I made a few modifications to the style:
– Made the water texture finer, such that it hopefully looks better when tiled over large areas.
– The upper part of the walls was made a tiny bit darker and especially the texture on large parts of hard wall looks more pronounced now.
– Made slight changes to one of the cabbages, which was a bit irregular.
– Palm shadows reduced slightly. It was indeed a bit too large, but only a few pixels in my opinion.
– The diagonals on the trapdoors were attenuated while the borders got some extra contrast. That should make the trapdoors more distinguishable, while making the misalignment of the diagonals less jarring. That misalignment was btw intentional—like nuntar said it was to accentuate the transition between adjacent trapdoors.
– Fiddled a bit with the tunnels. Actually I wasn't quite sure what to do with them, so I'll leave it to you to decide if it's any improvement.
The attachment in the first post has been updated and here's a new version of the screenshot:
Click here to view the secret text
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Of course if you think any modified tiles actually got worse rather than better I'll revert them to their previous state.
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Holds:
An Architects Audition,
Artful Architecture,
Salamander,
Elusive Exhibitions,
Leftover Levels,
Six Times Six
Collaborative:
Way Forward,
Advanced Concepts 2
Styles/Mods:
Basalt,
Sandstone,
Garden,
Clock using game elements
[Last edited by Jutt at 10-11-2009 04:48 PM]