@Doobles: The changes you made have had a very nice effect! The cave is looking much better. I have to agree with Zack Phoenix though, there needs to be some variation in the walls and floor. You could try adding cracks, holes, moss, mushrooms, pebbles, and pretty much all those other little things you may find in a cave.
@Jarrad: I like that you've used battlers to represent the characters in the battle. My only complaint is that they are facing the player and not the enemy. You may also want to decrease the size of the enemy wolf battlers to help with the effect of them being further back in the scenery BC they look awful big for wolves.
I added a screenshot of a forest I'm working on...
It's a forest comprised of 20 maps. Each one has the same basic tree line around the edges. The grass and dirt patterns vary a bit in each map as well as the location of rocks, tree trunkcs and the plants that you see glittering (those are part of the alchemy/harvesting system). The shade picture and the light effect also stay the same in each forest map.There is an entrance/exit on each of the four sides and it basically works like a 4x4 grid with all the maps connecting (except for the two entrances/exits that actually take you in and out of the forest). One of the forest maps has a pond in it so they are not all exactly alike. I wanted to create an ambience and have the player feel like they could get lost if not paying attention to where they are going (but since it's only 4x4 and the main exits have a post by them they probably wouldn't get lost for long) plus the first time through it, the actor will guide the way through text boxes BC they have to get somewhere.
Basically I'm just looking for opinions. To me it looks pretty good but outside perspective is can always help make things better.(Also, try to ignore the HUD... My game uses darker colors for most places and I know the bright edges of the HUD clashes a bit, I just haven't got around to darkening them yet.)
Thanks in advance for any constructive criticism!!!
