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Originally Posted by DustyPorViva
Aye, it is a bit too crowded but it was my original intention to have some cliffs up there from the start, but there just wasn't much room to work with. It could probably do without the sign, as it actually doesn't say anything and if the cliff was part of a real, purposeful level, I'm not sure if it would even be needed. I guess I wanted to give the appearance the platform had a purpose since you can't actually play and see that it does.
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This was my original thought as well, but I kind of liked it. Sure it might not serve any purpose but I like exploring nooks and crannies like that. Who knows, if it was real maybe there would be a hole under the bush. I was going to actually stick a chest back there but I think that would have just crowded that area even more.
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I was thinking you could make the cliff extend a bit further down and have the player walk to the sandy part to the left to jump off, handily blocking off the area behind the blue house. I kind of like the cliff/cave because it is an appropriately Zelda thing to have in a level, and one of the things that Zelda does distinctly different from your average Graal level is having actual planned out barriers and paths around them and stuff like that.
Personally I always get frustrated with things like the area behind the house because chances are, there
is no hole under the bush. Because there never is. But I still
have to try and then I am in a continuous state of disappointment while exploring levels.
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No idea. There are so many custom tiles in use that using the newer tileset just makes it look like a mess.
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Yeah, it was just a random idea. I missed most of the custom tiles when I was first looking at, I guess that means you are using them cleverly. Oh well.
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I did kind of go overboard with the fences, but as I worked on the level I found they served their purpose in a logical sense: dividing up lots to their specific purposes. Though I suppose some areas like behind the stakes could do without the fences. Otherwise what may seem like crowded fenced areas arose sort of from design and symmetry. I wasn't going to crowd the left area as much as it ended up being crowded, but it looked weird if some sections weren't mirrors of the right side. I'll see what can be removed without annoying me, though.
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My problem with that is the process usually works out as "okay i have this level with distinct lots" -> "hmm, better add fences inbetween so they are clearly separated" -> "**** now everything is crowded as ****". The lots are already kind of divided up because of the grid nature of the whole layout, helped by the paths, and it feels like the fences mostly serve to make everything narrow and to be in the way. I think the whole thing could have used a bit more room altogether for fences between everything to make sense.
I would probably try using those grass-to-grass transitions to separate the lots from each other and the path but those usually end up looking terrible so who knows.