Mr.Oshiro Posted May 29 Share Posted May 29 (edited) 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 .. Changing it to dark green would be much better. It should look like this: 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. 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. Edited May 29 by Mr.Oshiro 2 Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/ Share on other sites More sharing options...
gaymime Posted May 29 Share Posted May 29 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) Spoiler 3 Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868912 Share on other sites More sharing options...
Gooba Posted May 29 Share Posted May 29 the moss is fine 5 Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868915 Share on other sites More sharing options...
Mr.Oshiro Posted May 29 Author Share Posted May 29 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) Hide contents 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. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868921 Share on other sites More sharing options...
Mike23Ua Posted May 29 Share Posted May 29 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…. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868924 Share on other sites More sharing options...
gaymime Posted May 29 Share Posted May 29 (edited) 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 Edited May 29 by gaymime typo Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868926 Share on other sites More sharing options...
Mr.Oshiro Posted May 29 Author Share Posted May 29 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. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868929 Share on other sites More sharing options...
gaymime Posted May 29 Share Posted May 29 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. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868932 Share on other sites More sharing options...
Mr.Oshiro Posted May 29 Author Share Posted May 29 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. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868933 Share on other sites More sharing options...
Well-met Posted May 29 Share Posted May 29 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. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1868947 Share on other sites More sharing options...
Mr.Oshiro Posted May 30 Author Share Posted May 30 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. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869031 Share on other sites More sharing options...
-Nick- Posted May 30 Share Posted May 30 (edited) 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 May 30 by -Nick- Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869033 Share on other sites More sharing options...
Gooba Posted May 30 Share Posted May 30 10 hours ago, Mr.Oshiro said: 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. 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. Why do you have -1 replies Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869064 Share on other sites More sharing options...
Mr.Oshiro Posted May 30 Author Share Posted May 30 18 minutes ago, Gooba said: Why do you have -1 replies I think you should ask the moderator. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869067 Share on other sites More sharing options...
gaymime Posted May 30 Share Posted May 30 10 hours ago, Mr.Oshiro said: 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. 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. i dont understand what you mean by "single player games". even reading your linked thread it does not clarify anything. i've had spaghetti-stringing too, yeah but i hve also had them settled in proper biomes too and you can see it fine in both. i am not sure what you mean. can you clarify? also history is something i am off-and-on into and old sites, no matter how terraformed and build up all fall very quickly to nature without constant maintenence. nothing being there is a sign of heavy toxic poisoning or active intentional attempts to keep nature away which.... kind of doesnt make sense atm Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869068 Share on other sites More sharing options...
Mr.Oshiro Posted May 30 Author Share Posted May 30 27 minutes ago, gaymime said: i dont understand what you mean by "single player games". even reading your linked thread it does not clarify anything. i've had spaghetti-stringing too, yeah but i hve also had them settled in proper biomes too and you can see it fine in both. i am not sure what you mean. can you clarify? also history is something i am off-and-on into and old sites, no matter how terraformed and build up all fall very quickly to nature without constant maintenence. nothing being there is a sign of heavy toxic poisoning or active intentional attempts to keep nature away which.... kind of doesnt make sense atm As I mentioned in that thread, due to DST's ruins removing most of the background rooms and only retaining some set pieces (which is why the Sacred biome is connected by blocks), it is almost impossible to see large-scale ruins brickwork textures like DS. To be honest, I really like this texture, especially the moment when the Nightmare Cycle reaches its peak and the floor turns red. Shadow magic erodes everything, and the statue becomes painfully painful. It's really shocking. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869071 Share on other sites More sharing options...
gaymime Posted May 30 Share Posted May 30 Just now, Mr.Oshiro said: As I mentioned in that thread, due to DST's ruins removing most of the background rooms and only retaining some set pieces (which is why the Sacred biome is connected by blocks), it is almost impossible to see large-scale ruins brickwork textures like DS. To be honest, I really like this texture, especially the moment when the Nightmare Cycle reaches its peak and the floor turns red. Shadow magic erodes everything, and the statue becomes painfully painful. It's really shocking. ok then this is not an issue of not being able to see it but an issue on not getting absolutely lost in great swathes of it? Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869072 Share on other sites More sharing options...
Mr.Oshiro Posted May 30 Author Share Posted May 30 15 minutes ago, gaymime said: ok then this is not an issue of not being able to see it but an issue on not getting absolutely lost in great swathes of it? Both. Unless you lay the ruins brickwork yourself, you won't be able to see them and they won't naturally generate in the game. But even so, without a lot of nightmare light and statues, the atmosphere is not strong. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869076 Share on other sites More sharing options...
Jakepeng99 Posted May 30 Share Posted May 30 14 hours 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. Ive never had a problem with it. Link to comment https://forums.kleientertainment.com/forums/topic/171788-the-art-of-some-content-in-the-sanctum-needs-to-be-adjusted/#findComment-1869088 Share on other sites More sharing options...
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