Game & Map Screenshots 4

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Engr. Adiktuzmiko

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@Celianna - wow... I'm really excited for that pack


"Because the story shall start where his ended..."

 

T.Bit

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@Shana: Looks very pretty but why is there a random well by an obviously important grave? Also, the font, though gorgeous, is a tad bit difficult to read.
 

Engr. Adiktuzmiko

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I added it on impulse, but right now I'm thinking of something that might make that well important to the story. The font was meant to be just fancy, it's just for the screenie anyways. :)
 
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mlogan

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Thanks everyone for the feedback. It's been a long day at work, so I haven't been able to reply.

Shadows - I realized right away I left those off and have already fixed those.

Symmetry - Yes, intentional, it is a wealthy house and the symmetry was to help show neatness, order, etc. I might play around with it and see how else it could be shown, or perhaps do more around it to play up the symmetry even more (like in the link shown).

Rock pool - In my world decorative pools edged with rocks are very common. This is not supposed to be a naturally occurring pond. You can google "koi ponds" and look at images to see what I am talking about. I am hoping to find some fish I can have swimming around in it to give that effect.

(And I hope I don't sound defensive, just trying to explain my thought process behind it. I do appreciate the suggestions and I will tinker with it to improve it.)

@gmork - Looks good from what I can see, it's pretty dark, at least on my monitor.

@Sloth - It's interesting. I can't quite tell what's going on underneath the platform with the pillars (I think) and the blue swirly stuff.
 
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UsainSloth

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I somewhat ran out of ideas and didn't want to work on this map much anymore but here's a look n it though! I did scrap the water part of it since I couldn't pull it off nicely :c

@Shana:

The stone path seems a bit out of place. Maybe replace it with something else as a path. Looks pretty neat!

@Apollo:

the waterfall seems odd. It isn't like hitting the water or have the feel of hitting it. The vine above the player should just hug the wall since it might seems a bit wakward when it's connected to the ground unless you wanted that.

@Gmork:

Dude I love the dark feel to this. Awesome!
 

SLEEP

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testing some tiles, the plan is to make some kind of castle courtyard but i haven't edited enough to do that yet, just making sure i'm not a Frick up yet

  • making it for personal use
  • its not meant to match the rtp
  • ds tileset edits + one tree is XP + default rtp water
 

Ascension

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First big parallax map, general description is an army outpost 
 
Looking for feedback on spacing between objects and walking space. Don't mind the water, I'll have that fixed later on
 
 

 
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Apollo

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@Ascension that wooden structure doesn't quite fit, but you're really close to getting it right. I think the two big problems with it is there's only two wooden beams holding it up, and the shadow is too hard. Try making the shadow softer, and adding a third wooden pole behind the ladder.
 

mlogan

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@Ascension - Overall, I don't see anything glaringly obvious with the layout.  The tents are odd to me though. I'm guessing they are supposed to be open so that you can see into them. But they should at least have some shading where the tent would be blocking the sun.
 

Ascension

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@Apollo The legs are casting over each other but there are 4 legs for sure, ditto on shadow

@mlogan The tent are purposely open, since i plan to have the tent turn transparent-ish if the player decides to go into it. ditto^
 

PixelLuchi

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@Ascension: Tbh, that could have easily been done with editor mapping as well. But that's my 2 cents. 
 
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Ascension

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@Deranged_Lucie Yeah I know what you mean by that, The only real parallaxing was misc 32> objects
 

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Redoing town square:



I was just trying to compare saturation levels with the edits I did.  House roof tiles are Candacis's restaff materials.  Tent is a recolor of Hanzo.



Still a WIP.  I made darker smoke for the different types of fires/forge but I still need to adjust them a bit.  I also saturated and expanded the stained glass rtp windows, and de-saturated the rtp crates to make them a bit easier on the eyes. 

The vine edits were done since more ivy and vines tend to branch out once they latch on, rather than just go in a straight line.
 

mlogan

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@Ascension - I still think it needs some type of shadow under the tent. It just looks really weird.

@Palladin - Overall looks good. I think in the first map the flowers are a bit too bright compared to everything else. Also, right where those flowers are, it looks like some of your shift clicking on the autotiles got messed up when you added something beside it. The second map looks good, and I waffle between the windows being too bright and thinking, "It looks like they are lit up from within." On that tower though, it would help to add some shadows on it to add a bit of dimension. Those were the only few things I noticed.
 

Stridah

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@palladin i like the tiles, but the stone building, it looks like it is all one wall, really throws the perspective off. is there a darker outline or something that can go there.
 

Makio-Kuta

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@PalladinThug: I do love the idea of the bright flowers, and I recall you mentioning in another thread that you wanted them to be eye catching, but the problem is they are so eye catching that they pull my eyes away from the characters and always back to them. You might want to try dropping the contrast a bit on them and then, maybe using shades with greater differences between each other. That will allow them to pop in their own way and hopefully not draw as much attention away from the player character. ((flowers can look lovely if you change up your colour hues during shading as well *o* ))

I also agree about the tower in the second image. At a glance, I thought it was another road. Something needs to be done to allow it to differentiate itself from the ground a bit more.

Love the colours overall though! Especially the brown stone roads. Really gives the town a peaceful feeling. It's certainly a large improvement over the original version. :>
 

Stridah

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Well i promised i would finally post an in game hot so here is a teaser.

 

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Just a thought Stridah, if you feel like being adventurous why not edit the palm trees and either arc them or lean them over a little bit?  I don't really get how they can be so straight even if it is in the XP defaults to make them fit in the set tiles.  I'm taking a look at some palm tree stock footage and rarely are they so perfect, and on a cliff face they would be in a worse situations with the loose rocks.

I'd put some overlay tiles on those rocky faces so they wouldn't feel so empty, while the shoots of grass help from the bottom sides, the faces themselves can get repetitive.  

Since the cliff in front is closer to the player I'd find some more clutter to put on it.  Might also wanna place some rocks on top of those banners or edit in some type of holding since it isn't a building they could do with some fastening.  

That broken pillar in the left bothers me a little, I thought it was two separate first, but it looks like the edit is balanced onto of the others.  I'd edit it on it's side and on the same level of the broken base.  I think that's everything =3  
 

Engr. Adiktuzmiko

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@Usain - is that a flying carpet?
 

UsainSloth

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It's clouds holding up pillars that are holding up clouds that are holding up is holding up the carpet.

I guess you could call it flying.
 
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