Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   Level Design (https://forums.graalonline.com/forums/forumdisplay.php?f=6)
-   -   My first level-Drake (https://forums.graalonline.com/forums/showthread.php?t=134256506)

GeToNmYlEvEl 10-16-2009 08:44 AM

My first level-Drake
 
1 Attachment(s)
Please give me positive and negative feedback please.

racycle 10-16-2009 08:56 AM

well I was with you when u made this but its not bad. =] Hope to see even better content for you =O

GeToNmYlEvEl 10-16-2009 08:56 AM

Yeah hopefully we will lmao.

Crono 10-16-2009 09:05 AM

Press alt + 1 to take a full level screenshot and then attach it to your post. It's better than having an imgshack link.

Level itself is ok for a modern level. Seems a bit boring, it's only tables and chairs. Those doors (I assume the two indents on the top are for doors) are pretty ugly and don't really make much sense.

GeToNmYlEvEl 10-16-2009 09:33 AM

It's suppose to be a pub, but thank you.

Shaun 10-18-2009 06:10 PM

Good:
-Not too much empty, pointless space which is a problem even with some of the most veteran level makers.
-I like how the entrance to the building is clear - you keep a consistent viewing angle which is essential.

Bad:
-The chairs and tables are placed poorly. Remember, it's not a complete bird's eye view.
-The tables and walls could have more decoration on them

Other:
-I'd add more NPCs for interaction and to make the room look more full. I guess it depends on the purpose of the room though.
-I'd ignore what Crono says about the two entryways at the top. It matches the perspective of the rest of the level and is a novel approach. Clearly those entryways are leading into hallways - what you've done seems perfectly appropriate for that.

Crono 10-18-2009 06:22 PM

Quote:

Originally Posted by Shaun (Post 1531663)
-I'd ignore what Crono says about the two entryways at the top. It matches the perspective of the rest of the level and is a novel approach. Clearly those entryways are leading into hallways - what you've done seems perfectly appropriate for that.

Except I assumed they were generic doors leading to other large rooms which is pretty typical of modern themed servers on Graal. If what you say is what he intended then nice but otherwise I stick to what I posted.

Rufus 10-18-2009 06:23 PM

Quote:

Originally Posted by Shaun (Post 1531663)
I'd ignore what Crono says about the two entryways at the top. It matches the perspective of the rest of the level and is a novel approach. Clearly those entryways are leading into hallways - what you've done seems perfectly appropriate for that.

Quote:

Originally Posted by Shaun (Post 1531663)
Remember, it's not a complete bird's eye view.

In the perspective that has been adopted, the transition between the level posted and the level above it would not have the same perfect lighting. Because of this, the wall and floor perspectives are not matched. Even though the walls are fitting to the rest of the room, the floor between the rooms looks completely flat and it need depth. Shadows as you get further from the current room and closer to the additional one would probably fix this, but at current it is not aesthetically obvious.

Shaun 10-18-2009 07:01 PM

Quote:

Originally Posted by Rufus (Post 1531667)
In the perspective that has been adopted, the transition between the level posted and the level above it would not have the same perfect lighting. Because of this, the wall and floor perspectives are not matched. Even though the walls are fitting to the rest of the room, the floor between the rooms looks completely flat and it need depth. Shadows as you get further from the current room and closer to the additional one would probably fix this, but at current it is not aesthetically obvious.

I know two meanings of level that could be relevant - a physical .zelda, .graal, .nw level file and a difference in elevations. Neither of these make sense. I don't know what you mean when you talk about the different levels.

There's no reason to believe the entrance to the hallways would have different lighting unless we see the light sources themselves, which we don't.

Quote:

Except I assumed they were generic doors leading to other large rooms which is pretty typical of modern themed servers on Graal. If what you say is what he intended then nice but otherwise I stick to what I posted.
That wouldn't make sense and if that's what the level-maker did then he's an idiot.

I assume levels make sense, which is why I hate levels with random fence posts and the like as I've seen in the last few years.

DustyPorViva 10-18-2009 07:16 PM

An empty doorway never looks good. You need to discern it from the rest of the level -- to portray that it leads to something, or that there is depth and content to the doorway. This is why you often see game graphics have pure black in doors instead of a floor or some such. Even pics1 is constructed that way. You can either place a shadow light effect in the doorway, a pure black hallway with a small transition tile(like pics1), or with a more realistic casted shadow graphic into the doorway.

Rufus 10-18-2009 07:22 PM

Quote:

Originally Posted by Shaun (Post 1531687)
I know two meanings of level that could be relevant - a physical .zelda, .graal, .nw level file and a difference in elevations. Neither of these make sense. I don't know what you mean when you talk about the different levels.

I fail to see obscurity in what I said. The "hallways" you mentioned in your first post are not a part of this actual physical level, which would suggest that they exist somewhere else.

Quote:

Originally Posted by Shaun (Post 1531687)
There's no reason to believe the entrance to the hallways would have different lighting unless we see the light sources themselves, which we don't.

The hallways are a completely different room, why would you not see shadows between the levels? Dusty pretty much summed this up.

Shaun 10-19-2009 08:28 AM

Quote:

Originally Posted by Rufus (Post 1531693)
I fail to see obscurity in what I said. The "hallways" you mentioned in your first post are not a part of this actual physical level, which would suggest that they exist somewhere else.

So you meant room, not level.

Quote:

Originally Posted by Rufus (Post 1531693)
The hallways are a completely different room, why would you not see shadows between the levels? Dusty pretty much summed this up.

Why would you see different lighting in the rooms? While I myself probably would put some black tile as DustyPorViva mentioned, I don't see it being necessary. Without a given light source (details on the lighting), there is no reason to assume the lighting in one room is different from the next. Also, when he/she said adding shadow to indicate a different room would be realistic, there's no reason to believe this - there is no indication that the lighting would be different in the two rooms or the transitional areas. It would be style.

When would it be realistic? When there would be light fixtures on the back walls there, leading to the hallways. We aren't given exact information on light sources and given the constant light to the entire room itself, it would seem most likely that the light source would carry into the hallways (it seems linear with line of sight) so we would see the same amount of light.

Luda 10-19-2009 08:46 AM

*Door, what do you have to say about the doors?

Door 10-19-2009 02:55 PM

I don't see doors, I see walls at the end of each hallway. Am I missing something?

racycle 10-20-2009 05:29 AM

Actualy thats spose to be the top of the doorframe. I hadnt added proper wall tiles for that yet or door gfx


All times are GMT +2. The time now is 12:40 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.