giant pits. Now they look more like rooftops.
Posted 15 April 2017 - 04:19 AM
It is still not a "Polaris" and there are a few minor things that are bugging me a bit, but in general this map looks really, really good, keep up the great work!
Posted 15 April 2017 - 08:51 AM
Posted 15 April 2017 - 10:03 AM
I'm not sure if this has been mentioned, but try using a real palette instead of the standard one. It will look much nicer.
Posted 16 April 2017 - 08:33 AM
Hm. I actually think those house properties up top look better with all the same trees in a row. I mean, on one hand, nature is generally random, so normally a setup like that could look amateur. But when designing town areas, you'd expect to see a more systematic approach, so a setup like that could make it look like people planted them in an intentionally orderly fashion when they were building their town.
I also like the new coloring on the buildings. Before, with the roofs being the same color as the walls, they looked like brick ledges descending into giant pits. Now they look more like rooftops.
Oh lord. I can accept that because I like the look of it better than when I just threw the trees around. This is intended to be a Hyrule that has been taken over by Ganon though. xD Where the people of Hyrule have been forced to live wherever they can, as Castle Town, the northern area has been taken over. Granted, that story is told through the various lore found in books, paintings and words than necessarily the world.
Yeah, I was putting a lot of interest in the color usage when I did this. I always got props in art classes for creating things that were both beautiful and creative.
It is still not a "Polaris" and there are a few minor things that are bugging me a bit, but in general this map looks really, really good, keep up the great work!
The biggest thing I find as eh is the ranch. Considering trying to center it. And probably decorate it Kind of even considering condensing it, but don't know if it's really a big enough issue to go through the struggle of redoing the area when I want to continue onto one of the other 15 areas. Also, not sure about the water color on the top of the screen.
This map is so much better -___- Honestly it is just way, way better. You did a great job. Hopefully you can tell the improvement. I think your work really, really paid off.
-Strike
Thank you. I kind of just kept doing everything the way I did everything else. Dropped the dark green designs on the ground, and let those decide how to decorate the area. I feel greater confidence for every future area, except perhaps the desert. But I think I can even figure out things with that too. If not, I'll just let the desert be kind of little, so it'll be a brief experience.
I'm not sure if this has been mentioned, but try using a real palette instead of the standard one. It will look much nicer.
Yeah, I have done that in the other underground areas. I just really liked the way the green was popping in this palette.
Gah. Trying to create sentences with a broken key is difficult. Friggin letter between l and n.
Edited by Maikeru D. Shinigami, 16 April 2017 - 08:34 AM.
Posted 17 April 2017 - 11:21 PM

Posted 18 April 2017 - 04:35 PM
Behold! The Northern part of the entire Lydian Overworld of Hylian Legacy. Such an almighty map this would have been...
To the Northwest: Mountain Base
To the Southwest: Twila Forest
The center: Lydian Grasslands
To the Southeast: Decora Village and Sacred Woods
What would have been in the Northeast: Edlen Highlands and Edlen Falls.
Posted 18 April 2017 - 06:02 PM
So...
More this, less random trees.
Seems like you're using CSet 5. That really makes it look off. Have you tried a different palette?
Posted 19 April 2017 - 05:34 AM
You know that there is a map of the month contest? Or do you seriously think that all these great maps wouldn't be good enough for it?
Posted 19 April 2017 - 05:59 AM
Posted 19 April 2017 - 07:47 AM
So, I went through and edited every screen, and got this.
Still kind of so so on the desertish area. But I at least think it's workable.
Oh dear. I wasn't sure if I should break the ice or not but while I do like what you tried to do here with multiple elevations and a vast field with loads of content... I can't help but feel slightly disappointed that it's been hindered by a lot of errors, mostly with the mountains. The mountains do not follow any sort of logic most the time that I'm going to have to circle the issues I found. Here would be a "list" of mountain errors I found. If you have any sorts of question regarding why these are errors feel free to ask because I really would like to see this map become completely flawless since it has such interesting shape and features. It screams potential but the mountains not keeping consistent is so disorientating. Now, to the lesser problems:
That should be it, I think. I can think of other things but those are more picky preferences. Your map certainly shows a unique style and I wouldn't personally want this to be a "Polaris" as Naru puts it (I'm flattered BTW) but I'd like to see you iron out a lot of the errors and oddities. Great effort though regardless. Certainly more effort and work I've done as of late.
Demonlink: Great map. I'm a little sad to see you've moved on, but I felt the same way with Sanctuary Tree.
Matthew: A little hard to see, but I've seen this map before minus the new area. Looks amazing! Keep it up.
Posted 19 April 2017 - 08:38 AM
Seems like you're using CSet 5. That really makes it look off. Have you tried a different palette?
Looking into it now actually. I wanted to just go through each palette and check them out. The issue I had is that none of the colors were changing while I was trying to change the palette with F4. Is there a reason for that?
Oh dear. I wasn't sure if I should break the ice or not but while I do like what you tried to do here with multiple elevations and a vast field with loads of content... I can't help but feel slightly disappointed that it's been hindered by a lot of errors, mostly with the mountains. The mountains do not follow any sort of logic most the time that I'm going to have to circle the issues I found. Here would be a "list" of mountain errors I found. If you have any sorts of question regarding why these are errors feel free to ask because I really would like to see this map become completely flawless since it has such interesting shape and features. It screams potential but the mountains not keeping consistent is so disorientating. Now, to the lesser problems:
- This is a dungeon palette, I'd advise using a proper overworld palette. Many PureZC members have worked on wonderful palettes (near the bottom of the palette index) that would work perfectly. I'd suggest "Green Hyrule". Be advised that this might require some extensive work but I'd say it's worth it.
- The tree placements feel blocky and unnatural. Even if it's owned property, I think it should be more natural. Add some trees in the middle rather than leaving empty space between each.
- The waterfalls look like they're falling from the sky then from the castle walls unless this intentional.
- I'd say the dirt-sand transition section should either be purely dirt or sand. It's a bit too noisy otherwise. Also the pots are a little jarring.
That should be it, I think. I can think of other things but those are more picky preferences. Your map certainly shows a unique style and I wouldn't personally want this to be a "Polaris" as Naru puts it (I'm flattered BTW) but I'd like to see you iron out a lot of the errors and oddities. Great effort though regardless. Certainly more effort and work I've done as of late.
I believe I see what you are saying with the mountains actually. Correct me if I am wrong. But basically the issue would be that the mountains suggest different elevation levels. Such as, mountains are being placed above mountains of the same height. Which would be a pretty simple fix by just going back in and turning those areas into grass or sand depending on the surrounding environment. Elevation has become more readily apparent as I have worked on the interior of Lon Lon Ranch. As on smaller screens, I began to notice how odd different elevations on floors looked when done incorrectly. If I missing anything else, let me know.
There is one circle I would like to ask about though.
1. The circle above the water on the right side. I do see how it looks odd, but not exactly how.
I believe I see and understand how to fix all the other mountain issues.
Basically. have to refer to what I said to Dimentio here. In that the palette switching wasn't changing colors for me. I am fine with the work to work on the colors.
I'll take that into mind and see if I can add some to fix that.
I actually intend to take out the waterfalls entirely. Whilst ironing out the story and lore, I have realized that there is no reason for there to logically be waterfalls flowing down the walls of the ruined Castle Town. I see what you are saying though. Since if they were flowing down the walls, they should actually stop at the base of the walls.
Heh. Pots, jarring. Jokes aside. I'll try out other transitions.
Thank you by the way. I was going for an open world Dark Souls style for this quest. Granted the Dark Souls inspiration will probably be more visible in the areas to the sides. When the maps become smaller but more designed in the interest of traversal, complexity and shortcuts.
0 members, 1 guests, 0 anonymous users