Who Wants A Cave?
Hey, thanks there Josh. I see now how you responded to my question.
As I had stated to Josh when I had finished. There are some step->next combos that need to be made. I'll have to give you the tiles for them and the locations.
ShadowTiger wrote:Rocksfan's caves.This "www.zeldaclassicforum.com" doesn't seem to be available.
Okay.
The corridor-spanning spiderwebs looks kind of... implausible?
(Random thought: how come Moblin hideouts never seem to have any furniture?)
What do you mean implausible?
I think it make the cave look unique and older. They're supposed to be like cobwebs. Hence the step->next combos that need added. Think they don't fit in?
I mean, since they're suspended between two walls, you'd expect the weblines to be straight or just subtly curved. But you built them using a composition of regular cobweb tiles, and as such the lines are zig-zaggy. Which doesn't make any sense.
Guys, these are all absolutely beautiful. 😊 Doug, I love your use of cobwebs to show inactivty. Very realistic. ^ ^. I want so badly to import the Ultima 7 Caves Midi (From Here) in as the music to that area. Sure, the cobwebs are a little "diagonal," but meh. That can be changed fairly easily. I'm tempted to use Relational mode to fill it too. 😛
Do you mind if I change the color of those caves to brown? I know I set the "preview" of them to blue so we could differentiate them as we build them, but that may have haphazardly given the impression that the final product _WILL_ be blue. o.o' So, if it's okay with you, we can change those (Previews) back to brown now that they're done. They'll probably be the same brown anyway, as it's the same Dmap, (And as such the same palette.) but we can always make exceptions. We've got TONS of Dmap space, after all.
Saffith, very, very awesome stuff. Didn't get to actually try it out, but it looks fantastic. That upperright most room looks interesting though. Dunno how to reach it. Is the vacuum script involved?
BTW, if I happen to make spike tiles for that cave floor, would you wish NF to use those instead of the marbled floor spike tiles?
ShadowTiger wrote:Well, I was thinking to myself "having marble floor spike tiles signifies that the spikes are indeed mechanisms placed there by crudely hollowing out the cave floor, and covering the mechanism with a perforated stone tile afterward, and not, in fact, a naturally occuring cavern feature resulting from erosion or something"... but okay.
BTW, if I happen to make spike tiles for that cave floor, would you wish NF to use those instead of the marbled floor spike tiles?
"Why are there perpetually moving buzzsaws in the cave floor?!"
"Duh, water erosion. It's the limestone, y'know."
No problem Josh. Change it. I only left it blue to be sure I wasn't confused betweeen screens.
The webs can be changed if you will. I just used what I had to work with. If I had full conrol over the quest, I would have changed them. Have at it guys.
Make them look better if you want.
ShadowTiger wrote:Saffith, very, very awesome stuff. Didn't get to actually try it out, but it looks fantastic.Why, thank you.
That upperright most room looks interesting though. Dunno how to reach it. Is the vacuum script involved?The one with the broken bridge? You just need the ladder.
BTW, if I happen to make spike tiles for that cave floor, would you wish NF to use those instead of the marbled floor spike tiles?It's fine either way, I think. The transition does look a bit odd in some spots, but, as _L_ points out, it's perfectly reasonable for them not to match. Especially when the spikes move.
_L_ wrote:Well, I was thinking to myself "having marble floor spike tiles signifies that the spikes are indeed mechanisms placed there by crudely hollowing out the cave floor, and covering the mechanism with a perforated stone tile afterward, and not, in fact, a naturally occuring cavern feature resulting from erosion or something"... but okay."Why are there perpetually moving buzzsaws in the cave floor?!"
"Duh, water erosion. It's the limestone, y'know."
LOL _L_. The same general train of thought can be applied to ANYTHING within the cave though. "Why is there a big chest in it? Why is there an item in it?" If the cave was natural, they'd probably not hide something that valuable in there (IN A CHEST, no less.) without protecting it. It wouldn't just wander in there on its own, now would it? If there wasn't any useful item in there, I'm sure nobody would bother to protect it.
If you want to see Amaster42's caves, apparantly they're here.
_L_, is it a good thing or a bad thing that your putting my work up for public display. Ohhdeearrr....I think it's bad thing, right. I'm very pessimistic, with low self confidence to boot.
The caves look good, but the pot shadows hurt Link.
Amaster42 wrote:_L_, is it a good thing or a bad thing that your putting my work up for public display. Ohhdeearrr....I think it's bad thing, right. I'm very pessimistic, with low self confidence to boot.Well, it's not like we wouldn't all be seeing it eventually, anyway.
Pot shadows?
Did I mess up with an undercombo, or something?
I expect he's referring to the slightly odd way the flying tiles (or pot, as the case may be) are implemented. That's no fault of yours.
Well, the caves are pretty nice, but I'm a bit confused as to why everything is on layer 1 like that. The damage combos, specifically. Sure, combos can now cycle on layers, but the damage properties are still only applied to layer 0, and not any layers above that. When The Cyborg and Tygore submit their caves, we can fix everything as a whole.
I can't wait to begin messing with the Relational / Dungeon Carving setups. 😃 I've got so much of the tiles page I need to optimize! :kawaii:
So yes, continue sending _L_ the contents of whatever caves you generate, Tygore and TC. Then when they're all complete, I've got some more graphics I need to import and work with. Specifically on the combo page. I don't feel it's as "juicy" as it can be quite yet.
I'll have a cave, if there are any left.
Go ahead - somehow I doubt that the remaining volunteers are about to submit their contributions.
You can have The Cyborg's portions. Either him or Tygore's. Read up on the thread for details.
There wouldn't happen to be any caves left, would there?
I was thinking of doing one.
Okay then, here are my caves.
http://www.filehosting.cc/?d=0892E0073
Edit:this is using the 254 alpha. Is that okay?
I would like to have another cave. If it is possible, I would like to have a larger area than I was allotted last time. At least 3x3 with little areas around it would be nice.
Are The Cyborg's areas and Tygore's areas all filled yet? Can't quite check from where I am.
The green area (Tygore's, I think) is empty, unless Blaman took it. I used the red area, though.