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  #1  
Old 01-25-2010, 05:30 PM
Elk Elk is offline
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Dear god...aeko what did you do
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Old 01-25-2010, 06:29 PM
CharlieM CharlieM is offline
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Aeko why'd you make so many guns
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Old 01-26-2010, 12:17 AM
Dnegel Dnegel is offline
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Aeko why'd you make so many guns
Many guns = Delicious.
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Old 01-26-2010, 02:07 AM
Clockwork Clockwork is offline
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Aeko why'd you make so many guns
Lol, I worked on Sands of Glory making many guns, though some might have been when I worked on Utopia as well.

The map in the middle of all those GFX is actually the layout of the main battleground that was used on SoG. XD
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Old 01-25-2010, 07:40 PM
Soala Soala is offline
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Old 01-26-2010, 01:35 AM
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Old 01-27-2010, 07:08 AM
Clockwork Clockwork is offline
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o.o...lots of room for improvement, but I hope to make it a lively room :3

There's a couple obvious tile errors (the corners) that I have yet to gfx XD There's also quite a few recycled/free tiles :3
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Old 01-27-2010, 07:20 AM
maximus_asinus maximus_asinus is offline
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The floor is too bright
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Old 01-27-2010, 07:22 AM
DustyPorViva DustyPorViva is offline
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The shading on the stairs is opposite of what it should be :P
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Old 01-27-2010, 08:05 AM
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The shading on the stairs is opposite of what it should be :P
lol
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Old 01-27-2010, 08:14 AM
Elk Elk is offline
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Quote:
Originally Posted by DustyPorViva View Post
The shading on the stairs is opposite of what it should be :P
would only be right if he defined the edges then they would have lightning from below

anyways, delicious closet
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  #12  
Old 01-27-2010, 08:17 AM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Elk View Post
would only be right if he defined the edges then they would have lightning from below

anyways, delicious closet
It's consistent with the rest of the stuff, but it rips the stairs off the plane of the floor, pretty much detaching them(thus not looking like something the player can walk on). Not to mention it's way more distracting than the rest of the tiles lighting.
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  #13  
Old 01-27-2010, 08:42 AM
smirt362 smirt362 is offline
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Looks good, but tone down the floor and add more detail to it.
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  #14  
Old 01-27-2010, 08:45 AM
DustyPorViva DustyPorViva is offline
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Oh ya, I agree about the floor also. Not because of it's brightness, but because of the lack of contrast with things like the table. So either tone down the floor, or brighten the tables some. Need to make the blocking and non-blocking distinctive for gameplay reasons.

Personally, I think only making the floors SLIGHTLY darker, but desaturated, would help. I was going to make an edit, but it's jpg so I can't really easily edit it because the colors are a mess :P
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  #15  
Old 01-27-2010, 09:51 AM
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o.o

edit:

1 more before I goto bed XD

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