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-   -   Level I made awhile back and recently found! (https://forums.graalonline.com/forums/showthread.php?t=85956)

Aknts 05-29-2009 04:39 AM

Level I made awhile back and recently found!
 
1 Attachment(s)
Check it out.

Vega001 05-29-2009 08:00 AM

2 Attachment(s)
Aknts,

In my opinion, what you have posted is a good layout for a tropical setting or part of an archipelago. I have attached two images. The first is a simple review of your level. In it, I circled tile errors in red. Most of these are tiles with parts of a grass background that are placed next to sand tiles and therefore do not match very well. To resolve this, you can add a layer of grass around the perimeter of the house so that these tiles then match with the background. Another way to resolve this would be to use an NPC with a transparencied image of roofing corners or pole bottoms and placing them on top of a plain sand tile. If you know how to do the latter method, go ahead and do so; if you do not, then I would suggest using the first method I mentioned for its ease.

In yellow I circled areas of design interest. In the top right of the level, you use deep (dark) sand to encircle the building. As I see it, this dark/deep sand is really wet sand that was made wet as a result of the incoming surf from the surrounding body of water. By using these wet sand tiles farther inland, you imply that water reaches that far inland but does not run through the building, rather it goes around, and I am not sure that your tiles illustrate that implication very well. That being said, I suggest you remove the dark sand tiles and keep refrain from placing them too far from the shoreline on both parts of the land.

In the bottom left, I circled in dark yellow parts of deep water that I think you placed too close to the shore. While, logically, it is completely possible for such deep water to be as close to the shore as you have placed it, it is unlikely and does not come across as very aesthetically appealing; therefore, I suggest you move the deep water in those areas farther from the shore.

The second attached image is a section of the pics1.png tileset. In red, I outlined sand tiles that I suggest you use to detail the parts of your land that are covered in dry sand. At the bottom of the section, outlined in violet, are shallow water tiles that I suggest you use to detail parts of the shallow water surrounding the shore. In the top left of the tileset section, outlined in yellow are grass tiles that you can use to detail the small grass area of your level around the building. As your level appears to be tropical in nature, I would refrain from placing a lot of trees, bushes, or rocks, and keep grass detailing light with small weeds and walking stones.

Again, what you have shown appears to be a good layout for a level. You should now focus on detailing the level and correcting the few tile errors if you want to complete it.

Elk 05-29-2009 09:13 AM

I think people are way too critical when it comes to LATing
it's not NPCing
so how should he fix errors that come with the tileset?
Not too dramatic IMO

Geno 05-29-2009 10:34 AM

lol. you used to be the moderator of this section (right? i have bad memory brains) and here you go tryin to show off your level you made 1000 yrs ago.

2sexy

Rufus 05-29-2009 12:28 PM

Can you please sit back for a moment and look at how your water detailing is. It doesn't look good aesthetically (that style never does) and it certainly doesn't look practical (imagine moving over that on player?) so why people insist on using this ridiculous "style" is beyond me.

Crono 05-29-2009 12:30 PM

There is no detailing. :(

Geno 05-29-2009 12:58 PM

Quote:

Originally Posted by Rufus (Post 1495200)
why people insist on using this ridiculous "style" is beyond me.

cause its purdy

Rufus 05-29-2009 12:59 PM

Quote:

Originally Posted by Geno (Post 1495216)
cause its purdy

It isn't though, it's just random and doesn't flow very well.

Geno 05-29-2009 01:06 PM

let the rhythm take you over Bailamos'!

DustyPorViva 05-29-2009 03:34 PM

Quote:

Originally Posted by Elk (Post 1495165)
I think people are way too critical when it comes to LATing
it's not NPCing

What's the difference? Why should one expect criticism and the other not?
Quote:

Originally Posted by Elk (Post 1495165)
so how should he fix errors that come with the tileset?
Not too dramatic IMO

There are two very easy ways to fix these problems with lack of needed tiles: use NPCs, or use addtiledef2. I prefer the latter in simple situations like his own.

DuBsTeRmAn 05-29-2009 03:39 PM

It's not bad.. But where are the details? It looks so.. plain :O

Pelikano 05-29-2009 03:48 PM

I like it very much..
It being so plain gives it a... some cool effect

Aknts 05-29-2009 06:01 PM

Oh yea I never finished it.. lol my bad. That's why there is no detail at all.

Vega001 05-29-2009 07:04 PM

Quote:

Originally Posted by Elk (Post 1495165)
I think people are way too critical when it comes to LATing
it's not NPCing
so how should he fix errors that come with the tileset?
Not too dramatic IMO

As I already mentioned in my first post of this thread, one way to fix those particular errors that come with the tileset is by adding a layer of grass around the house (surrounding the tiles in question). The other way is using a transparent image NPC. Otherwise you could use a different tileset as Dusty pointed out, but I find that not all tilesets share full compatability so there might be problems with choosing a inconvenient one.

I also consider the use of NPC images within a level and any appropriate coding (setimgpart and setcoloreffect) part of leveling.

warriors94 05-29-2009 11:51 PM

Quote:

Originally Posted by Elk (Post 1495165)
I think people are way too critical when it comes to LATing
it's not NPCing
so how should he fix errors that come with the tileset?
Not too dramatic IMO

Thats like saying grahpics should only be made by using paint. Do you really think any of the really good GFXers do that? Didn't think so.
I like the level itself as it has a nice layout.


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