Screenshot of the Week 244
Posted 06 January 2009 - 09:41 AM
I've decided to use those MC portals as a switch mechanism. Each color needs someone different. For example; red needs blocks, blue needs bombs, and yellow just needs to be stepped on. Oh by the way, do you like my subscreen?
I hope this place won't collapse on my head when I blow up that wall with a bomb that is surely hidden under one of these piles...
There you go, sorry everyone, for this being late.
Posted 06 January 2009 - 11:35 AM
A solid shot with some good detail. I'm not too fond of the random stone tiles in the ground, and I find the dirt tiles feel out of place with the shot, IMO. It seems a little empty, too. (Specifically, where the stone tiles are.) I would add some people, considering it seems like a town.
This shot is nicely designed. It looks clean, but detailed and the custom work is very well-done. It seems a little empty, though, for a dungeon shot. I would add some enemies and maybe some more to the floor. Other than that, I really like this shot. *Vote*
It's pretty good, but I can see more being done with it. I would try to make the room less square, and add some more colour and enemies. To me, it doesn't seem like much is going on, so I would try to make it a little more active.
Edited by Blaman, 06 January 2009 - 11:36 AM.
Posted 06 January 2009 - 04:02 PM
Posted 06 January 2009 - 04:18 PM
Nice palette, design, tiles, and all that. You've heard it all before.
I see you fixed those walls and went with them MC Things for switches. Still great.
That's average at best. It's boring, hardly any outstanding detail at all. It's also too square for its own good. The beam of light from the door to the wall looks awful, why would it extend all the way there and be perfectly square? The boulder sitting in the middle of the room is pretty random, seems like you put it there to salvage the fact that the shot isn't good.
In the end, heads was Evile, tails was LM.
<WildBillBot> The coin landed on tails!
Edited by Lithium, 06 January 2009 - 04:18 PM.
Posted 06 January 2009 - 04:24 PM
It's pretty nice, but nothing really out of the ordinary. The gray tiles on the ground look kind of weird, though.
Very nice dungeon screen here. The different floors look works really well with those walls, and the fact that you'll have to enter the screen from different areas to do different things really helps the level design. Good job.
It's not bad, but there's really nothing special about it. It's just a standard indoor shot.
I'm going to have to go with LM.
Posted 06 January 2009 - 04:29 PM
Posted 06 January 2009 - 07:29 PM
Oh yeah - it's also the only screen with readily apparent backtracking. Kudos to you!
Posted 06 January 2009 - 07:41 PM
I was just kidding about all of that. I really like all of the screenshots this week...
Evile: If the buildings were gray, and there were better condition roads, I think that would be good. Unless this is a ruins system or something, at which the ground is fine. I have a problem with the contrasting detail between the dirt and the grass though. But ultimately, you should see what the buildings look like gray.
LinkMystro: My main problem here is the amount of entrances this screen has. I mean, a lot of entrances are good for level, yes. But 5? And two are warps? I dunno how this could be remedied. But that's my problem with it.
CastChaos: My problem here is the shape. Maybe if the screen was an octagon with diagonal walls and stuff, I'd like it more. But as it stands... it's a square. This is a good screen though.
I throw my vote to Evile.
Posted 07 January 2009 - 10:00 AM
Posted 07 January 2009 - 10:09 AM
Posted 07 January 2009 - 12:39 PM
to minish cap. even though I'm not too fond of
that gameboy type flower.
Posted 07 January 2009 - 04:58 PM
It's also quite a nice shot.
They're all pretty good this week though.
CC's is perhaps a little boxy, but I wouldn'tve said it was too much of a problem, and I'm not so keen on the green of the grass in Evile's shot, but it's great otherwise.
Posted 07 January 2009 - 05:52 PM
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