AuthorTopic: cavern tiles C+C  (Read 4768 times)

Offline Gizmonicgamer

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cavern tiles C+C

on: November 13, 2010, 03:43:01 am

more of a compilation of tiles and a background rather than an outright mockup, hence the pillar which I don't feel fits anymore and a few other seemingly odd parts. i don't like the ceiling and i'm strongly considering redoing it, including the stalactite.

WIP

C+C, please

Offline Kren

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Re: cavern tiles C+C

Reply #1 on: November 14, 2010, 05:47:17 am
I actually adore the stalactite, the other ceiling should be removed, it's to square for a natural cave, for the pillar, I guess it works if you add more stuff in that style ( for example roman/greek buldings blocks or decorative stuffs,) apart from that I guess it is really good I would desaturate some dark tones to see how it can look but sofar I like it, pleasant to the eye ;D

Offline Rydin

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Re: cavern tiles C+C

Reply #2 on: November 15, 2010, 03:29:55 pm
It's interesting how the background blends into the foreground.  At first I was going to say this is something you should address, but on second thought, it really works!
Take notice, however, that there is stark contrast between the sharp detail of the foreground cliff's rocks and the blurred transition from the foreground to black.
Man cannot remake himself without suffering for he is both the marble and the sculptor.

Offline big brother

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Re: cavern tiles C+C

Reply #3 on: November 15, 2010, 09:46:28 pm
I admire the foreground background integration. The tiles work visually without detracting from the mockup's readability as a platform game.

However, I would lose the pillar or heavily edit it. A very slight "u" curve to the segments would help it a lot (and solve banding issues). It might also be nice to push the gray towards subtle tints. Maybe the man-made carved stone could be warm and the natural stone structures in the cave could be cold. Alternatively, you could add color to the second brightest highlight shades to make the foreground pop a little more.

These tiles have a lot of potential!

Offline Gizmonicgamer

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Re: cavern tiles C+C

Reply #4 on: November 25, 2010, 06:21:53 pm
I went back and redid what I had for the ceiling, and I'm much happier with it now although it does stick out a little less. i think part of the issue i had before was that there was too much of the ceiling visible, particularly compared to the floor.

thats the main version.
i also have another version here, which exists mostly to mine for tiles.


and if anyone is curious, here's the whole tileset thus far;


i haven't tiled the pillar yet, not sure what im doing about that just yet.

Quote
Take notice, however, that there is stark contrast between the sharp detail of the foreground cliff's rocks and the blurred transition from the foreground to black.
i see what you mean, i'll look into it. i might end up redoing or altering the foreground cliff tiles anyway.

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However, I would lose the pillar or heavily edit it.
yeah, i'm not very happy with it. i'm not sure what i'm going to do with it yet, i might just remove it and edit it and place it somewhere else in the game. either that, or i'll start imbuing some more greco-roman ruins into the cave and then edit the pillar after that to resemble those more.

thanks for the comments and critiques everyone!

Offline Gizmonicgamer

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Re: cavern tiles C+C

Reply #5 on: December 28, 2010, 06:26:42 am
Now that I'm on break for school and not constantly hassled with homework I've decided to go back and try and touch this up a bit.

I'm mostly trying to address the issue of depth and trying to make this thing make a bit more sense and it appear less flat.

Offline Ryumaru

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Re: cavern tiles C+C

Reply #6 on: December 28, 2010, 12:13:22 pm
I think it looks pretty great. Currently the column is ruining the 3-Dimensionality that the cave has. just a slight curve towards the top and bottom I believe will make a big impact.