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  #31  
Old July 15th, 2009, 06:30 AM
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Default Re: Ammon Kush: The Skeleton Coast.

Well, here is my 2 cents.

Yeah, the black-skinned giants look a bit cartoony. My guess is that the large areas of a single color create that feeling. Perhaps yuo could accessorize (like amulets and large girdles (see my avatar for an example)) them a bit to break the areas.

My personal two favourites are the two-headed red beast (I really like how you highlighted the head to create a nice emphasis) and the tarnished gold guy with pike at the right edge (he's just all around solid, graphically).

I really like the freakish large guys in general. Those seem to be your specialty, so to speak.

I'll be around in these forums for a looooong time and I hope to see this nation come to fruition. When it does, I'll be sure to give it a whirl.
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  #32  
Old July 15th, 2009, 03:21 PM
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Default Re: Ammon Kush: The Skeleton Coast.

Sombre: I have played Arga Dis quite often. It's one of my favorite mods, infact, so yes I'm very familiar with it.

As far as the mouth goes, it's only 1 pixel wide. The same size as almost all human mouths I've drawn. Can't make it any smaller than that. Any steriotypical resemblance is unfortunate, but I disagree that there are any obvious parallels to be drawn. The human sprites (including the style of clothes worn) are based on photos of certain groups of people from Timbuktu and Côte d'Ivoire.

My problem is that I feel this is a fairly sensitive subject: Not the issue of racism alone--we're all used to that--but the ideal of portraying Africa as something other than a steriotypical unknown, and from a position other than that of ignorance.

Also, the "black skinned giants" are purple, and have glowing orange eyes.
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  #33  
Old July 15th, 2009, 04:01 PM
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Default Re: Ammon Kush: The Skeleton Coast.

The problem with using a pixel for eyes is that 1 pixel is about 1/4 of an entire human face (from looking at things like militia). The end result on a size 2 unit is very likely to look a bit cartoonish, especially in comparison to the base game's art which tends towards the impressionistic. Maybe if the eyes were less glaringly white, it might look less exaggerated.
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  #34  
Old July 15th, 2009, 04:02 PM

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Default Re: Ammon Kush: The Skeleton Coast.

Somber,

Please stop. If you want to make another Somber Celebration thread linking to your own mods, go ahead. This thread is about an upcoming mod authored by someone else. Some people are looking forward to it and would like to welcome HB back to the boards and encourage him to continue.


HB: I am not a frequent poster on this board, but I've been here since Dom3 came out and I want you to know that mods that keep the flavour of Dom3, mixing regional mythologies with fantastic elements are really what pique my interest! And we've had a dearth of new additions lately!

Pixel art be damned! I care most about flavour, setting, and balance anyhow. If I wanted sexy art I would fire up Crysis again xD!
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  #35  
Old July 15th, 2009, 04:06 PM

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Default Re: Ammon Kush: The Skeleton Coast.

And regarding the race issue:

Gentlemen, we are playing a game that seems to celebrate racial stereotype and the interplay between fact, culture, myth, and stereotype. If you want to get angry about something, try Aztec demon-apocalypsing, blood sacrificing, barbaric jerks! Even all of their sacred Gods are considered "Demons."

To pull you out of some ethnocentric thinking, consider if Illwinter had included a unit "YHWH" with genus: Demon.

This argument is silly.
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  #36  
Old July 15th, 2009, 04:13 PM
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Default Re: Ammon Kush: The Skeleton Coast.

Thanks for your support, thepodger.
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  #37  
Old July 15th, 2009, 04:17 PM

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Default Re: Ammon Kush: The Skeleton Coast.

Sombre are you trying to suggest that the only mod acknowledging the existence of African tradition and myth feature a race anything other than the blackest of blacks out of some misplaced fear/sense of racial justice? That is some seriously retrogressive anti-racism there. Race theory has progressed since the 1980s...

I would suggest that anyone with a modicum of respect for HB or an ounce of anticipation for any of his mods please confine the extraneous threads of this debate to a new topic in the general forum.
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  #38  
Old July 15th, 2009, 06:30 PM

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Default Re: Ammon Kush: The Skeleton Coast.

It's strange that you're asking people to take it to another thread when you seem to be the only guy going on about it. I haven't mentioned race at all.
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  #39  
Old July 16th, 2009, 05:36 PM
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Default Re: Ammon Kush: The Skeleton Coast.

Um.

You were the one who introduced the racist elements. It wasn't anyone else. You're the origin of this mess, and the thread disruption, and thepodger isn't the only one who wishes you to take it elsewhere.
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  #40  
Old July 16th, 2009, 08:44 PM

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Default Re: Ammon Kush: The Skeleton Coast.

[pacification]
Intent and impact are both important in evaluating actions. Whatever the impact, Sombre's intent was clearly not to stir the racial pot. As a fan of not only mods in general but this community as a whole, the worst possible outcome would be anything that damages those. In that spirit, I'll move back to talking about important things, like Dom 3 mods
[/pacification]


I do happen to think that the very red lips look out of place. Maybe more crimson shades or a more brick red? It's the contrast, I feel, that's jarring. On a more positive note, the texturing on the hippo is absolutely awesome. Did you use a different source to generate that? I'd love to see more along that line.

On the whole, I think the concept is great and I'm absolutely dying to try the mod.
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