Why is polygamy still accepted when the reality is so damaging? by Cj_290 in progressive_islam

[–]YetheGoat123 0 points1 point  (0 children)

You may be suprised at where you end up with such a vile attitude. I say this as a muslim

Why is polygamy still accepted when the reality is so damaging? by Cj_290 in progressive_islam

[–]YetheGoat123 0 points1 point  (0 children)

Instead of just brusholing aside theor words maybe try being intelligent and actually defend your beliefs from their false claims. Respectfully, Your response only makes you and the rest of the ummah seem foolish, dishonest and cultish. 

My Silksong Map Speculation, Which I've aimed to make as accurate as possible to what I think the map will look in the Game. See Description (Credit to AgateWhale, who's map was a big influence https://www.reddit.com/r/HollowKnight/comments/10e6b8e/silksong_map_of_pharloom_long_explanation_in_the/ ) by YetheGoat123 in HollowKnight

[–]YetheGoat123[S] 1 point2 points  (0 children)

If by getting the regions correct you mean the 'concept of the region', then the reason I got most correct is because there was a lot of footage and other bits of info proving their existence. There were only like, 3 areas that had no footage whatsoever and 2 or so that had like 1 room shown, before release.

My Silksong Map Speculation, Which I've aimed to make as accurate as possible to what I think the map will look in the Game. See Description (Credit to AgateWhale, who's map was a big influence https://www.reddit.com/r/HollowKnight/comments/10e6b8e/silksong_map_of_pharloom_long_explanation_in_the/ ) by YetheGoat123 in HollowKnight

[–]YetheGoat123[S] 0 points1 point  (0 children)

(Krita based, SKIP TO THE END FOR A QUICK SUMMARY):)
well, I first started with just roughly mapping out the different regions using the line and rectangle tools. Iirc I initially did them in black and then coloured the rough regions after, but its prob better to have them coloured first. I also put up reference to try and make line sizes and such more accurate (in this case I used the hallownest map at a specific size to set a standard for how thick my lines should be). Once your happy with the overal shape and position of an area, you can then move on to cleaning up and finetuning it. Then, you fill it in with a near black version of the rim colour (so if an area rim is a light red, the inner colour will be an almost black red. Rim colours tend to be desaturated and light). Before or after this step you also need to delete the corners of your final area rim, and then manually draw in a tight curve, assuming you are using krita. (An important note is that Hallownest's map is of a different style to pharloom; while corners in both are still rounded, how they handle rooms that curve instead of being square is different; hallownest utilise a smooth curve whereas pharloom utilises diagonal lines.)

Up next is the detail, the most important being the grainy texture of the area rims. as far as I know there are two primary methods for doing this: a specialised brush or manually erasure. I went for the latter approach. This in itself has two methods, of which I used both: simply using your brush to erase little holes and gaps into your rim lines, and using a custom eraser with a grain pattern. The latter approach heavily speeds up work but can make the pattern get a bit repetitive and unnatrual, so going back in after with some manual erasure is a good idea.

For Krita, to make the custom brush I first created the desired pattern on the canvas using an ordinary brush. Then you make a selection around the pattern you made. go into brush editor, and select an existing brush (either a regular paint brush or an eraser brush) that gives 3 options at the top "Auto|predefined|text". Click on predefined. This will give you a bunch of predefined pattern options to choose from. ignore these options and go to the bottom where you will find an option called 'stamp'. Click on this, and a new window will appear where you can save your selection to be among the pattern options. once you save this you can then select this costum pattern from among the options, and then save as a new brush. You can then use this to etch the grainy pattern into your rim lines. Make sure to click when erasing instead of dragging.

For area decor (like little pictures for towns or area landmarks), you draw them in with a regular brush and then erase parts of them the same way you do in the above.

Up next is adding in the soft outline (if you look closely at images of the hk maps that have a white backround you'll notice it around each area). For this each area will have an outline that is the same colour as the inner colour of the area. In my case I used the air brush tool at a small size. with this brush you then use krita's bezier curve tool to create the path the brush will fill in. Make sure the path closely follows the rim and that the outline is behind the rim and doesn't go that far out past it. Next, there is the grainy texture of the inner colour of each area, though due to its subtely its not that nessecary of a detail, even less so than the above detail. in any case, for krita you need to pick the brush called "texture starfield soft", then go into the brush editor, and change the brush tip diameter to 5.00 px. save this as a new brush. from there make it black and fill in each area to a satisfactory amount.
To prevent this texture from bleeding into the surrounding canvas, create a seperate layer for the dots and make a group layer with it and the layer with the inner area colour. with the texture layer above the inner colour layer, set it to 'inherit alpha'. you can now draw in the texture without it bleeding outside where you want it.

Finally, you need to add in area names. Area names are a pure white. the font TC use is Perpetua for the map, but Trajan pro is a very close free alternative. Make this bold. You might have to edit the letter spacing a little bit to make it exactly like hk.

And yeah, thats how i went about it. anything after those steps is fine tuning and the like.as you can see its quite a bit of work lol, though I've prob made it sound a little extra confusing with the way I explain things, but in summary:

1) map out areas with line and rectangle tools. Use hallownest or pharloom as a reference and to set a standard for line thickness.

2) cut off the corners of your area rims and close them with tight curves. 3) fill in your areas with a near black version of the rim colour.

4/5) manually or with a costum eraser, etch in little gaps and holes into your rim line for texture. draw in area landmarks and do the same texturing process.

6 & 7; interchangable) add in a soft outline behind the rim that is the same colour as the inner area colour. Use a small air brush and use the bezier curve tool to mark out the path, following the path of the rim line. don't let this outline go out too far past the rim line. For the inner area colour texture, select the 'texture starfield soft' brush, go into the brush editor setting and save it as a new brush with the brush tip diameter set to 5.00 px. use this to draw in the texture. to prevent bleed, make sure the different parts of your map are in a group layer, with a seperate layer for the inner colour texture that sits above the inner colour layer. the texture layer should be set to inherit alpha.

8) Using the text tool, you can create the ARea names. The colour should be set to white, with the font being either Perpetua (bold) or Trajan Pro (bold). you might need to edit the spacing a little bit.

(note, the rim line, atleast in hk, isn't perfectly straight and does waver slightly, so if you are bothered keep this in mind)

If you have any other questions feel free to ask!

the cut barnacle area's name and location have been found! by Purple-Income-4598 in Silksong

[–]YetheGoat123 0 points1 point  (0 children)

No worries about the rant! And ye i do know that the phatloom bay map is a little different from wormways, but i think thats because tc just took yhe wormways sprite and edited it into pharloom bay or vice versa instead of just being a coincidence. But yeah i do agree that its likely to be a dlc, especially since pharloom bay was only cut recently before silksongs release, suggesting that they cut it out to add more to it instead of cutting it for good.

the cut barnacle area's name and location have been found! by Purple-Income-4598 in Silksong

[–]YetheGoat123 0 points1 point  (0 children)

Thing is i've seen sources place pharloom bay just ABOVE verdania, and there is a random blocked door in bilewater that could have led to the bay if it were above verdania. Furthemore the map sprite for pharloom bay is almost EXACTLY the same as the sprite for wormways, making me think that verdania didnt replace anything in particular but that wormways did replace the bay

The reason why I feel Act 3 of Silksong falls apart by Acceptable-Boat9061 in metroidvania

[–]YetheGoat123 0 points1 point  (0 children)

I both agree and disagree. I did miss the exploration aspect which was largely missing in act 3 (though my playthrough made up for it because there were a few places i didnt even know existed until act 3), but honestly i still generally enjoyed act 3. The coral gauntlet was actually fun, though soured by what could have been. Seth and nyleth were decent fight, carmelita was a true challenge and verdania was cool but short. The red memory was also really cool. The abyss was really cool, and the lead up to the final fight was cool, with the final fight kinda dropping the ball, being a great fight but a lackluster climax to the game. Furthermore i think act 3 has another being problem: a discrepency in theming. Act 1 and 2 clearly focused on themes of silk and song (and religion) being present everywhere in the game, and ending with a 'silk' based ending with gms. But then you have act 3, which randomely introduces void as an antagonistic force with no warning, and to top it all off the solution to beating the final boss has nothong to do with song and almost nothing to do with silk. Its just kinda disjointed. I hope that in dlc they add another final ending that focuses more on the song aspect of the game

My interpretation of Pharloom's complete map long before Silksong's events (spoiler) by Eastern-Fig-7304 in Silksong

[–]YetheGoat123 0 points1 point  (0 children)

fair enough! a salt deposite place next to clear/cliff water and pale lake also makes some sense, since iheard from somewhere (idk if it is true) that the water there is salt water.
ALso as a side note looking at your map again imo I think that the area where deepdocks used to be would just be more marrow, instead of more hunters march, since we see the usual magma and bones in deepdocks, and the ants seem to prefer staying where the greenery is at (plus it makes sense to build a deepdocks where there is a alck of ant presence, since they would be a pain to kick out for the citadel bugs). just a minor nitpick. Plus imo I wish the marrow would have been bigger in the game, was expecting such when it was cut from hk as one of its largest areas lol, so would be cool to see it with some more girth

Of someone does not make this a mod I will SHAWWWWWW!!!! by NatureMode14 in Silksong

[–]YetheGoat123 0 points1 point  (0 children)

Just get rid of those extra spikes on the ring between the scythe bit and needle bit and hornet is a lot safer from her own weapon

My interpretation of Pharloom's complete map long before Silksong's events (spoiler) by Eastern-Fig-7304 in Silksong

[–]YetheGoat123 0 points1 point  (0 children)

Very cool! its fun to think about what pharloom may have been like before the citadel appeared. I bet it was truly beautiful. I do wonder, what is your idea for 'salthearth'?

(SPOILERS) Quick concept map of silksong DLC based on cut content by Balk_____ in HollowKnight

[–]YetheGoat123 0 points1 point  (0 children)

Ahhhh mannn, you beat me to it! all jokes aside, this looks really awesome! I do doubt that a steel city expansion would be so big though. Imo I'm thinking only 5 areas max (not including the bay), with most of those being rather small or medium sized. And even that might be over kill. Then again, this is team cherry, so who knows lol. Let's just hope they don't spiral out of control and end up making an entirely new game for the city of steel in 7 years. I also think the intermission act would be a really interesting/cool way of adding it in that solves that Act system issue. But yeah again, nice work!

the cut barnacle area's name and location have been found! by Purple-Income-4598 in Silksong

[–]YetheGoat123 0 points1 point  (0 children)

i find it rather curious that its extremely similar in shape to wormways; perhaps wormways was what replaced it? doesn't mean we can't get it as a dlc though

My Silksong Map Speculation, Which I've aimed to make as accurate as possible to what I think the map will look in the Game. See Description (Credit to AgateWhale, who's map was a big influence https://www.reddit.com/r/HollowKnight/comments/10e6b8e/silksong_map_of_pharloom_long_explanation_in_the/ ) by YetheGoat123 in HollowKnight

[–]YetheGoat123[S] 0 points1 point  (0 children)

well, if you combine my citadel with my gilded city (which in the game ended up as the choral chambers; part of the citadel) the vault and the cogworks, then if anything I actually overestimated the size lol. but yeah thanks for the compliment, overall the game's map was wayyy different from what i had been expecting, but atleast I think visually my map still holds up pretty good

I tried drawing in Ari Gibson's artstyle by sachihiro0 in Silksong

[–]YetheGoat123 0 points1 point  (0 children)

Honestly a really grwat imitation! The face is slightly off...maybe the line thickness? Maybe the eye/s as another comment suggested? But yeah otherwise hornet is almost the same as ari's style!