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Commented on: Executioner's Baton Melee creation

@VeganB01

Modding might seem complicated but it really is not, once you make some things here and there and gain an understanding about ways it works in Trove it all becomes pretty easy :)

Metaforge is mainly used for making Dungeons, it has special things like 'mob spawns here' or 'portal stands here'. You dont need it for styles or full costume mods. If you are curious - we have a short guide explaining most of its functions here > https://trovesaurus.com/page=3977 .

I edited the description of the weapon so it doesn't say the exact name of the anime and gave it a more in-game description - this is not how things work. If someone posts a Pikachu head as a helmet and names it 'electric squirrel' we still wont be able to approve it. One of the reasons of creations being moderated is filtering out such things. It was very nice of you to mention origins and that should be exactly what everybody does. Hiding that design belongs to some other game/movie/anime/etc would put me and Trove Devs in a very bad positions if such style gets approved and accepted into game.

Like i said previous time, you could try approaching same double-blade idea from Trove perspective.

Changing status of this one back to Active.

Commented on: Evacuation Zone Dungeon (1 Star) creation

Evacuation Zone status has been set to Active

Commented on: Evacuation Zone Dungeon (1 Star) creation

Hello and welcome!

Such a thought-through dungeon, oh my! I am really fond of the gameplay and boss room assembling variety, very creative :)

Id like to suggest a couple of minor improvements.

First of all, the portals you are using are almost correct. Red connect to Red and make the purple-black portals that always stay available for use. Purple (gm quest teleporter) on the other hand connects to Blue (gm quest teleporter outside) and both only spawn after boss is dead. This means that in the Shuttle on top of the dungeon you should be using the blue portal.

It would be nice to highlight the path up the hill on Entrance part. The hill does look natural and so finding the right way might be challenging for some players. Having something to contrast with the solid rock could also improve visual impression. Quick example of path light-up just to show what i mean:

Having a bit more of natural formations on the bottom would be a really good thing too. At the moment top part of entrance with the shuttle has much more attraction compared to plain and barren bottom.

Some of the variations spawn a tentacle/crescent rock, may be allow more of them to spawn?

Last but not least - the position of GM Quest. In all your boss rooms it seems to be located pretty close to walls, if you move it closer to the middle of each room it would allow Cursed Skull quests spawn with less annoyance for players :) Star as possible example of GM Quest location.

All in all - this is a very nicely made dungeon, good job!

Im going to change status of this creation to Active for now, set it back to Review once you upload new version. Hoping to see it again soon!

Commented on: Ball Tower of Geode Topside Dungeon (1 Star) creation

Ball Tower of Geode Topside status has been set to Approved

Commented on: Ball Tower of Geode Topside Dungeon (1 Star) creation

That looks much more player-friendly :D

Happy to approve :)

Commented on: Ball Tower of Geode Topside Dungeon (1 Star) creation

Ball Tower of Geode Topside status has been set to Active

Commented on: Ball Tower of Geode Topside Dungeon (1 Star) creation

Hello-hello!

Such a joy to see yet another well-made dungeon :) Great job!

I see you have been pushing variety a bit further too, im really enjoying how this tower is assembled. May be for next occasions jump puzzles like this could also go not only counter-clockwise but clockwise too? Or some other direction. Just as an example of easily added extra variety.

There is one thing about this dungeon that is worrying me. Each of boss platforms has glass blocks in the middle of it, you sure its a design feature you want to go with? It really does look beautiful but there are quite some classes with abilities that can easily break such blocks and let mobs fall all the way down. Think of a Glass Bottle lair in Fae Wilds biome, how annoying is that?

Adding another layer of glass right below might help to some extent. Sadly mimic blocks dont work on glass but /wadd placeable/block/glass/pink seems to be close enough. Ofc i would prefer a layer of solid blocks underneath but i understand that will ruin the appearance.

There is enough solid ground around so players could hopefully learn to lure mobs away from the glass before trying to kill them. Im not going to ask you to add any support blocks, but i do want you to be sure that its the functionality you want/expect :) 

Changing status to Active for a moment. If you want to keep everything as is just toss it back to Review.

Commented on: Executioner's Baton Melee creation

Executioner's Baton status has been set to Active

Commented on: Executioner's Baton Melee creation

Hello!

This is a very good looking voxel replica of a sword. Im really enjoying the double-blade part of a design, we have some of such swords in game but i believe in most cases both blades have same shape and size.

Glowing part you can add to the design yourself by using Material Maps - https://trove.fandom.com/wiki/Material_Map_Guide . Please not that they can not overlap, if one voxel is already Glowing it can not be mapped as Metal for example. Also, for future occasions, please do add an in-game screenshot of an appropriate class with creation equipped.

While it is a unique and a good looking sword, unfortunately i would not be able to approve it since it directly references an item from an anime. Same works for items/concepts from any other movies/games/etc that could potentially sue Trove Developers for using their designs in our game.

May be you could keep the double-blade idea but approach if from a Trove perspective? Something like a double-lollypop or double-crystalrod entwined by jungle climbing ivy could work i suppose.

Im going to change status of your creation to Active for now, set it back to Needs Review once you upload changes. If you would rather create something completely different - you could change the status of this one to Draft. That will hide it from the public list and will free up a slot for another creation.

In any case, good luck!

Commented on: Massive Meatcleaver Melee creation

Massive Meatcleaver status has been set to Active

Commented on: Massive Meatcleaver Melee creation

Hello!

Cleaver looks pretty nice, good job on material maps!

There is already one kitchen knife available for players, Chef's Favourite. Yours seems to share colors and handle design, are they meant to be matching? Im not all too sure if Devs would be willing to expand the 'set of knifes' but personally i think that a shorter one could be a nice addition.

You do need to fix the voxels surrounding the Attachment point before i could approve it though.

If you are having doubts on weather or not the model is correct from tech point of perspective you can always use Lint and Export button in Troxel. Load your model in, select appropriate type, click a button and Troxel will highlight all the issues, if there are any.

Changing status of this one back to Active for now.

Commented on: Dragon's Rage Melee creation

Dragon's Rage status has been set to Active

Commented on: Dragon's Rage Melee creation

Hello!

You have chosen such a beautiful sunset color pallet for the sword, oh my!

Shape does feel like a classic claymore design though. That is not a bad thing, all together the sword is very much attractive, but unfortunately there are already over 900 various melee designs in Trove, and quite a lot of them can fall under 'fiery claymore' category. I am not allowed to approve any swords unless they are absolutely beautiful and unique, sorry. You have 'beautiful' part covered, but uniqueness needs a bit of a push.

Do you think it would be possible to re-design that into a hammer or some sort of blunt weapon? That would surely make it stand out :)

Other option - may be you could design a full costume to go with it. If you post that costume+sword as a Mod it could have a chance to get in game too.

Im going to change status of your creation to Active for now, set it back to Needs Review once you upload changes. If you would rather create something completely different - you could change the status of this one to Draft. That will hide it from the public list and will free up a slot for another creation :)

In any case, good luck!

Commented on: Thunderbolt Staff creation

Thunderbolt status has been set to Active

Commented on: Thunderbolt Staff creation

Hello!

What a nice idea for a staff! Quite well made too :) 

I have a couple of minor suggestions that i believe could improve appearance of the design.

You already tried out material maps, and glowing solid on the lightning bolt itself looks just right! How about some transparency for the cloud though? Some shape cleanup could also be a good thing. By shape cleanup i mean fewer single standing voxel cubes and less 'holes' in the body of a cloud.

Another thing, may be make the lightning bolt shaped closer to a classic cartoon-ish lightning shape? At first glance it is a bit hard to tell that its not a golden rod or other kind of shaft.

I ve made a quick edit with those two suggestions in mind to show you what i mean, more or less. You dont need to copy it, but i do hope it can inspire you for some improvements :)

Im going to change status of your creation to Active for now, set it back to Needs Review once you upload changes. If you would rather create something completely different - you could change the status of this one to Draft. That will hide it from the public list and will free up a slot for another creation :)

Hoping to see this staff on Review again, but good luck in any case!