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The narrow canyon pass of Jalikai was a perfect defense choke-point for defenders of the Magi Tower.
  • Darkflamewolf
  • Added: 05/19/2012 01:58 AM
  • Last updated: 01/27/2026 09:05 AM
  • 2656 views

Posts

Pages: 1
Hello! I've been watching your project for a while now (aka lurking) because I thought this game is interesting. But this one particular screen, I had to comment on. I'm sorry if it sounds overly criticizing in anyway!

The map is too busy. It's so hard to focus on the sprites because of the colors of the map. The cliff outlines need to be darker so it would stand out from the grass/ground tile even more. Something like the bridge was doing.

The tree leaves blend in too much with the background, they need to be darker. the rocks? Small ones on the grass patches/cliffs doesn't stand out like the big boulder, maybe recolor so it's easier to see? The flowers have the same problem too. The green chest is over saturated.

My overall problem with this map, is that unlike the others, this one throws my focus everywhere.
Well, in this instance, I guess the focus would be everywhere. I've made about three 'passes' (Garovo, Dasa, etc.) And each one has something unique about them, be it the style or design or whatever. So when I got to Jalikai Pass, my final 'pass' I was going to make, I wanted something a bit more unusual to set it apart from the rest which use the EXACT same chipset. So a bit more overcrowding does indeed set it apart from the other three. It isn't wide, open and spacious like Garovo is. As for the green chest, there are 4 other different colored chests that are just as saturated. They are that for the reason that they are special and it requires a special sidequest item needed to unlock them. They are saturated to make you remember them and possibly where they were located, so that when you find said sidequest item, you can go back to all the colorful chests you found earlier and unlock them all.
As for the rocks/trees, I'll see what I can do, but I'm no artist and I'm merely using what was given in the chipset.
Focus everywhere is not something you'd want to do in a map/level design. How will they be able to navigate it properly? If you wanted to add more variations, the elements should be designed in a way where your eyes will natural move towards where they should go, not scattered in every direction making the player feel lost. This video explains it better than I can OTL

Craze
why would i heal when i could equip a morningstar
15170
Work on simple colorwork that you can do with the select tool and various sliders in any decent graphics program. Try just darkening all the browns, for starters.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
I believe this is an issue with the tileset. It doesn't have enough contrast. I had to edit it a bit for my own project.. You've done really great work with the map, for certain.
Pages: 1