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Commented on: Ashen Star Melee creation

Eminent Stars status has been set to Active

Commented on: Ashen Star Melee creation

Hello!

A style for the Sundered Uplands, nice! I believe this one is a first community-made style ever for that biome, yay \o/

The design is pretty interesting, i see it is inspired by a weapon from another game, but it seems to be unique enough to not cause any legal issues.

 

Looking at the weapon by itself - im having a hard time picturing its origins to be from Sundered Uplands. Mostly brown design could more likely originate in Dragonfire, Highlands or even Fae.

Some of the screenshots show how a red VFX overlays the weapon - think this creates a very beautiful effect. Id like to suggest to add some of the red color to the weapon itself to spice up the design a little bit and connect it better with the Ashen part of the Sundered Uplands. Also, moving spikes to the sides could make it easier to see the overall shape of the weapon - at the moment it appears a bit busy.

Here is a quick example of introducing red color to the model (on the spikes). You dont need to copy my edit, im absolutely sure you can come up with something that would look better!

Im going to change the status of this creation to Active for now, but please dont forget to change it back ti Needs Review if you update the model!

Commented on: Dread Scientist Mask creation

@G_33X

It looks good, but it would be too close to this Dread Scientist mask in the design - they are basically the same model. Would be nice to see those colors used on some other mask shape though.

Commented on: Desert Bunker Dungeon (1 Star) creation

Dessert Bunker status has been set to Active

Commented on: Desert Bunker Dungeon (1 Star) creation

Hello!

This is a very good dungeon for a very first attempt! Especially made in Troxel, wow.

Overall the layout and flow is quite alright, but there are a few things that would need to be fixed before i could Approve this one.

Three major things:

1) Technical - at the moment the dungeon has too many decorations and blocks that are corner connected (fences around the bunker). All these increase a count of Elements - the higher this number is the longer it takes for the game to spawn the dungeon in a world and display it to the players. You can see it in the Metaforge if you use /debugtext . Green is good, Orange is ok, Red is bad and needs to be reduced down.

Also, your dungeons needs a Fake Air Roof - a layer of Placeholder block above the highest point of a dungeon that would prevent it from being obstructed by terrain if it happens to spawn in a hill or in a cave.

2) Art - this sort of comes from point 1, but this dungeon puts all of its artistic effort into decorative elements, while the voxel walls and floors are as simple as it gets. With dungeons it is best to do the other way around - do as much as possible with the blocks and sprinkle some decorations on top of a design that is attractive already.

Dungeon blueprints can use Material maps just like the styles do, if you want to have some metal, glass etc on a dungeon. A little bit of extra elements can help to spice up the design and sell the idea better. 

For example, with just a few extra colors and some voxels here and there you could turn a plain room into something more visually interesting. You dont have to make your rooms look like this, im just saying it doesnt take too much more effort to make a dungeon stand out.

3) Variations - i can see you already have some of this going on, and you nailed the variety in boss room (each of them has a different flow, this is great!), so i am most sure you would be able to make the rest of the dungeon vary too.

At the moment the dungeon walkthrough is - run straight, use portal and kill boss or jump upwards and kill boss, no matter the variation. It is nice and easy and is a great fit for an early biome such as Frontier, but there are some really quick and easy things that can be done to make the player experiences vary.
For example:

  • a portal behind the half-opened door could be on the most left side of the corridor so players would at least have to run all the way to the end of it. 
  • since your rooms are connected by the portal, it really does not matter where the boss room is - place a plug above the sealed boss room instead of its bottom - with a big enough gap it will spawn below the entrance
  • make one of the entrances not a building in the back but a hole in the ground, or a building in the center, or any other shape - as long a you have a portal connected to the boss room it will work

 

Feedback per blueprint:

desentrance_01

This one has the best Voxel model out of the 4 existing rooms. Would still be great not to have plain grey walls and floors, but the pipes, vault doors and periscope (?) are a very nice touch.

As mentioned earlier, this room would greatly benefit from less deco and more details on the model itself.

This room has way too many decorations and mob spawns. In a 1-star dungeon only 5 mobs will spawn. With ~20 of them in this blueprint there is a good chance they all will just spawn on this one spot.

desentrance_02

The model of this one is very simple and is very close to the _01, would be great if it was more different.

This room has way too many decorations. There are absolutely no NPC spawns - it needs at least a few.

Unlike room _01, this one does not have a Blue exit portal (GM Quest Teleporter Outside). Since one of the rooms does not have an exit through the door - there absolutely must be an exit portal. 

bossroom_01

The room is pretty simple, and could use more voxel details.

This room has way too many decorations.

This room has way too many traps, there should be no more than 8 active traps per room, for a room of this size a 6 is probably a good number.

Its best to place the Boss spawner closer to the center of the room - this way the Cursed Skull would fit in a room.

bossroom_02

The boss area of the room looks good! The rest of the room could use some more details.

This room has way too many decorations - consider using glowing blocks on/in the walls instead of torches for light sources.

 

Hope this helps!

Im going to change the status of this dungeon to Active for now, set it back to Review if you upload any changes!

Commented on: Dread Scientist Mask creation

Dread Scientist status has been set to Approved

Commented on: Dread Scientist Mask creation

Thanks for the file and screenshots!

Approved.

Commented on: Dread Scientist Mask creation

Dread Scientist status has been set to Active

Commented on: Dread Scientist Mask creation

Hi!

The mask is looking good! Interesting color change, but it works so well on the model :)

Just to be sure that i am not going to approve something that you are still working on - could you please upload an in-game screenshot of any class wearing the mask and a .blueprint file? With those in place, i would be happy to approve.

Hoping to see it back on Review soon!

Commented on: Flowery Log Dungeon (1 Star) creation

Flowery Log status has been set to Approved

Commented on: Flowery Log Dungeon (1 Star) creation

Hello again :)

The new rooms are distinct enough and offer for a good visual and gameplay variety. Functional elements are in place and a dungeon is player-friendly.

Everything seems to be in order, well done! 

Happy to approve.

From here on the Developer team would need to check the creation and decide upon adding it to the game. When they pick your creation it will advance status to Accepted/Rewarded - and the Credits will be sent to an in-game account that matches the name of the Trovesaurus account that posted the creation - please make sure that the name is up to date and a platform (PC/ps4/5/Xbox/ns) is set. You can update those on your User > Edit > Edit Profile

 

You ve done a really good job with this dungeon, hoping to see more designs made by you :)

Commented on: Flowery Log Dungeon (1 Star) creation

Flowery Log status has been set to Active

Commented on: Flowery Log Dungeon (1 Star) creation

Hello! What a cute little dungeon :D

The design is solid and you got all the functional elements right, good job! Loving the decorations and the boss room!

Highlands is the very first biome that players enter after the tutorial, so it is of utmost importance to keep the dungeons in Highlands simple and player-friendly. While this dungeon is pretty good already, it could use a bit more work in some areas.

Feedback per room:

FloweryLogDungeonEntrance

The flowers on the side of the stamp are a bit hard to jump on - id suggest to make these easier to land on and bounce off - making the flowers a bit bigger should help. For edits like on the image below for example you d only need to place some blocks in the Metaforge, no need to convert back to .QB. Try the /wadd prefabs/placeable/block/transmute/mimic.binfab .

The horizontal Launch pads can yeet players in a direction away from a dungeon, so i believe the vertical ones could be easier to use for new player.

Every room needs to have at least 2 variations - this adds a bit of a variety to the dungeons and makes it tiny bit less tedious to farm them.  You have very good functional separation between the entrance/gameplay/bossroom, so hopefully it wouldnt be much of a trouble to make another for the Entrance (and boss) room(s).

For a new Entrance piece to fit together with the rest of the dungeon you d only need to make sure that a 5x5 area in the middle with the Red Plug and Orange Socket are in the same place. Im sure you have plenty of your own ideas, but just to list some examples - the second entrance could be a different-looking stump with a different way to climb up, or a flower patch, or a chubby bee, etc.

 

FloweryLogDungeonLabyrinth_v1

Nicely done! The only thing that might be worth changing about this room are the launch pads at the Purple corner near the Portal. It could be frustrating to try and avoid them while going for the portal, so for the sake of new players id suggest to remove them from this corner.

FloweryLogDungeonLabyrinth_v2

This variation is much less fun to navigate through. The narrow passages and mostly black repetitive surroundings make it really hard to find a portal. Id suggest to remove some of the walls, and/or add same glowing paths on the floor. 

This room also does not have an upper part (like v1 has), so when this variation spawns, the Entrance does not have any blocks below water making this a deadly trap for a player with 2 jumps. 

Please add the same room extension as v1 has to this room, or add some blocks below the Entrance part.

 

FloweryLogDungeonBossRoom

This room is so cute, i love it.

There should be 2-3 possible mob spawns (GM NPC) near the boss objective - please add them somewhere in the room.

Just like the Entrance, the boss room is going to need a V2. Since you connect the Gameplay rooms to the Boss room with portals - this V2 could have absolutely any layout.

Its generally a good idea to have combat areas that feel different between v1 and v2, so if the v1 has a flat elevated platform, a v2 could have a bumpy deepening or any other terrain variation. 

Some theme ideas that could work with the rest of the dungeon - roots of the stump with some moles or hedgehogs around, or a secret stash of acorns, or a beehive, etc.

 

You have done a very good job with this dungeon already! Really hoping to see it back on Review!

Commented on: Guardian of Starfire mod

The costume is so beautiful! 

If you are aiming to get it in game you d need to press that green button on top - Submit Mod to Developers.

The custom visual effects do not get accepted in game, only the models. Once the costume is in game it will get some of the existing VFX sets - for example your costume might work well with the VFX from Duskrider Dragoon.

Commented on: Dread Scientist Mask creation

Undead Scientist status has been set to Active