Screenshot thread number NEIN (9)

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Re: Screenshot thread number NEIN (9)

Postby bossedit8 » Thu Jul 21, 2016 10:26 pm

;_ ; has been invaded by a blue guy who holds a STOP sign in front of you...

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Re: Screenshot thread number NEIN (9)

Postby TLtimelord » Thu Jul 21, 2016 10:26 pm

Darkonius Mavakar wrote:
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Oh my fucking god, dude.

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Re: Screenshot thread number NEIN (9)

Postby HenryRichard » Thu Jul 21, 2016 10:42 pm

Shouldn't the stop sign be blue?

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Re: Screenshot thread number NEIN (9)

Postby TLtimelord » Fri Jul 22, 2016 2:30 am

Paying homage to a group of old friends I knew way back in 2007 in a level pack. Not SMFE, a different site I rarely talk about.
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Re: Screenshot thread number NEIN (9)

Postby Alagirez » Fri Jul 22, 2016 5:37 am

TNTtimelord wrote:Paying homage to a group of old friends I knew way back in 2007 in a level pack. Not SMFE, a different site I rarely talk about.
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OMG
Masterpiece
You're my fav level designner *o*
(Im sure you will make the axes invisible, right?)

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Re: Screenshot thread number NEIN (9)

Postby Darkonius Mavakar » Fri Jul 22, 2016 12:09 pm

what am i doing
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Re: Screenshot thread number NEIN (9)

Postby bossedit8 » Fri Jul 22, 2016 12:24 pm

You're doing a forest level which looks pretty nice including the design and placements so far...

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Re: Screenshot thread number NEIN (9)

Postby Emral » Fri Jul 22, 2016 12:27 pm

THE RETURN OF DARKONIUS ENEMIES ALL HAIL

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Re: Screenshot thread number NEIN (9)

Postby Darkonius Mavakar » Fri Jul 22, 2016 1:10 pm

Enjl wrote:THE RETURN OF DARKONIUS ENEMIES ALL HAIL
i mean it's not like i'm using the devkit to work on DA2.

again.

as i said, i only use the devkit for the levels used in my episode!1!!!111!

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Re: Screenshot thread number NEIN (9)

Postby Ness-Wednesday » Fri Jul 22, 2016 5:11 pm

Now extended than last time.
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Re: Screenshot thread number NEIN (9)

Postby Waddle » Fri Jul 22, 2016 6:38 pm

Adding more tilesets doesn't make a level look better.

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Re: Screenshot thread number NEIN (9)

Postby zlaker » Fri Jul 22, 2016 7:18 pm

Waddle Derp wrote:Adding more tilesets doesn't make a level look better.

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Re: Screenshot thread number NEIN (9)

Postby Ness-Wednesday » Fri Jul 22, 2016 7:23 pm

zlakergirl357 wrote:
Waddle Derp wrote:Adding more tilesets doesn't make a level look better.
I didn't make it just for tilesets, I never think tilesets help on making good levels anyway.

Edit: I removed the gray blocks, and moved the fire around.
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Re: Screenshot thread number NEIN (9)

Postby Emral » Fri Jul 22, 2016 8:09 pm

I can't see the level behind the cluster of custom graphics tbh. Why ARE there pillars and lamps coming from the clouds?

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Re: Screenshot thread number NEIN (9)

Postby Ness-Wednesday » Fri Jul 22, 2016 8:15 pm

Now they're gone:
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Re: Screenshot thread number NEIN (9)

Postby TLtimelord » Fri Jul 22, 2016 9:56 pm

Enjl wrote:I can't see the level behind the cluster of custom graphics tbh.
I could say the same thing about Robotics;Shisetsu.
Ness-Wednesday wrote:Now they're gone:
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To be completely honest, bud, I thought the pillars looked just fine.

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Re: Screenshot thread number NEIN (9)

Postby Zeldamaster12 » Fri Jul 22, 2016 10:12 pm

I didn't think they looked bad either. The lava was the only thing that looked weird and unfitting, everything else looked fine.

First everyone overused custom graphics and now they're frowned upon??? I honestly don't understand the big deal lol. As long as something doesn't look bad and unfitting, the use of custom graphics shouldn't be an issue.

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Re: Screenshot thread number NEIN (9)

Postby Alagirez » Fri Jul 22, 2016 10:49 pm

Idk but i totally don't agree with the overused CGFX rule. It depends how you use it.

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Re: Screenshot thread number NEIN (9)

Postby StrikeForcer » Sat Jul 23, 2016 1:22 am

Zeldamaster12 wrote:I didn't think they looked bad either. The lava was the only thing that looked weird and unfitting, everything else looked fine.

First everyone overused custom graphics and now they're frowned upon??? I honestly don't understand the big deal lol. As long as something doesn't look bad and unfitting, the use of custom graphics shouldn't be an issue.
Except that since MAGLX2, with increased exposure to the rest of the internet, people here are waking up to the fact that certain design standards that has been entrenched in this community since 2011-2012 are being phased out because oversaturation of levels released that pride "aesthetic" over gameplay. People here now want levels that play well and have a gimmick (typically those that require LunaLUA) to boot. The people who posted screenshots that saturate BGOs and mix tilesets are more or less holdouts of an older standard and are rightfully criticized because those levels tend to be boring when stripped away of the decor.

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Re: Screenshot thread number NEIN (9)

Postby Zeldamaster12 » Sat Jul 23, 2016 1:31 am

Levels that have a lot of custom graphics can still be fun and have good gameplay. Yes I understand that gameplay is the most important factor of a level, but scenery is also important. When I'm playing a level, I want not only good gameplay but good scenery as well. A level can have pretty good gameplay, but if it looks terrible, I definitely won't enjoy it as much. I understand that there is such thing as overusing custom graphics and that mixing certain tilesets doesn't look appealing, but levels shouldn't be frowned upon just because they use a lot of custom graphics. As long as it looks and plays good, who cares? Custom graphics are there for a reason.


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