Ylva

<3 EvilagicianGold MemberCreations TeamArtistModderCreator

Created: July 14, 2016

Last visit: 15 seconds ago

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Posted on: Weathered BattleGrounds Dungeon (3 Star) creation

Weathered BattleGrounds status has been set to Active

Posted on: Weathered BattleGrounds Dungeon (3 Star) creation

Hello!

It makes me so happy to see dungeons being made! Loving the idea and layout, whole dungeon has very Geodian feel to it, good job on the ruins, and wrecks and tentacles :) Wall patterns and pillars are absolutely great!

A few things do need to be adjusted before i would be able to approve it though.

First and foremost - each room must have at least two variations. This rule exists to make sure players get to experience variety within same dungeon > less repetitive gameplay > players able to farm longer without frustration of 'i have done this many times already'. Of course eventually every player knows every dungeon, but its still best to have a tiny element of surprise when they enter it.

You already have plug separation between top, second miniboss and big bad boss room, so what im asking is a second option for each of those sections. Bottom ones could vary with higher/lower floor, or have partially destroyed walls/pillars/ or have more tentacles/ruins, etc etc. Top one could have other elements on it/elements in different places/differently shaped terrain or anything else you d come up with :) Just please make sure that variations are noticeable and work all together, as, any variation of room 1 can work with any variation of room 2 and so on.

Another thing, you are using quite some mob spawners and traps. Usually dungeons only spawn 25 mobs, but geode topside dungeons seem to spawn them all, so with the amount there is now it will be quite overcrowded. Id say may be 1/3rd of mob spawn locations could be safely trimmed down. Same for traps, while you do have enough space between them and dont stuff too many in one 'room' it still feels like there is not a safe spot in a dungeon. Traps placement should be challenging for players, but again, better to make it a bit easier than too hard and frustrating.

Lastly, the ground looks really nice, but if you /floodfill it with Geode Dirt (you can add it to your Metaforge inventory with command > /wadd placeable/block/natural/geodehubdirt.binfab ). That would create natural shading on the cave walls and make the dungeon fit nicely in the surrounding biome. Left image as it is now, right image with natural blocks.

Oh almost forgot, you also need a Fake Air roof above your dungeon, to make sure it doesnt get covered by the terrain. You could add a layer above parts you want always exposed to air in voxel editor and then /floodfill that with Placeholder blocks (in /mf inventory by default), or you could create a separate blueprint for roof and plug it in with sockets like any other room :)

Quick example, white is to become a roof:

Going to set status of your dungeon back to Active for now so you could work on it a bit more, but hoping to see it back on review! Seriously good job and nice design, would be great to have it finished and in game :)

Posted on: Sky Breaker Melee creation

Sky Breaker status has been set to Active

Posted on: Sky Breaker Melee creation

Hello!

Oh my, thats one fine hammer! Loving the design, very eye-catching and lush!

There is only one thing id suggest to adjust, the pyramidal shape at the front of it. May be it could be just a tiny bit more square to look less busy? I made a quick edit based on your model, 4 voxels less on the pyramid and slight change in the shade of gold on it and pommel to match. Highlighting the cross-shape with some other color could possibly be good too (or not :P).

Thing is, with the way Material maps are now its a bit hard to tell how its intended to be or how it will look in game. You have a whole lot of maps overlapping eachother, while one voxel cant be both Metal and Glowing. If its glowing, it has to be Rough on Specular map, and if its Metal it has to be 'blank' White on Type/Alpha. Could you please make sure no such things happen on your design? Lint and Export button in Troxel could be helpful with that :)

Going to change status of this one to Active for now, do change it back to Needs Review if you upload any changes. Hoping to see this one finished, but if you d rather work on something else you can always set it to Draft, that will free up creation slot for something else.

Posted on: Fire_Gem_Staff Staff creation

Fire_Gem_Staff status has been set to Active

Posted on: Fire_Gem_Staff Staff creation

Hello and welcome :)

What a cute staff, i very much like the shading on the gem, looks very real!

Unfortunately, i do need to make sure things that are getting approved are unique designs and ideas. That means even if idea that already has a in-game representation has been re-made better and nicer, i still wont be able to approve it. 

I understand your staff features actual Trovian empowered fire gem, but there are already quite some simple-staff-with-red-gem designs: Carnelian-Capped Cane, Di-Beryl Baton and Flameweaver's Wand, possibly more.

May be you would be able to make it more unique? For example with making main gem bigger gem and/or adding more gems of different size, or fancier shaft with more metallic elements, or some unusual shape? There are endless possibilities :)

Now for the technical side, your model needs an Attachment point, a voxel colored with 255,0,255 RGB. That thing marks the spot for where a character in game would hold your staff, or where a leg would be attached to the body of a mount etc etc. Each model has one and only one Attachment point and that tells the game where to put it.

Check the Staff Creation Guide for more help about placement of AP. Also, you can use Lint and Export button in Troxel, pick a type of your style, click on that and it will highlight any technical issues, if there are any.

Going to set status of this creation to Active for now, change it back to Needs Review if you upload any changes :) If you d rather work on something completely new instead, you could always change status to Draft, that will remove your post from the list of Active and will free up a creation slot.

In any case, good luck!

Posted on: Glorious Knight Helmet creation

@Alwis

Its no problem, name only needs to be there for blueprint upload, if you use any other naming for your work-in-progress projects please continue with whatever you find comfortable :)

Posted on: Glorious Knight Helmet creation

Glorious Knight status has been set to Approved

Posted on: Glorious Knight Helmet creation

Looking great :D

I like how stylish and simplistic it is, good job! Works nicely in game too, happy to approve :)

Edit: Ps. Files tab requires your .blueprint file named with styletype_stylename[CreatorsName].blueprint . I uploaded one made from your qb files this time around, but for future occasions please make sure you send blueprint and not qbs there :)

Posted on: chicken staff Staff creation

chicken staff status has been set to Active

Posted on: chicken staff Staff creation

Hello again!

Changes look interesting! I liked the idea of having an egg on the opposite to chicken side of the staff but the concept seems fun enough even without it :)

I agree with Alwis, some shading/color variations could really help determine the shape and texture. Also may be a stick could be a bit more natural shaped rather than straight?

Your concept is quite nice, but its voxel shape could use somewhat more love.

Back to active for a bit.

Posted on: Glorious Knight Helmet creation

Glorious Knight status has been set to Active

Posted on: Glorious Knight Helmet creation

Hello again!

Changes looking great, you made the design bulkier but kept triangle-ish shape, well done :) Good job on mapping too, glowing golds give it a bit of a techno vibe :D

I see you also removed black 'background' from visor part? I thought it looked quite mysterious with it, but it looks good without it as well! Although if you prefer it this way, id suggest to make gap for the eyes a bit wider/cleaner. I understand its not the way real-life helmets work but small visor without black to highlight it looks rather busy in game and doesnt read all too well, especially with headless style.

You did very nice shading, but overall helmet still feels as if it only uses two colors. It is not a bad thing in this case id say, but may be it will work better if shadows were more contrast (more visual difference between brightest and darkest) or if there was a splash of color in them instead of just black/white? This is optional though, if you feel like it looks best with the colors it already has, so be it :)

Back to Active for a tiny bit, hoping to see slightly more convincing visor on next review.

Posted on: chicken staff Staff creation

chicken staff status has been set to Active

Posted on: chicken staff Staff creation

Hello!

What a fun concept, that chicken is very square and cute, well done :D

About the overall design, i take it its and egg on the back end of the staff?
It could be a good design element, but its usually best to avoid models that are something-on-a-stick. As, it needs to make sense for an item to be located where it is, that makes it easier to read/understand the design. For example, may be it could be some egg holder that has a long 'leg' and has a chicken sitting on its 'bottom'? Or may be it could be a an egg in the nest on a tree branch with, again, chicken sitting on its other end? Or may be a whole staff could be a chicken? Or may be you could come up with something even better and funnier :D

Im going to set status of this one to Active for now, would be good to see this one back on review though :) If you d rather create something completely different, you could set status to Draft, that will free up a slot for another creation.