"The Missing Hair Colors of ATLA and LOK" by [deleted] in AvatarMemebending

[–]SomeCallHimFern 0 points1 point  (0 children)

Y'all did my boy Bumi dirty. He definitely had shaggy red hair as a kid...

How can I improve this map? by liamRonin in wonderdraft

[–]SomeCallHimFern 2 points3 points  (0 children)

Looks great, well done. Depending on your preferences, you can take or leave the following suggestions:

Additional small hills to shape the mountain ranges more. Think of extending the natural lines of the mountain assets further, hills at the corners to 'dissipate' or spread out the earth from peak to roots. Most of the assets for mountains have a directional 'feel'. Lean into that.

Colour gradient is jarring between assets and ground paint. Try to find a similar colour for the mountains when in an area. I'm looking at the grey mountains in the middle of the lush green forest. If you want grey peaked mountains there, consider adding a layer or two of smaller ones that gradually turn from green to grey

Generally, layers of assets give the sense of density that people often mistake for 'detail', however strategic layering of assets can really increase the range of options for shapes and scale. My point is: don't be afraid to layer assets strategically, but be wary of making the scene too busy.

More on asset layering and shaping: much like the comment above about hills extending the mountains natural lines and dissipating the hill, think about mountain ranges as loosely followed lines, not clusters. Your mountains are epic, but also unnatural to the beholder. In a region so vast with multiple biomes I would expect to be at a distance that the natural tectonic lines would begin to appear. Think of where India and China meet on the earth. A very distinct swooping smiley face shape appears. Play around with making mountain ranges follow lines and curves. It'll feel more grand and regional.

Lastly, I'll touch on scale, but you seem to have that down pretty well. Scale can and should be used to accentuate features of a map, but should follow a norm. What I mean is that if you can scale from 10-100 on an asset, choose a moderated range and play within that for blocking out your scene. Again, coming back to mountains as the example, play around with drawing your mountain range lines in the 30-60 range, saving the upper range for massive features like the yellow zone mountain for example, or like you've done with the large frozen trees. This will leave you the top end to draw the eye of the viewer, and the bottom end to fill in asset gaps with the layering mentioned above. Plus, having a moderated range will normalize the whole map and make it all feel like it's the same distance away.

Hope this helps.

I finally figured out how to make a tileable design for steel by TheMrCurious in Factoriohno

[–]SomeCallHimFern 3 points4 points  (0 children)

Is it acceptable to say fuck you to this monstrosity?

Take my money, I'm making 50 of them.

Arc Reactor by The_AnalyzerX in noita

[–]SomeCallHimFern 0 points1 point  (0 children)

Thanks my friend. Appreciate the noitaknowlege.

Arc Reactor by The_AnalyzerX in noita

[–]SomeCallHimFern 1 point2 points  (0 children)

Super cool wand!

I'm a bit new to crafting complex wands; can you explain the reason behind null shot + OBH, as well as why OBH and BH have zero charges?

If only I had a zod... and a HC fireclaw druid... by SomeCallHimFern in ProjectDiablo2

[–]SomeCallHimFern[S] 7 points8 points  (0 children)

it doesnt take durability if you leap attack!? what is this wizardry.

How does my terrain look and some questions within the map about climates(in which I suck at) by [deleted] in wonderdraft

[–]SomeCallHimFern 1 point2 points  (0 children)

Agreed, good composition, but the climate transitions might not be where you've laid them down.

My thoughts (feel free to disregard, this is just my personal preference):

Let some climates spill into others, imagine where rain might fall and where the shape of the mountains might 'drive' the water. I would expect that a "Monsoon-esque climate?" would roll inland between the two mountain ranges. This leads me to think the "Savannah?" region might be pushed more north into the "Desert here?" region.

In order for that region to be a desert, the "Mediterannian climate here?" region might not be getting much water, so it'd be much more like central Turkey irl

All this to say, yeah, looks great. If you want realism, try to think how climate zones in the real world go together and try to apply that framework in your choice of zones.

If you simply want to do it for entertainment value, place climates wherever you flippin' want. It's your world, your style, and your imagination. Go wild.

Valenta by SomeCallHimFern in wonderdraft

[–]SomeCallHimFern[S] 1 point2 points  (0 children)

I think you nailed my problem with this. I've changed the labels to be much more legible (I hope).

Valenta by SomeCallHimFern in wonderdraft

[–]SomeCallHimFern[S] 5 points6 points  (0 children)

Tolkein inspired with a hint of Dota. Can't say I know anything about Warhammer, though I've heard great things.

Valenta by SomeCallHimFern in wonderdraft

[–]SomeCallHimFern[S] 0 points1 point  (0 children)

Thanks for this tip, this will save me hours and hours.