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Firstly, I am very happy to see that the Sanctum now has more items. Content related to ancient ruins always excites me, but the art of some items needs to be adjusted.

1.Reduce the color saturation of the moss in the Sanctum

This includes all the moss in the Sanctum content. Their saturation is a bit too high, especially those growing on the ground, which look a bit glaring, don't they? This color is often used to represent sewers or some kind of venom. And there's also an episode of SpongeBob SquarePants about germs, which are really similar ..

1085743842_.png.c9e5334b2cdffb5a2d3323c8852e1d73.png         1.png.d21350c8987ed25a83f7dba57de5022a.png花瓶                    种植者            12.png.dfa59108b0647ec08fb7a16152743c8e.png

Sewer_Confrontation_Krobos_Dwarf.png     121.png.ed213de7aac565e095f06dbf7cf32f01.png

 

Changing it to dark green would be much better. It should look like this: 墨绿色底背景图片_墨绿色底背景素材图片_千库网

 

2.Add more details to the Sanctum barrier and purifier

Currently, their textures are too coarse, and they don't appear very three-dimensional, especially when compared to the Archival Thulecite Wall. Also, why do the different faces of the pyramids on top of the walls share the same reflection? And if I'm not mistaken, the purifier should fold gradually, but it currently looks like a flat surface. These things really need to be refined.

205186616_.png.f74c601cf12972e416f3b1abe630f1f2.png

Lastly, add side views to the Archive Portal. I know many people have mentioned this before, and I hope the developers can take this opportunity to improve it.

Sealed Portal

Edited by Mr.Oshiro
  • Like 2
23 minutes ago, gaymime said:

the duller green would make it much harder for people with vision issues to see. the brightness makes it stand out(also some mosses are really brightly coloured when healthy)

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Bright green moss as background — Stock Photo © belchonock #146186711

 

I don't think bright green is suitable for a place that has been built underground for countless years. Bright colors represent vitality and hope. Do you think they match the lifeless ancient ruins?
You said duller green is hard to see clearly, and yes, that's true. But why should it be seen clearly? As a background, it shouldn't be obvious, but rather blend in with other parts. Therefore, it's perfectly fine for dark green to be more suitable for relics.

2 minutes ago, Mr.Oshiro said:

I don't think bright green is suitable for a place that has been built underground for countless years. Bright colors represent vitality and hope. Do you think they match the lifeless ancient ruins?
You said duller green is hard to see clearly, and yes, that's true. But why should it be seen clearly? As a background, it shouldn't be obvious, but rather blend in with other parts. Therefore, it's perfectly fine for dark green to be more suitable for relics.

It’s probably meant to give the player an indication that life can thrive down there.. and possibly not even “Human” life, like I dunno an ancient alien civilization, and ancient alien grass? I don’t really see why the art on this needs to be changed too much, perhaps Klei wanted it to intentionally look like toxic leaking sewage? They can maybe add a few stray very short blades of grass to the end so it looks more grass/mossy and less.. liquid looking & blob like, because just changing its color.. won’t make it look any less like leaking sewage. The color should match the PILLAR beside it though…. 

13 minutes ago, Mr.Oshiro said:

I don't think bright green is suitable for a place that has been built underground for countless years. Bright colors represent vitality and hope. Do you think they match the lifeless ancient ruins?
You said duller green is hard to see clearly, and yes, that's true. But why should it be seen clearly? As a background, it shouldn't be obvious, but rather blend in with other parts. Therefore, it's perfectly fine for dark green to be more suitable for relics.

um.... yes? like, real caves are full of things with light or bright colours. bioluminescence leaves things with a glow that can be dim or bright, certain minerals affect the look of the things that consume them and while the vibe can be desolate that does not mean it musn't be allowed to have any life at all? it just is no longer a bustling public space.

 

also if a player cant see something that isnt great design...also have you seen ruins brickwork? X'''D

Ancient_Brickwork_Texture.png

Edited by gaymime
typo
14 minutes ago, Mike23Ua said:

It’s probably meant to give the player an indication that life can thrive down there.. and possibly not even “Human” life, like I dunno an ancient alien civilization, and ancient alien grass? I don’t really see why the art on this needs to be changed too much, perhaps Klei wanted it to intentionally look like toxic leaking sewage? They can maybe add a few stray very short blades of grass to the end so it looks more grass/mossy and less.. liquid looking & blob like, because just changing its color.. won’t make it look any less like leaking sewage. The color should match the PILLAR beside it though…. 

I believe the purpose of incorporating moss is to convey the antiquity of the Sanctum, rather than to accommodate certain forms of life. If the emphasis is on "vitality", they should have had grass and leaves when they first joined the Sanctum, but this seems to be inconsistent with the positioning of a well-designed shelter.An example is the pig ruins in HAM, which are merely remnants of an ordinary ancient civilization, hence there are many vines and similar things there.
Therefore, I believe dark-colored moss is more suitable for this place, as it can not only reflect that the Sanctum has experienced countless years, but also avoid it appearing completely naturalized.

3 minutes ago, Mr.Oshiro said:

I believe the purpose of incorporating moss is to convey the antiquity of the Sanctum, rather than to accommodate certain forms of life. If the emphasis is on "vitality", they should have had grass and leaves when they first joined the Sanctum, but this seems to be inconsistent with the positioning of a well-designed shelter.An example is the pig ruins in HAM, which are merely remnants of an ordinary ancient civilization, hence there are many vines and similar things there.
Therefore, I believe dark-colored moss is more suitable for this place, as it can not only reflect that the Sanctum has experienced countless years, but also avoid it appearing completely naturalized.

i really like your reasoning here even if i dont personally agree with it.

20 minutes ago, gaymime said:

um.... yes? like, real caves are full of things with light or bright colours. bioluminescence leaves things with a glow that can be dim or bright, certain minerals affect the look of the things that consume them and while the vibe can be desolate that does not mean it musn't be allowed to have any life at all? it just is no longer a bustling public space.

It's fine to do so in other areas of the cave, but it's not quite appropriate in any ruins. I think it's more important to highlight the "artificial" aspect rather than the "natural" one here.

 

21 minutes ago, gaymime said:

also if a player cant see something that isnt great design...also have you seen ruins brickwork? X'''D

Of course, and I quite like this texture. Nightmare fuel is used on the floor tiles, so their color changes with the Nightmare cycle. Unfortunately, due to issues with DST Ruins generation (which I have reported multiple times), such textures can only be seen in single player games.

 

7 hours ago, Well-met said:

don't agree with changing the green palette at all. Bright green is what makes the place very recognizable and unique from all the gloom of other biomes.

Interesting.If you think the color of sewage is unique, I have nothing to say.

4 minutes ago, Mr.Oshiro said:

Interesting.If you think the color of sewage is unique, I have nothing to say.

i mean its not really fair using sprites from the files to show your point given most textures in the game have bright colors to combat the world color in game.

Edited by -Nick-

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