QUOTE(Jared)
You put the walls too close to the middle. This leaves less room for things walkable.
QUOTE(blackbishop89)
Removed the 2 large plants and replaced most of the small objects with beachy objects. Anybody got volleyball net sprites.
Um... Wait a minute. What exactly was wrong with it the first time? The way I see it, in a dungeon there are two types of rooms: "Get from Point A to Point B", meaning crossing through it to reach another room, or "Get an item here, then leave", which is pretty self-explainitory. (There're more ways to make a dungeon, I know, but I'm simplifying this down so I'm not writing an essay here.)
If you're in a "Get from Point A to Point B" room, then I would agree with Jared. Having to squeeze through a crapload of decorations just to get to the next door is rather irritating. In that case, there should always be a fairly large area to move around. Also makes fighting feel more natural.
Right now, I see a single door, and a Rupee. No bombable walls (I hope. There should ALWAYS be a way to visually see if a bomb is needed. ALWAYS!!!), and I doubt the flippers are included in this dungeon, meaning the ocean route is not possible either. This means that this is a "Get item and get out" type room.
I don't know about you, but if I were playing this game, I would walk down to grab the Rupee, and realize I can't reach it. A quick visual skim of the room doesn't show any type of puzzle, so I would figure an item is needed to grab it. My first guess would be the Hookshot/Boomerang. If I don't have them, I would just turn around and leave, assuming this room to simply be a way to foreshadow what item I'm looking for.
This entire room, and my route is merely walk inside, turn around, and walk back the way I came. If that's going to be the case, then why not fill the room with stuff to make it look pretty? Since there is so little "practical" walking space, I liked the first one better. The unnecessary portion of the room were visually filled. I'm not going to be walking over there, so put whatever you want in there. After the change, in my eyes, it feels too empty.
Now, the way your dungeon appears to be built, I'm assuming that you can't walk in the water, right? If you can walk far enough in the shallows that you can travel to the left or right of the screen and reach a new room, then you should probably stick to putting decoration near the bottom-center. If the slanted area is just barely enough to keep you in here, then I just realized that a beach dungeon can have secret rooms by walking through the straightaway shallow waters. I am liking your beach idea more and more as I see it!
On another note, I like the graphics surrounding the Rupee. Is it meant to be a hole in the sand? I'm automatically thinking of some sort of monster, like those bugs that live in a pit and wait for smaller bugs to fall in. Or some monster like those Rupee-Likes from Minish Cap (Oh god, I hated those things. I never trusted a Rupee again. When I get around to getting Skyward Sword, I'm going to soil myself if those are in the game, this time in 3D...)
QUOTE(Bourkification)
*screenshot*
Wow... Just, Wow... I love Minish Cap's graphics. While I normally don't like the BS Zelda cliffs at all, you using them as though they were Game Boy/Minish Cap style cliffs, and it ACTUALLY WORKING looks awesome. It's familar enough that I see the geographical layout patterns I prefer, and it's different enough from the GB/MC graphics that it seems brand new.
Your subscreen looks very nice, like something I would want so see in a new handheld Zelda. (Why the hell don't we have ZC for handhelds?! Honestly, it would be awesome on a R4/DSTT card! I would never put it down!!!)
The ONLY thing I would possible change, if at all, is to move the two bushes on the right down a single tile. It would still work the exact same functionally, it's just that the single straight edge in an entire natural-looking and sloping Overworld screen stands out a bit too much.
Can you believe that screen looks so awesome, that the only complaint anyone has been able to muster is about a single set of bushes? And it's not even a major problem, just a petty little preference...
Edited by kurt91, 23 November 2011 - 03:07 PM.