![]() You're always setting out from Majula, moving further and further away from town into darker, more dangerous areas. Even Bloodborne, which plays up the dream/nightmare theme the most, doesn't have the same sort of fractured, dream-like inconsistency.Īnd as you mentioned elsewhere, the branching world design makes it feel more adventurous. All the Dark Souls games clearly aim for that feeling, it's often discussed among fans, but I think DS2 achieves it the most, often because of the things people criticize it for, like the area transitions or seemingly out of place enemy designs. Dranghelic is, IMO, meant to feel like a dream, and the weird transitions reinforce that atmosphere. The logical inconsistencies in DS2 are there for a reason. The Earthen Peak to Iron Keep elevator is the best example. I think ideas like this really miss the point of the game's intent, however cool they are. Spread bonfires to make them more of a relief every time you find one 30 down from 54įixed transition from earthen peak to iron keep (you decent on the elevator instead of going up then traverse a small set of ruins that will get you to the iron bridgeīigger heide tower of flame, full tower and way more ruins and extra ways to explore Way bigger shaded woods with level design aimed to make wall hugging not a good way to keep direction Removed most "corridor connections" like the forked road, so everything becomes more close and interconnected Here starts the long descent to the gutterīigger gutter (not pictured) that would secretly connect directly to the doors of pharosīlack gulch redesign (not pictured) bigger more oriented to vertical navigation adding to the sense of going somewhere really far from the surface The Pit, new entrance to the gutter basically an extension of old majula spiraling streets that go down and down until you get to the pit where people trowed the stuff nobody wanted.Old Majula, undead burg - undead parish like design that interconnects majula, drangleic castle, aldias keep, the rotunda, shaded woods and the pit.more connections between zones, (heide t o flame - huntsman copse, FoFG - Aldias keep, Harvest valley - shaded ruins, huntsman copse - lost bastille.Hey!, just sharing this over here, was playing with this idea for a while, wanted to make a huge and very detailed map but dont have a lot of time so this is just basic layout Filtersĭark Souls 3 Wheel And Deal Fashion Souls Dark Souls Mods Dark Souls One Bros Dark Souls Help Dark Souls PvP Demon's Souls Bloodborne Trophy Requestsīlazemalefica on Tumblr for letting us use their fan art of Jester Thomas in our footer! ![]() | Please use /r/DarkSouls3 for DS3 content. No spoilers in the title please! | Confused about SotFS? Click here. No AI-generated content or artwork.ĥ.) Do not discuss cheats or mods that negatively affect online play.Ħ.) No sales, sales links, directing to sales, soliciting donations, or advertisements whatsoever.ħ.) Self promotion posts are allowed once per week with community participation.Ĩ.) Memes, screenshots, and video clips should follow the subreddit guidelines.ĩ.) No trolling, karma farming, rage posts, or other low-effort submissions. ![]() 1.) Please be respectful, do not harass others.Ģ.) Content must pertain to Dark Souls 1.ģ.) NSFW and otherwise crass content is not allowed.Ĥ.) All fan-art must be OC only. ![]()
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