Quote:
Originally Posted by alarid0
Red (in the cliff) and the pink
Both of them look...fine...I don't see anything wrong with them. Okay, there is a piece on the set that looks very similar but actually makes it a little smoother. So? That doesn't make what he did there look ugly.
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They're not correct. If that cliff wasn't chopped on the bottom you'd see that a cliff that's turned like that will have sides that are longer than the front view. We used to turn our cliffs like that back in 2004 because it's how Wan taught us but it's not actually correct.
Compare his to something like:
I thought you'd actually catch that, seeing as how working with graphics requires you to pay attention to perspective issues.
A little smoother? Alarid the piece exists because not using it results in a tile error, one of the most important things to do when making a level is to make sure you
don't have tile errors.
Quote:
Originally Posted by Alarid
Light blue
I like this spot. Alot. There is one tile bit that bugs be on the bottom as it converges into one piece, but it only bugs me a little bit...that's after scouring around it trying to find something that looked bad. Even as it is now, it just gives the impression of a hole in the ground at that spot
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It's a good idea but if you look, the corners of the cliff have chips sticking out of them. I know you can't get around the tile errors they create but the errors themselves just stack too much for me.
Quote:
Originally Posted by Alarid
Yellow-
Ew. I actually...really DON't like this sort of stuff. EVERYONE throws the random grass clutter EVERYWHERE...and I think it just looks messy It doesn't have a good aesthetic about it, it just looks like a bunch of crap has been thrown onto the floor. And all you guys eat that stuff up. It's everywhere! And it isn't a good level if it isn't there! No one uses plain grass anymore, I havn't seen any sizable chunk of plain green in a long time. I really think these plain areas need to be used to balance out the spots where the floor is so busy.
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Blades of grass with pieces of the cut-bush tiles thrown together to fill in empty plains of grass is a bad thing? Plain grass isn't used because it's not attractive to look at. Sure it depends on the styling but a balanced amount of detailing tiles is better than nothing, for me. Xelt's style is ok in my eyes, it could be better but I think it's adequate and much better than other LATs of today.
Quote:
Originally Posted by Alarid
Everyone makes such a stink over tiny blips, but no one cares about the more noticeable things, like the black frame on the bottom right hedge tiles. I know, there's nothing that can be done, but try and wipe the tileset from your mind for a moment, look at the picture without focusing too much, and quickly scan around it with your eyes.
Those hedges should stick out. Its a big black blocky square edge in an otherwise flowing natural environment. I'm not saying do not use those tiles, by all means, but I'm trying to show how odd the visual emphasis is on what a "good level" is
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I'm trying to look at this from Graal's view. My first aim is to always take away tile errors. Next is what Rufus brought up, which is perspective. The waterfall looks weird and doesn't make much sense, but first things first which is proper use of the tiles themselves.
We all know the tileset has a lot of ugly content but it's how you use it in the end that counts. The hedges do stick out, and they do not look great, but there's nothing he can really do about it unless he alters the graphics. In which case he could also alter the cliff tiles on the bottom left to remove the tile errors.
In the end it's all subjective. What I like is not necessarily what you like, however there are technical aspects that can be looked at objectively such as tiles and errors in how they are used/not used.