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The Official Quest Screenshot Critique Thread


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#7861 Colin

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Posted 13 February 2021 - 08:38 PM

8w9VnFh.pngWl8Bkyn.png

 

I'm exploring creating a slot canyon, so a place that's almost like a cave but only because sheer cliff walls and is technically open to the sky above.

 

I like the dirt texture, but I'm yet to find extra details that are appropriate for this specific location. The idea being is the area is constantly under threat of both sandstorms and rainstorms which cause floods. Seashells/coral will be good to start. The odd piece of wood debris will be useful too because there will also be derelict boats in the area as well.

 

I'm exploring also mixing the LttP/GB structured mountains, using GB for sheer walls but LttP for sloped walls.

 

Edit: I'm also aware of the pixel continuity error in the top left corner.


Edited by Nuvo, 13 February 2021 - 08:40 PM.

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#7862 Mitchfork

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Posted 14 February 2021 - 08:05 AM

I didn't expect to like the mix of perspectives but it kinda works. If you're going for an open air vibe I think a brighter palette with some dark regions in the shot would capture the sense of natural illumination.

#7863 Mitchfork

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Posted 15 February 2021 - 12:27 AM

SPxq7DU.png

 

Already decided I wanted a different vibe from my SotW entry and altered the palette to make something a little greener and subdued.  Some extra screens of the path leading up to it too.  Might play with the details some more still, too - might want to use those statue/wall decorations in a different locale... but good enough for now.


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#7864 Colin

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Posted 17 February 2021 - 02:10 AM

Excellent work as always Mitch. I don't really have any critiques for it. I wonder if there are a bit too many ground details, but also it's a style I think that works so I don't know if I see a need or reason to change it.

 

I've got two more:

pOvZ3tf.png0Na6uvz.png

 

from the same area as before. Tactical foliage to cover lack of transition tiles I can't be bothered to make. I may have to delete the screen with all the water in it is it may be structurally impossible with a prospective neighboring screen but we'll see.


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#7865 Sheik

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Posted 17 February 2021 - 07:40 AM

It's great to see some of your work again, Colin aka Nuvo aka Strato. I have no complaints; I applaud you for keeping the screens this open without them feeling empty.



#7866 Colin

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Posted 22 February 2021 - 09:45 PM

Continuing on, this screen's a bit of a proof of concept at this point and probably a candidate for a title screen.

 

tiRdnJw.png

 

I wanted to see if it was possible to create an arch with these graphics and how it would look. It looks alright. Given that it's sort of a striking set-piece of the location, I probably want to make something a bit more custom, but it's a start.


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#7867 Sheik

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Posted 23 February 2021 - 12:05 AM

It's definitely a good start. I keep wondering whether it would look better if the lowest level merged with the surrounding mountains to the left and right. I feel like it would still look like an arc but a little less standalone-ish.


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#7868 Colin

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Posted 23 February 2021 - 08:05 PM

QpAsGus.png

 

This screen was very hard to make, but it's getting closer to what was in my head. I need to draw a few transition tiles and I think it'll look pretty cool after that.


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#7869 Sheik

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Posted 24 February 2021 - 02:42 AM

Yeah, this is quite a bit better I believe! I think the screen is good as-is now, but if you want to tinker around with it some more you could consider making the mountains and the water in the upper half of the screen touch directly (i.e. without sand/beach between them).

Have you per chance built a couple screens surrounding this one? I'd be interested in seeing how this merges into the map overall, if you feel like sharing.


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