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The Official Quest Screenshot Critique Thread


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#1261 Avaro

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Posted 08 November 2011 - 08:28 AM

Oh and by the way: removing that area on the right was not really nessecary. It looks cleaner now, but I think it was okay already icon_smile.gif

IPB Image or IPB Image
because many complained about the mountains I use. I'm not sure what to use.
And sorry for the quality

Edited by Avataro, 08 November 2011 - 08:39 AM.


#1262 Shane

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Posted 08 November 2011 - 08:43 AM

Actually while ago I re-added it and replace it something more clearer. But I shown that shot enough times so yeah. icon_razz.gif

Also 2nd matches the style and looks more in-depth with detail.

#1263 Shane

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Posted 08 November 2011 - 11:48 PM

IPB Image
Link plays a staring competition against the statue believe it or not the statue won.


Also ignore the unfinished subscreen I would love some suggestions on it though.

Edited by Shane, 08 November 2011 - 11:50 PM.


#1264 MoscowModder

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Posted 08 November 2011 - 11:56 PM

Nice temple screen. I like it.

Concerning the subscreen, I think you should make subscreen elements that sorta blend in with the theme... it's hard to say exactly what could do that, but here are some crazy ideas:
* Bright, single-color icons (maybe a brighter shade of the color used for the background 'text')
* A map decorated similar to the background
* An exotic (but readable) font that looks kinda similar to the background script

#1265 Jared

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Posted 08 November 2011 - 11:59 PM

That's amazing, Shane! I love how you always know what you're doing icon_smile.gif

But, why are your vines always symmetrical? Are they put there, or are they growing? Because if it's the latter, then they should be more randomly placed icon_smile.gif

#1266 Shane

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Posted 09 November 2011 - 12:06 AM

Thanks guys! MM, I'll keep these suggestions in mind. As for Jared, there sort of both, I feel like they hang around near light/water sources (windows, fire etc.) icon_razz.gif

#1267 Jared

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Posted 09 November 2011 - 12:12 AM

Well, if they're sort of both, then why are they ALL symmetrical?

#1268 Shane

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Posted 09 November 2011 - 12:20 AM

Because I'm not good at randomizing and it doesn't fit the feel of my temple. icon_neutral.gif

But, I'll ensure 80% of the rooms have randomized vines.

Edited by Shane, 09 November 2011 - 12:23 AM.


#1269 Lightwulf

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Posted 09 November 2011 - 02:48 AM

Awesome screens, Shane!

Here's one of mine I wanted critique on:
IPB ImageThe room to the left is big; that's why it opens up so. This is intended to be an open hallway.

Please note I made custom large pots:
A: With plants; B: With dried/old plants
C: Nothing inside; D: (these are the regular pots, put here for comparison)

1. Do the large pot tiles look okay?

2. What do you think of the screen layout?

2.5. Do the pots look okay without floor border going around them?

Edited by Lightwulf, 09 November 2011 - 02:52 AM.


#1270 Sheik

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Posted 09 November 2011 - 09:45 AM

QUOTE(Shane @ Nov 9 2011, 05:48 AM) View Post

IPB Image
Link plays a staring competition against the statue believe it or not the statue won.


Also ignore the unfinished subscreen I would love some suggestions on it though.

The plants on the wall should probably not be growing in perfect symmetry. I also wonder wether it might not look more interesting if the left and right parts of the rooms did not feature the same statue each but rather two different things.
Also, too many of those pillars in the dungeon. They are pretty tiles but you are using them (as it suggests from the screens you've posted) as though they were the hammer and everything else was nails.

That minor things aside, it's a pretty nice looking dungeon.

Edited by Yoshimi, 09 November 2011 - 09:46 AM.


#1271 Dawnlight

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Posted 09 November 2011 - 10:55 AM

QUOTE(Yoshimi @ Nov 9 2011, 08:45 AM) View Post

Also, too many of those pillars in the dungeon. They are pretty tiles but you are using them (as it suggests from the screens you've posted) as though they were the hammer and everything else was nails.


I think it's better to have the pillars otherwise, it would look more empty.

Anyway, well done with that dungeon screen Shane. You've surely improved with dungeon design. I like the overall feel and colors of that screen. To prevent your screen from being symmetrical, I say move those vines around icon_wink.gif.

#1272 Sheik

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Posted 09 November 2011 - 05:16 PM

I'm not suggesting to remove all of them, but I can't recall one screen of that dungeon that didn't have 4 to 6 of those pillars. It might get a little old after the first few screens when playing the quest.

#1273 Shane

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Posted 09 November 2011 - 10:42 PM

QUOTE(Yoshimi @ Nov 10 2011, 12:15 AM) View Post

The plants on the wall should probably not be growing in perfect symmetry. I also wonder wether it might not look more interesting if the left and right parts of the rooms did not feature the same statue each but rather two different things.
Also, too many of those pillars in the dungeon. They are pretty tiles but you are using them (as it suggests from the screens you've posted) as though they were the hammer and everything else was nails.

That minor things aside, it's a pretty nice looking dungeon.


Yeah I did randomize the vines last night I think they're good enough. As for the statues they're there for trigger purposes so yeah, it's a puzzle before the boss. Don't worry about the pillar usage, there are more screens without them. Thanks for your Criticism I'll take it into consideration. icon_smile.gif

QUOTE(Dawnlight @ Nov 10 2011, 01:25 AM) View Post

Anyway, well done with that dungeon screen Shane. You've surely improved with dungeon design. I like the overall feel and colors of that screen. To prevent your screen from being symmetrical, I say move those vines around icon_wink.gif.


Thanks! icon_smile.gif
QUOTE(Yoshimi @ Nov 10 2011, 07:46 AM) View Post

I'm not suggesting to remove all of them, but I can't recall one screen of that dungeon that didn't have 4 to 6 of those pillars. It might get a little old after the first few screens when playing the quest.


Yeah, I figured people would get sick of enemies behind pillars etc. So as I said, most of the dungeon will not have as much.

Edited by Shane, 09 November 2011 - 10:42 PM.


#1274 Neppy

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Posted 09 November 2011 - 10:45 PM

QUOTE(Avataro @ Nov 8 2011, 07:28 AM) View Post

Oh and by the way: removing that area on the right was not really nessecary. It looks cleaner now, but I think it was okay already icon_smile.gif

IPB Image or IPB Image
because many complained about the mountains I use. I'm not sure what to use.
And sorry for the quality

I dunno, the mountain tiles on the right always seemed a bit odd. The ones on the left look a little plain. Perhaps try Pure Enhanced Mountain Tiles? Those look nice, but really, it's all up to your own tastes, and what looks good to you, in the end.

#1275 Shane

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Posted 10 November 2011 - 08:48 AM

Last shot for a while now and just a little word of warning the two checkers are there for comparison because I can't decided witch:

IPB Image
After battling the mini-boss. Link stumbles upon a huge chest, an eye, two st- hey wait an eye!?
Oh no looks like another staring completion.


Randomized vines and no pillars! icon_lol.gif As you can see we get to see some of the enemies in this dungeon, Vires. I decided once you obtain the bow you can use it on that eye and activate the warp to the entrance. And yeah the Vires are purposely positioned with the enemy combo flags. Now, does the polished checkered tiles fit in do you think they should be replaced with the normal ones? Feedback is greatly appreciated, of course.

By the way I edited the checkered tiles to get a glassy/polished effect so don't expect them to be combo'd/uncombo'd in PR.

Edited by Shane, 10 November 2011 - 10:35 AM.



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