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Screenshot of the Week 777

Architect Abdiel Anthus BigJoe Feenicks

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Poll: Screenshot of the Week 777 (33 member(s) have cast votes)

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#1 Taco Chopper

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Posted 01 May 2023 - 08:59 AM

Architect Abdiel
ArchitectAbdiel.png
Kudjo traversing Castle Town to kill the Sage of Light.

Anthus
Anthus.png
Here's something really old for SotW 777!

BigJoe
BigJoe.png
Tiles provided by Valerie. Im just having fun x.x

Feenicks
Feenicks.png
Screen 38 [with some changes]


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#2 FieryBirdyThing

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Posted 01 May 2023 - 01:36 PM

I voted for Feenicks. It just seems rather pleasant to look at, especially with that nice colour palette.



#3 Blackpaintbowser

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Posted 01 May 2023 - 03:15 PM

I voted for the first one, because you play as a lynel 



#4 Colin

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Posted 01 May 2023 - 10:46 PM

Architect Abdiel - the screen design is nice and I like the blues and greens in the palette a fair amount. I think the detailing of this screen is sort of in an awkward middle ground where the GB-style hard edges between textures (i.e. between the stone path and grass) sort of don't work for me. I personally think also a non/minimally detailed dirt texture would work better than the gritty speckles. I don't really like the black outline that serves as the boundary between grass and water, especially because it's used inconsistently (not in the top-left corner). I also think the double chimney on the long building looks a bit odd.

 

Anthus - the graphics here are from an LttP demake right? Neat in concept and the screen design is fine. I really don't like the trees, they're super mismatched; not sure if they came from the demake as well.

 

BigJoe - I like it. The lion statue doesn't fit super well stylistically and the waterfall is too short, probably on both the top and bottom, but I really like the dodongo and the burned out shrubs.

 

Feenicks - neat homage/recreation; I was able to tell where it was supposed to be even before I read the description. I kind of don't like the palette too much, primarily around the blueish grass I think. Also I don't personally like that the dirt color is used as the highlight color in the grass and bushes, though I acknowledge this is probably for palette efficiency.

 

Everyone's screens this week had overall good design/structure/layout. I think for me the thing most of these screens don't have is an interesting unique detail/wow factor that sets that specific screenshot apart from others. The closest to this was the dodongo in BigJoe's screen so I'm voting there. Maybe that dodongo's been around and I've been living under a rock but I've never seen it before and I think it's neat.


Edited by Colin, 01 May 2023 - 10:57 PM.

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#5 Anthus

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Posted 01 May 2023 - 11:47 PM

Null'd, but probably would have went with Architect Abdiel's for this week. I like the palette, and the sort of atypical screen layout. Feenicks also has a nice palette, and Bigjoe's is a nice blast of nostalgia, and I wish the BS set got more love these days.

 

Anthus - the graphics here are from an LttP demake right? Neat in concept and the screen design is fine. I really don't like the trees, they're super mismatched; not sure if they came from the demake as well.

 

Yep they are. The trees are actually custom, but I agree they kinda don't fit in here. (I was curious to see reactions to this screen in the modern ZC era since it is almost a decade old, and it is uh... yeah I can see not everyone liking everything about it :P)


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#6 Architect Abdiel

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Posted 02 May 2023 - 01:58 AM

I agree with you on my screen Colin. It’s a bit rough to be honest. I’m still trying to figure out the best way to handle a Castle Town in GB. I’ve learned that base GB is not really made for castle towns. Which makes a lot of sense since the closest GB Zelda’s came to that was with Onox Castle (?) and Ambi’s Black Tower.

But those were a different atmosphere than what I was going for. I’m thinking maybe I have been trying too much to get a Castle Town look and not enough time making it look like GB Zelda like my other areas.
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#7 Twilight Knight

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Posted 02 May 2023 - 05:24 AM

I voted for Architect Abdiel. The large house is a bit odd, but overall it looks great and adheres to the GB style

The others are neat too. Always like seeing custom graphics and pleasant designs.



#8 Colin

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Posted 03 May 2023 - 02:16 AM

I agree with you on my screen Colin. It’s a bit rough to be honest. I’m still trying to figure out the best way to handle a Castle Town in GB. I’ve learned that base GB is not really made for castle towns. Which makes a lot of sense since the closest GB Zelda’s came to that was with Onox Castle (?) and Ambi’s Black Tower.

But those were a different atmosphere than what I was going for. I’m thinking maybe I have been trying too much to get a Castle Town look and not enough time making it look like GB Zelda like my other areas.

If you're going for a castle town, I think your screen has way too many natural elements, some that spring to mind:

  • Three types of trees, I'd just use the one type seen in the top-left corner or at least replace the palm tree.
  • Cliffs as the soul source of elevation. If there are elevation changes in a castle town, I would expect stuff like retaining walls to sort of tame the natural landscape in various places.
  • Mostly natural-seeming water formations. In a castle town, I would expect at least a little bit of human intervention in the water formations such as nearby pavement, rerouting it, or a something like a water wheel.

Just based on the shape of the cliffs and water, this screen feels as though it's completely out in the open. It really doesn't feel like it's enclosed within walls.

 

For some inspiration, I gave a shot at making an urban-seeming area using unedited Z4 graphics and this is what I got out of it:
Z4_-_Organized_Tiles.png

 

The castle wall graphics from LA can be used in lots of ways:

  • Larger multi-story buildings
  • Defensive city walls to box in the city
  • The castle, separated from the city
  • Elevation. You may be able to mix cliffs and castle walls together in the same cliff formations to imply bricked retaining walls holding back natural cliffs. Mitchfork and Sheik I think have done this in Crucible Crest, though I would probably keep it simple and just use bricks for tamed elevation

 

I think the base GB graphics are perfectly capable of making a castle town, if maybe a tad lacking in variety of scenery (I tried for a solid 20 minutes on that screen to add an outdoor stall of some kind but only got something halfway workable).


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#9 Anthus

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Posted 03 May 2023 - 02:45 AM

I'm gonna see if I can make a truly unhinged screen for SotW 778


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#10 Architect Abdiel

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Posted 05 May 2023 - 05:22 PM

Spoiler


Been working on making my castle towns look more like castle towns, thanks to seeing Colin's creation.


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#11 Taco Chopper

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Posted 16 May 2023 - 02:50 AM

With 39.29% of the vote, the winner of Screenshot of the Week 777 is Architect Abdiel!

ArchitectAbdiel.png
Kudjo traversing Castle Town to kill the Sage of Light.
 
Thanks to everyone who submitted for SotW 777, as well as everyone who voted or gave feedback!
 
Voting totals:
  • Architect Abdiel - 11 (39.29%)
  • Feenicks - 8 (28.57%)
  • Anthus - 5 (17.86%)
  • BigJoe - 4 (14.29%)




Also tagged with one or more of these keywords: Architect Abdiel, Anthus, BigJoe, Feenicks

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