The Official Quest Screenshot Critique Thread
#1471
Posted 24 November 2011 - 06:18 PM
#1472
Posted 24 November 2011 - 06:22 PM
Edit: It features a almost complete MC Link with hat
Edited by Sepulcher, 24 November 2011 - 06:23 PM.
#1473
Posted 24 November 2011 - 06:25 PM
What do you like about my screen?
#1474
Posted 24 November 2011 - 06:29 PM
#1475
Posted 24 November 2011 - 06:44 PM
#1477
Posted 24 November 2011 - 07:03 PM

This page needs at least one screenshot. The ground has little detail on it purposely.
#1478
Posted 24 November 2011 - 07:08 PM

Franky, I like the idea, but the brick tiles look strange, next to dirt in a natural cave like that.
Edit - The palette is also a little too dark. Especially with torches around! And kudos to you, knowing how to use those diagonal wall tiles!
Edited by Jared, 24 November 2011 - 07:14 PM.
#1479
Posted 24 November 2011 - 07:14 PM
Edit: Its called Dark Cave, its supposed to be that dark.


This is the entrance, it's not 100% finished, but that's the layout I'm going for. That stair way above is the end of the cave which will lead underground to a deeper and more dangerous place.
Edit: My monitor is really bright, hopefully it's not that dark on other monitors.
Edited by Franky, 24 November 2011 - 07:21 PM.
#1480
Posted 24 November 2011 - 07:26 PM
I'd find a replacement, or flip the base ones the MC caves comes with.
#1481
Posted 24 November 2011 - 07:28 PM
#1482
Posted 24 November 2011 - 07:30 PM
It's not too dark. Anyway, I like it. But, what's up with those stairs?!
I'd find a replacement, or flip the base ones the MC caves comes with.
#1483
Posted 24 November 2011 - 07:43 PM
Well, i decided to show what i've added so far. i'm still loading all of Linkus's tiles.

Very nice! I like the layout, and how they merge together
Care to pass on those vine tiles?
Edit - THE MC ENEMIES! ;D
There are no down stairs for the MC caves in pure remembrance. Otherwise I'd have already done that. Also I think these look better then the other down stairs tiles.
Just flip the up-stairs tiles, and put them on the bottom. They'd look better than that. I know they come with them.
Edited by Jared, 24 November 2011 - 07:45 PM.
#1484
Posted 24 November 2011 - 07:53 PM
Very nice! I like the layout, and how they merge together
Care to pass on those vine tiles?
Edit - THE MC ENEMIES! ;D
Just flip the up-stairs tiles, and put them on the bottom. They'd look better than that. I know they come with them.
Certainly! I'll PM you the tiles.
#1485
Posted 24 November 2011 - 09:10 PM
My sisters finally got to read this. You completely made their day, after I translated the honorifics for them. By the way, I think you used the wrong one, is there a Japanese honorific for "Evil Hellspawn of Satan himself"? These guys drive me INSANE!!
And now I can see him as a bearded, robed old man, clutching a twisted old walking stick and a laptop, atop the snowy barren peaks of a tall mountain... Weird. (Sometimes I really don't like envisioning EVERYTHING I read/hear. My old high school friends used to love torturing me with that. At least now I've learned how to eat a meal through ANYTHING!)
I read about them in the Daily Accomplishment thread. I'm amazed, and praying you don't nerf them too badly. I would love to play against intelligent enemies. Maybe you could use them for a boss fight. Be a nice change of pace having a boss be difficult due to AI rather than 1-hit kills.
I was tempted, when I first read that you were scripting the Octoroks, to post that I saw a concept video of them and give a link to a Flandre Scarlet video, just to be a smart-arse. It really says something that the reality is even more awesome than the practical joke.
-----
And now that my topic de-railing is over, back to the subject at hand...
I'm liking the idea to this dungeon more and more. Just how many rooms is the total thing, anyways? You still have the scripted doors? What are they supposed to do, again? The only thing I can think of is that the North-South screen transition on the right half of what you're showing looks a little odd. You know, how the sloped wall just vanishes into the unused solid space to the dungeon. Maybe you could put the rest of that sloped wall on the upper screen as well? It might look a bit odd in the northern room by itself, but it would clear up once you moved to the next room.
How did you do the lighting effects? Was it with layers, or individually-shaded tiles? I was thinking of something very similar a while ago, but was trying to think of the best way to do it. Although, if there's a separate layer exclusively used for shading and lighting effects, you may want to think of applying some to the wall-torches. It seems a bit odd that the flames on the walls don't provide any light.
By the way, the stairs you have now look more like a large version of the staircases set into the floor. If you don't want to change them, you could try using them away from the wall instead. If you do change them to the other ones, could you put up a picture of the new version. I'm having a bit of trouble visualizing what's being explained, and I don't have the tileset handy to check. (I've never used DoR before.)
Amazing. The way you have the man-made walls blend into the natural cliffsides look stunning, and I have never seen that attempted before that I actually liked. I'm thinking of copying your screenshot into Paint just to see how you drew it, and then copying that technique in my tileset. Would you mind? It's not your graphics I'd be "stealing", but just the technique for the stone/dirt transitions.
-----
By the way, could somebody explain to me how to quote screenshots in my post? It would be a lot easier than having to try to give a description for each one when I'm trying to point out which one I'm commenting on.
EDIT: I don't believe it. My crappy connection actually caused a double-post, within a single post. I just fixed it, but still, that was weird...
Edited by kurt91, 24 November 2011 - 09:15 PM.
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