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#1141 peteandwally

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Posted 29 October 2017 - 10:57 AM

That overworld colormap seems a bit washed out. With richer colors for sprites, it might balance, but once you clear a screen it's very faded. Consider some recolors to balance things.



#1142 ywkls

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Posted 29 October 2017 - 10:20 PM

I hadn't posted anything here in a while, so here's a map from one of my expo entries.

I should note that the area in question doesn't look like this in the copy that's available with the expo, because I want to finish making these adjustments before updating it.

 

Brinstar Revisited

 

I still have a lot to do, but this part's done.


Edited by ywkls, 29 October 2017 - 10:26 PM.

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#1143 Moonbread

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Posted 06 November 2017 - 04:27 PM

I've had a classic quest idea on the backburner for a while that I couldn't seem to just get momentum on, suddenly NoeL happened and I felt like trying again

 

Spoiler


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#1144 Sheik

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Posted 06 November 2017 - 04:35 PM

Looking good! So what is this classic quest idea of yours all about?


Edited by Sheik, 06 November 2017 - 04:36 PM.


#1145 Moonbread

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Posted 06 November 2017 - 04:47 PM

Alright, get this.  You get a wooden sword from this old man in a cave, right?  And then you just kind of wander around killing monsters, and sometimes you even find these golden triangles at the end of dungeons scattered across the world.  Once you have all of them, you can go fight this pig warlock guy, Ganon.  I call it... The Legend of Zelda.  Pretty fuckin' dope, right?

 

(Yeah basically I've wanted to make something that feels like Z1, where you can just go anywhere you want, no real sense of direction from the get-go.)


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#1146 Sheik

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Posted 07 November 2017 - 10:47 AM

And here I was thinking you were bringing back something from the era of Classic Blaman quest projects.



#1147 Moonbread

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Posted 07 November 2017 - 04:32 PM

I keep suffering through different symptoms of a cold these past few days so I think I'm done for the day, and also dunno how much more of the overworld I'll show anyway because you know, should probably keep most of it unknown to everyone.  Progress depends on how much I feel like working on this while I work some busy-ass weeks at work.  A loooot of doubles cuz people have been quitting/no-showing.

 

Spoiler


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#1148 Architect Abdiel

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Posted 10 November 2017 - 01:41 PM

An EZBZ thing.

Spoiler


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#1149 ywkls

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Posted 12 November 2017 - 01:04 AM

I think I got all of the weird Z1 tiles removed from my backgrounds now and have finished completely revamping much of the appearance of one of my expo entries.

 

My main question for feedback on this, is should I get rid of the strange flashing red effect for hot areas? In a lot of places it conflicts with the existing backgrounds and makes them hard or impossible to make out. I've already removed them in a few places where I dislikes the effect too much.

 

Anyways, here's the map. (Very large image incoming.)

 

Norfair Reborn

The strange dark spaces are the continue screens for their respective DMaps.


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#1150 Sheik

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Posted 13 November 2017 - 01:45 PM

C9O1f6B.png


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#1151 Geoffrey

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Posted 13 November 2017 - 03:32 PM

That is far and away the best iteration yet. The orange palette is gorgeous, too.



#1152 Sheik

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Posted 13 November 2017 - 03:36 PM

Thanks! I do feel that the forest still is somehow lacking. While forest screens usually are the easiest to design I just don't seem to get the Zelda 1 lost woods down properly. I may have to resvist the area later on but for now there's a start.



#1153 Geoffrey

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Posted 13 November 2017 - 03:52 PM

Our own works always seem imperfect to us. I honestly can't see anything I'd change, but perhaps a misty overlay a la NewFirst?


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#1154 Architect Abdiel

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Posted 13 November 2017 - 04:04 PM

Spoiler

 

 

For comparison...

 

 

Spoiler


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#1155 Sheik

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Posted 14 November 2017 - 10:37 AM

Our own works always seem imperfect to us. I honestly can't see anything I'd change, but perhaps a misty overlay a la NewFirst?

I tried a forest overhang but did not like it. I might try out a misty overlay.




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