The Official Quest Screenshot Critique Thread
#1426
Posted 22 November 2011 - 03:22 PM
I didn't know a spin attack would 1-shot a Darknut, but then again, I was only thinking along the lines of the original Zelda game. Also, how is the ladder overpowered? Which do you think would work better without making things too easy, the ladder, or Roc's Feather? The feather would make things easier since you can jump over enemies, but it seems to help make more creative level design. The ladder can be used to make a safe spot against most enemies, but seems to limit it's natural uses to small thin bodies of water/lava/etc.
#1427
Posted 22 November 2011 - 03:25 PM
Whoa, a beach inside of a dungeon. I've never seen that before, now that's unique! Makes me wonder where it is. Do you step onto the boat and it's a direct warp to get in and out of the dungeon, or is there a raft path?
I didn't know a spin attack would 1-shot a Darknut, but then again, I was only thinking along the lines of the original Zelda game. Also, how is the ladder overpowered? Which do you think would work better without making things too easy, the ladder, or Roc's Feather? The feather would make things easier since you can jump over enemies, but it seems to help make more creative level design. The ladder can be used to make a safe spot against most enemies, but seems to limit it's natural uses to small thin bodies of water/lava/etc.
No feather either. Anyways would adding some rubble to the beach improve the screen?
#1428
Posted 22 November 2011 - 03:29 PM
#1429
Posted 22 November 2011 - 04:49 PM
Oh, I wasn't talking about putting the feather or ladder in your dungeon, I was just asking in general.
I don't know about the rubble. I kind of think the beach looks pretty good as-is. Maybe putting the rocks and stuff up near the wall so it looks like the sand was washed into the room from the ocean.
#1430
Posted 22 November 2011 - 05:52 PM
Edited by blackbishop89, 22 November 2011 - 05:53 PM.
#1431
Posted 22 November 2011 - 06:34 PM
#1432
Posted 22 November 2011 - 07:43 PM
Edited by blackbishop89, 22 November 2011 - 08:30 PM.
#1433
Posted 22 November 2011 - 09:20 PM
Edit - Also ,the middle of the pillar-wall thing in the second picture goes on layer 1 or 3, not 0.
Edited by Jared, 22 November 2011 - 09:21 PM.
#1434
Posted 22 November 2011 - 09:49 PM
I must admit though the walls lack decorations. I'm thinking of isolating some of the decorations in Section 5.1, and using those. But that at last will be tomorrows project.
Oh and the pillar wall thing is on layer 1 and 3 dude.
#1435
Posted 22 November 2011 - 10:16 PM
What do you see in temples? A big room in the enter, multiple floors, pillars and plants, as well as torches everywhere.
#1436
Posted 22 November 2011 - 11:54 PM
Nintendo isn't DaVinci either.
Speak for yourself. I'm a lot more impressed with the old 80s and early 90s video games than the majority of newer ones. Why, pray tell, would I opt to join a community modeled after modifying a game made before you were born?
Skyward Sword is out now (I think) and I would still rather play NES LoZ, ZII AoL, LTTP, or any of the Gameboy LoZs, or even watch someone else play them, than give one care about Skyward Sword. I love the classics. I LIVE for the classics. As far as I'm concerned, not even DaVinci had anything on Nintendo during that era of gaming.
So, eat it, I guess.
EDIT:
Well bb89 answered and said Spin Attacks, but, with enough practice you can fight them in Classic too, in a cramped space, without even having to move more than a tile or two, let alone need the Ladder.
Remember too that a rushdown assault works better on Darknuts better than a cautious one, in most cases. You could say Darknuts even punish caution, because you psyche yourself out waiting for "the right time to attack", and get hit when they suddenly change direction. The best way I found is to run up to them from the front, then lure them towards you a little, sidestep them (your favorite position to them should be in front of and sideways from them 1 tile diagonally whenever possible), strike from the side without knocking them backward, advance a little so they don't run into you, and repeat the attack 4 to 8 times and beat them in one fell swoop.
And of course, if Gibdos are paired with them, which they are in Level 8, you can kill them with Arrows while fighting the Darknuts with the Sword at the same time. There are also Bubbles in those rooms, and while the Bubble Jinx is annoying, it can often save your life, because it makes you invincible for half a second when it Jinxes you, and you can use that to phase through enemy Darknuts and prevent yourself from being boxed in and struck for two hearts. You'd rather be Jinxed than that, because the Jinx lasts like what, two seconds? You won't always find Hearts in dungeons.
So that's the insight I have to offer.
Edited by Schwa, 23 November 2011 - 12:09 AM.
#1437
Posted 23 November 2011 - 12:06 AM
Speak for yourself. I'm a lot more impressed with the old 80s and early 90s video games than the majority of newer ones. Why, pray tell, would I opt to join a community modeled after modifying a game made before you were born?
Skyward Sword is out now (I think) and I would still rather play NES LoZ, ZII AoL, LTTP, or any of the Gameboy LoZs, or even watch someone else play them, than give one care about Skyward Sword. I love the classics. I LIVE for the classics. As far as I'm concerned, not even DaVinci had anything on Nintendo during that era of gaming.
So, eat it, I guess.
I'm speaking about artistic value. And while it's not quite possible to say much objective things about art, I'd say DaVinci beats 8bit 16x16 3 colours Link any day it terms of skill, technique, anatomy, compostition, colour, atmosphere, message,... . The current SS impressionistic style is much closer to what I consider actual art than LoZ1 was, too.
"Speak for yourself." Of course I do, it's my opinion, for whom else am I supposed to speak?
Edited by Yoshimi, 23 November 2011 - 12:14 AM.
#1438
Posted 23 November 2011 - 12:44 AM
For some reason, after seeing the beach entrance, I think of a temple carved into a huge rock jutting out from the sea. If it wouldn't be too hard to throw together, how about having spots where the bricks are broken away and you can see solid rock through the holes? Shouldn't be too difficult, just copy a cave wall and the brick wall into Paint, erase a few bricks, and overlap them. Draw them back into ZQuest and it'll have taken about... 30 minutes tops? (As long as they use the same palette, but your beach sand seems to work just fine)
Yay! I just LOVE scripts! So, I'm going to guess that you're supposed to use the Baba Bud to jump to the lilypad, but then what do you use to propel it? Did you script a Gust Jar or something as well? (Imagines Link pulling an outboard motor out of his pocket and tying it to the lilypad)
And that, ladies and gentlemen, is exactly why I have NEVER finished the original 1st Quest. That room alone sent my death count into the hundreds. I always tried to just hide on the opposite side of the room, and shoot sword beams at them through the center blocks. Never worked. They'd eventually spread to my side of the room, and once I took that first hit, I was screwed.
#1439
Posted 23 November 2011 - 02:30 AM
Rip it to shreds.
#1440
Posted 23 November 2011 - 05:40 AM
Rip it to shreds.
Wh-what ARE you?? No human being could create something so sexy in ZQuest.
My favorite part about this shot is the fact that you use the BS mountain tiles better than I've ever seen them before. Second favorite part is the water shorelines. Very smooth.
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