Graal Forums  

Go Back   Graal Forums > Development Forums > Level Design
FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Search this Thread Display Modes
  #16  
Old 08-28-2015, 08:58 PM
warriors94 warriors94 is offline
Rogue LAT
warriors94's Avatar
Join Date: Mar 2007
Location: California
Posts: 70
warriors94 is on a distinguished road
Send a message via AIM to warriors94 Send a message via MSN to warriors94
Quote:
Originally Posted by MysticalDragon View Post
I'am really a fan of your cliff work it looks pretty sleek. Well done in the lava level however those white pillars are a eye sore. They don't fit and there so powerful I can't stop my eyes from being distracted.
The Pillars were intended to be like.. how can I say, like a guide to the house, to try to make the house seem more important to the level. I can see what you mean though.


Quote:
Originally Posted by Elk View Post
nice works, the levels are a little vertically stretched in its overall design though, should find a balance
Yes the whole idea was that you started from a small entrance from some trees then gradually climb your way up to the top of a mountain so I think the vertical stretching works when you know what the intended idea of the levels are. Otherwise I completely agree, the only level that has a balance is the first I posted, as I wanted the others to feel like a climb/long walk.
__________________

Unholy Nation ET May 2008 - December 2008
N-Pulse LAT March 2009 - April 2009
Classic LAT April 2009 - June 2009
Unholy Nation LAT June 2009 - February 2010
Reply With Quote
  #17  
Old 01-01-2016, 08:33 PM
Shaun Shaun is offline
Registered User
Shaun's Avatar
Join Date: Jul 2003
Location: Canada
Posts: 1,070
Shaun will become famous soon enough
I don't understand some of the details. Why are there man-made path tiles randomly in the wilderness?

You have a solid grasp on what tile errors are (and how not to have them). Really at this point I would be focusing on the logic of the level and the choosing a consistent perspective.
Reply With Quote
  #18  
Old 02-01-2016, 01:25 PM
Crono Crono is offline
:pluffy:
Join Date: Feb 2002
Location: Sweden
Posts: 20,000
Crono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond reputeCrono has a reputation beyond repute
Send a message via AIM to Crono
Quote:
Originally Posted by Shaun View Post
I don't understand some of the details. Why are there man-made path tiles randomly in the wilderness?

You have a solid grasp on what tile errors are (and how not to have them). Really at this point I would be focusing on the logic of the level and the choosing a consistent perspective.
Howdy Shaun.
__________________
Reply With Quote
  #19  
Old 03-30-2016, 11:44 PM
Shaun Shaun is offline
Registered User
Shaun's Avatar
Join Date: Jul 2003
Location: Canada
Posts: 1,070
Shaun will become famous soon enough
Quote:
Originally Posted by Crono View Post
Howdy Shaun.
Howdy Aray.
Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 10:50 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.