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Old 12-11-2010   #1081
BlueZero4
 
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Callum, that opening area looks great! I'm just wondering, what stuff is there to do in it? I know beauty is its own merit, but eventually I'll just thok right on past it and not give it a second thought.
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Old 12-11-2010   #1082
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Quote:
Originally Posted by BlueZero4 View Post
Callum, that opening area looks great! I'm just wondering, what stuff is there to do in it? I know beauty is its own merit, but eventually I'll just thok right on past it and not give it a second thought.
In the last screenshot, that thing in the bottom left is a geyser, but it needs to be activated, the thing that activates it (let's call it a "switch") is hidden. You get to the underwater section the first screenshot that way.

I haven't filled it up with things yet of course, so I might still put little somethings in there yet. =)

EDIT: There, isn't that better? =P


EDIT2: The flower colour needs more variation? Not sure...


Last edited by Callum; 12-11-2010 at 11:11 PM.
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Old 12-12-2010   #1083
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I know it's linear and could use some more scenery, but I am at least still progressing nicely (unlike with my last project). Shame I couldn't get fully functional slots going though. I tried it and it just ended up in one huge mess. Anyways, as for breaking the linearity, I'm thinking of making some segments where you can either enter the buildings or choose to take the roof hopping route.
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Old 12-12-2010   #1084
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*is impressed by D00D64's level* Can't wait to try this level out.
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Old 12-12-2010   #1085
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Yeah. Looking good, D00D64. =)

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Old 12-13-2010   #1086
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I think the shadows the trees are casting are a bit too dark.
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Old 12-13-2010   #1087
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Originally Posted by Ice View Post
I think the shadows the trees are casting are a bit too dark.
Me too. It turned out like that because the whole area was originally darker, and I didn't change the trees' shadow to fit because the new brightness was just a test.

This better?
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Old 12-13-2010   #1088
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The water under the tree's shadow is too bright, it should be a little darker.
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Old 12-13-2010   #1089
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Originally Posted by ThunderNova View Post
The water under the tree's shadow is too bright, it should be a little darker.


Anything else? =)
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Old 12-13-2010   #1090
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I'd say use one of the dark blue water textures. It would fit far better with your theme.
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Old 12-14-2010   #1091
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I like the way the white fog gradient looks, even if software doesn't like transparency gradients (especially over such a range of heights).
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Old 12-14-2010   #1092
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I've come to terms with the SHALE textures on the outside, but I really think you should use a different texture for the caves, preferably one that actually makes it look like a cave.
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Old 12-14-2010   #1093
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Originally Posted by SpiritCrusher View Post
I've come to terms with the SHALE textures on the outside, but I really think you should use a different texture for the caves, preferably one that actually makes it look like a cave.


That any better?
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Old 12-14-2010   #1094
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I'm not sure if the black floor doesn't clash too much with the white fog, but yeah, that's better.
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Old 12-14-2010   #1095
sims
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It may just be me, but I think the HPZ textures clash.
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Old 12-14-2010   #1096
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Gravity Garden: Botanics lab on an asteroid. Much more to it than appears, even right now.
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Old 12-15-2010   #1097
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Zarro's making a map?

WHAT THE...!?
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Old 12-15-2010   #1098
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Originally Posted by ZarroTsu View Post
Stuff
Saw that earlier on IRC. What's it supposed to be, a sand temple or something?
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Old 12-15-2010   #1099
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Pfft, Chary's probably going to use custom music on the map that he makes on his own, that's about +5 points in the voting. Give up guys. xD
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Old 12-15-2010   #1100
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Quote:
Originally Posted by ImaRawrBadly>.< View Post
Pfft, Chary's probably going to use custom music on the map that he makes on his own, that's about +5 points in the voting. Give up guys. xD

Music isn't anything if the level is crap. Just look at some of the past OLDC entries.

Anyways, working on a map, might get it in this OLDC.
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