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Outer Crateria: grassy platform tweaks + some minor misc fixes - #529

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jedat555 wants to merge 7 commits into
amoebaOfDoom:mainfrom
jedat555:misc_tweaks
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Outer Crateria: grassy platform tweaks + some minor misc fixes#529
jedat555 wants to merge 7 commits into
amoebaOfDoom:mainfrom
jedat555:misc_tweaks

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@jedat555

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Aims to make small improvements to many of the grassy platforms by adding a variety of new tiles; also fixes a couple minor errors spotted along the way.

Additional notes:

  • bubble mountain: modifies an existing tile (only used in this one spot) to make it connect to the wall better and eliminate a transparent pixel without needing new graphics. Sacrifices a bit of pop-out detail with the rocks, but I think it looks better still.
  • cathedral entrance: minor stylistic edit - replaces wrecked ship scaffold tiles near the right door with a grassy platform and some more metallic tiles (I think this makes the platform above the door look less awkward + it's more stylistically cohesive overall)
  • crocomire escape: CRE grapple tiles fixed/flipped + item pedestal removed to make that platform look less weird
  • green pirates shaft: change the lone metallic platform to a grassy one for better stylistic cohesiveness
  • post crocomire farming room: tweak two ceiling spots that didn't match collision
  • wrecked ship main shaft: make the one longer metal pipe more neatly connect to its wall

@amoebaOfDoom

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Overall, this mostly improves a few hard to tile spots in outer crateria. There's a few things where I was left wondering why it was changed. In the current state, the only thing that I'd really want to change before merging is the comment on Double Chamber. I'm leaving my other thoughts here since you intend to pick over other rooms. Also, you don't need to put grass tufts on every 8x8 tile. there's a few left bare here and there to break up unnatural symmetry.

We lost some tile variation on the long platforms that were using tiles that weren't the best fit just to get a different tile in there. Since you are making new tiles, maybe consider making a new tile to keep the variation on long thin platforms.

Cathedral entrance door lost the west ocean bits. We might keep in mind to put them in another room to keep the overall balance.

The item plinth in croc escape was the real though part of tiling that spot. Removing it does make it much easier.

Croc speedway better matches the large rock tiles for the thick platforms but sacrifices a bit of collision accuracy. It's within the expected amount for this theme.

Double chamber: the right most change under the door didn't seem to fix anything but has too much mirroring horizontally. Consider leaving that one spot as is.

Dragon rock: I wouldn't put grass under the CRE platform.

Norfair reserve: I'm not sure why this was changed. Is it just to make the tile two under the door darker? We lose the heavy draping grass at the end of the platform.

@jedat555

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Also, you don't need to put grass tufts on every 8x8 tile. there's a few left bare here and there to break up unnatural symmetry.

I understand, I just don't think leaving middle sections of grass exposed like that looks good. Vanilla only ever does this on the edges of platforms. Either way, it's a very minor thing, so feel free to revert it.

We lost some tile variation on the long platforms that were using tiles that weren't the best fit just to get a different tile in there. Since you are making new tiles, maybe consider making a new tile to keep the variation on long thin platforms.

I actually already did make a new tile that's used in places that used to have that different tile: it retains its top half, which does vary the pattern of the grass a bit, while also eliminating the awkward cutoff bottom.

Double chamber: the right most change under the door didn't seem to fix anything but has too much mirroring horizontally. Consider leaving that one spot as is.

Gave this one another small tweak to eliminate some of that symmetry. I don't think it was handled that well previously, the seam between the grass tiles and ceiling slopes was very obvious.

Other notes:

  • dragon rock: reverted the grassy platform beneath CRE
  • norfair reserve: brought back the heavy draping grass
  • the one change around the top of green brin shaft you were confused about on stream was done to eliminate transparent pixels and to make the platform actually visually connect to the small rock beneath it

Also, about another thing you mentioned on stream, regarding these types of PRs in general: I want to assure you that they're not made out of some frivolous desire to mess with very minor things that didn't need tweaking; they're made because I believe there are genuine and meaningful improvements that can be made even to things that were already deemed to look "good enough". I understand your wish to get through the remainder of new themes as soon as possible, and I have been slowly chipping away at my own East Maridia rooms, but working on entirely new rooms (especially in a theme as intricate as East Maridia) takes time and effort which I often don't have. In that situation, working on existing rooms and trying to make small improvements to them is, to me, the perfect way to still get something done.
If you find these kinds of PRs obnoxious I can stop doing them (or hold off on doing them until all themes are completed), but I do think the project would be worse off without this sort of work.

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