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A Fishin' Town!
3 Attachment(s)
:eek: I got heavilly influenced by the UN levels. I need to add lights and other features to the levels - but that can wait untill I get online or somethin' >_<
VS:CONFLICT :cool: |
Very sexy boi!
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I really don't like the detail in any of them. The house in the middle screenshot with the new roof on top and old wall on bottom doesn't work either.
Nice cliffing as usual, but the lack of trees kind of makes the levels feel empty. Your deep water style is annoying in those levels, I don't know why. Overall I'd say 5.5/10 :X |
I like it, nice creativity and tiling.
Good job, but sry srsly i aint rating lolollol |
I really like it. :)
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Wan your levels are uberly sexi and always has been :o
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Preety nice, if I was too rate it I would give it a 2.5/4. Its not bad, it just needs some work. Not bad though.
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Never like strips of 2 tipes of grass lines; long strings that is. Personaly think its nicer to have them combined in small pieces.
The level is nice overall, but I agree with Crono.. or atleast have the share the same view |
the first one looks nice, but the other 2 are weak :x
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I think it's complete garbage. No offense, and this is just my opinion... but why do people go through all the time and effort to make these elaborate levels which lack any real creativity or design? You're simply using like every tile you can find to make some insanely complex tiling that doesn't even make sense.
Take the 3rd level for example. You're using what are supposed to be beach tiles for ocean shores, as standing water tiles. You focus so much on your "mad awesome tiling!!11" that you don't focus on adding trees, or signs, or tables and chairs so people can like... sit down. Honestly, if this level was online I'd avoid it at all costs. It doesn't look pleasant to be in at all. Walking through that upper water area would be hell. You'd constantly be falling in water and popping back out like 20 times just to get from one side to the other. You've got a tree stump out there in the middle of nowhere... Who cut that tree down? Some guy who decided "hey, I need some lumber, I think I'll cross this insanely zig-zaggy watery terrain to get to that one tree way over there so I can cut it down and then cross the water all over again to take back the logs."? I would say 95% of the LATs on Graal today don't take anything into account except "is my level crazily tiled enough?!?". It's really annoying and a horrible direction to take Graal's levels in. This kind of level wouldn't even be found randomly in a fantasy world, let alone actual real nature. Here are some things I like to take into consideration when making levels: 1. is it somewhere people would like to go to hang out 2. does it serve any purpose other than showing your ability to make crazy tile designs? 3. are there focal points in which players can rest their eyes on instead of just non-stop chaos (as in your levels) 4. why are the objects in the level there, and why does it make sense for them to be there 5. is this level comfortable to walk through, or is it too complicated and messy? Sorry that I blew up like this but I needed to get it off my chest. /end rant |
Oh-god. I can't be bothered. Goodluck Zodiac.
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You never comment on my work, why don't you? I need some professional analysis. :( |
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2) ****ty? Why do you ask me to work for you then? :asleep: |
I have respect for you because if I tried to create something like that I'd miserably fail. XP
8.5/10 great detail btw |
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I'll upgrade again probably after my server is released. |
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If he had help like Wan, Bomy would be ownaged and player count would boost instead of dramatically droping like it did :P |
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You go ahead and continue making love to completly straight cliffing and roads which a 5 year old could do. I'll stick to things that require skill and ease off on eye candy leveling when required. Quote:
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How are you gonna make a nice worldmap if your cliffs look like **** and go straight the entire way around? Seriously. |
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2 - I'm not talking about cliffs, cliffs can be "un-straight".. tho, messy details, like half arsed grass, and other **** that doesn't mean anything for players, shouldn't be there. |
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Plus that worldmap comment wasn't directed to you. |
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Wan, I didn't want to take you down or so, saying you are a crazy person.. I more meant it in a sort of positive + negative way, I like it, but on the other side its over detailed. I feel responsible for G2k1's worldmap also, since I am developing the gmap there.. ^^ |
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Yes, we all know how badly players always want to rest their pixel legs. It can get tiring sitting in a computer chair watching your game character stand up... :\ As Gerami said they are just show-off levels done to help practice tiling skills and such. They are very helpful in familizarizing a player with the tileset so that when they do have to make a practical level they know where to find certain tiles. It also helps LATs be more creative. Quote:
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How can you possibly say that Wan's levels are garbage? I must admit that I didn't read every single thing, but I read a part about how just becasue he uses squiggly water/path and stuff doesn't make him a good LAT or show his understanding of the tilesey, actually, it does. He obviously knows a great deal of the tileset to be able to make those types of things, even if you don't like it. You didn't make any sence there at all..
One thing that will probably hurt my 'case', but I thought this was... funny? I THINK KONIDIAS KNOWS THE TILESET BEST SINCE HE MADE IT LAWL |
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Stone roadds and houses, to me, are the main changed from the old to new tileset. I always use that village path.
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I edited the trees, pathways, houses, signs, and some other various tiles. I'm not stating that because of that I'm a better LAT or something. That doesn't prove anything at all... In fact, I don't like most of the tiles I edited. It was a long time ago, and I never intended the edited tiles to be used as the default tileset.
Anyway, I won't trash his level anymore. I got my points across and I hope that some people will understand what I'm saying and stop making these types of levels and make more functional stuff. Because I look at new servers that get released (like Zodiac) and they do indeed use this type of leveling on their server, and it's positively horrid. I walked around the overworld for about 10 minutes and I was just confused and not impressed. All over the place there are spaces in which it appears you can walk through but you can't. There are trees you can walk behind and then trees you can't, there are way too many squiggly paths that seem to have no real reason for existing... etc... I dunno, maybe that's what the majority likes... I just don't think it looks good is all. |
Zodiac and this are very different.
Zodiac's are horribly done and just keep going up and down. Wans are far more rounded and more road like. |
While I'm not as harsh as konidias I generally agree with him.
I would hate to play in a level that cluttered online. The levels themselves aren't bad in terms of skill. They would just be a nightmare to play in. In situations like this less is better you dont need every tile covered and in general on overworlds I've always been a firm believer that detailing should be used sparingly. (By sparingly I dont mean non existant just not every section of the level covered in detail.) I know this is a little old but I haven't checked the forums in a few weeks and this one struck my fancy. |
My intention behind the town was to mimic & adopt the style used on Unholy Nation.
I'm going to "mirror" several levels from well known servers, **** or good I'm not bothered. |
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