#Boss Locations Pixel Art

1 messages Β· Page 1 of 1 (latest)

graceful urchin
#

** ** POTENTIAL SPOILERS NOTE ** **
As this thread covers icons from ALL bosses (at time of making) there are POTENTIAL SPOILERS ahead.
Continue to read thread with this in mind ~ ENJOY !!
** ** POTENTIAL SPOILERS NOTE ** **

This is where I'm going to be posting my in-world pixel art of the Boss icons, using reference images I made for myself here ( #πŸ”§-modding-chat message )

First up was Glurch. Right next to our main base from the expansions it has had but this turned out rather well I think, as an initial proof of concept.

#

I was planning on doing them ON the boss spawn ground itself, but my designs didn't line-up with the boss-floor being a 3x3 zone. Also I didn't know until starting on this that the small area around the boss spawn can not be dug up.

#

Boss Locations Pixel Art

#

added some decoration/edging, stitched the screenshots together to show how it is next to the boss spawn, inset of map-view (I think I need to move the entire thing up by 1block, but 🀷 not doing that today)

#

Uses:

  • water edges and torches
  • lava, dirt, clay, limestone/beach, desert sand blocks, some orange slime toppings
  • void/chasm and glass bridges, with glow tulip and planters
gentle cloak
#

Awesome!

#

It's a shame that slime tiles from the boss will ruin the icon if you put it on the same spot

graceful urchin
#

Yeah, didn't know what else I could use (non-destructable) for the orange though
The whole thing is like one glurch-jump away from being wrecked.
I'm hoping that when we next decide to beat him up (and we need to do this for his figurine!) we can either slam him so hard he can't move OR we entice him to the left (but that's into our base!!) OR the water tiles dissuade him from ruining it.

gentle cloak
#

Or, you can maybe make it a 1 tile larger, put a portal in the middle so make it look like an entrance of an arena

#

And dig up the outer edge of both Glurtch spawn and the icon, pour some lava

#

Although it would take up a lot more space, and need a lot of work πŸ˜…

graceful urchin
#

yeah, the boss spawn being odd (3x3) and the icon being even (16x16) really throws things off a little

#

I can't "centralise" one with the other

#

I might be able to add an extra tile to the icon though. Just duplicate a middle line or something

#

(The lava tiles around the boss icon are the closest I could dig to it btw)

#

It seems to be a 3 tile radius around the boss spawn middle tile

forest dome
#

awesome stuff dude!

gentle cloak
#

Hey, @graceful urchin! Pixel art challenge is up

#

This looks like a wonderful project for that

#

Would gladly vote for this as well

feral olive
#

its good you put them to the side. they would just keep getting wrecked. as the bosses move through their arenas (or jump in case of slimes) they turn the ground back into its original terrain. So you'd lose all your design

graceful urchin
#

So, we managed to do Ghorm πŸ™‚ In much better colours than my creative test, many thanks to my eldest for suggesting to use Magma 'water' as the 'base' colour.
Uses:

  • Water, Lava Block, Tulips & Planters, torches for edging
  • Lava/Magma water, Hive block, Limestone/beach block, dirt+slime, glass bridges + red paint
#

And then we finished off the "inner wall" bosses with the Hive Mother
[EDIT] : see also below for updated image #1235387678720131163 message

Uses;

  • same edge stuff as the others, except acid water and no torches (they keep getting attacked !, the picture here has them but basically we doubled up on tulips + planters)
  • Scarlet floor, scarlet bridges, hive block, limestone/beach block
#

Interestingly there is a HUGE area around the Hive Mother boss spawn token that can't be dug up!

#

(and yes we noticed towards the end of the dig/build that it was not in alignment .. oh well, not changing it all now πŸ™‚ )

gentle cloak
#

Awesome

graceful urchin
#

First of the "outer wall" Titans done, Azeos
[EDIT] : see also the following few posts for a small tweak

Uses;

  • Same edge stuff, water, lava blocks, tulips, etc etc
  • Meadow, sandstone, dirt blocks, slime floor, acid floor
#

Bit of an odd one this, I couldn't find a deeper yellow/brown to match the icon itself, so for both colours went for a more faded approach.
This was also the first time we noted that the Boss Arena and summoning spot are not 100% fixed like the inner wall bosses, and if we wanted to we could just dig up the entire thing. However to follow the format, decided to approximate an 'edge' for the boss ring (based on previous fights and the flyover) and set the map art to the side. Again not aligned with each other, I think we have established now that I simply cannot a) count tiles correctly or b) walk in entirely straight lines πŸ˜‚

Also of note is Azeos, unlike the other two outer Titans, does NOT have an 'indestructible wall' around his arena?

gentle cloak
#

Or the brown one

graceful urchin
#

I did think of those, but I'm concerned they might get easily destroyed by enemies

gentle cloak
#

Err, from what I remember slime doesnt attack those?

graceful urchin
#

I've been trying to restrict the builds to actual ground tiles - it's the proximity to the bosses that concern me

#

without using too much of the ground/floor 'topper' tiles

gentle cloak
#

Hrmmm

#

How about bridges then

#

Wooden bridge

#

For brown

graceful urchin
#

yeah the wooden bridge wasn't quite dark enough sadly 😭

#

I was hoping it would be but it didn't look right

gentle cloak
#

Sad

graceful urchin
#

same with the clay block ground, darker yes, but not much different from dirt

gentle cloak
#

Also I kinda believe Azeos lazer beams would reach those orange slime tiles

graceful urchin
#

I'll try the paintable floors out tomorrow though for sure!

gentle cloak
#

Nice work btw

#

Loving it

graceful urchin
graceful urchin
# gentle cloak I wonder if paintable floor yellow tile wouldnt do the trick

using paintable floors for the rich yellow and brown certainly does make it better in the map-art (imo) ..
BUUUUTTT
The area doesn't look as "natural ground". Like it doesn't seem to have the same charm as not using the paintable tiles. Do you know what I mean? 🀷 Am I going crazy πŸ˜‚
I'll leave it like this in our world (as it's done now!) but IF we find we're constantly having to replace and repaint the tiles, then most likely we'll revert to non-paintable styleπŸ™‚ πŸ‘

gentle cloak
#

So I guess it would be fine if you put in a few hand-made crafts in there

#

It does look more colorful so I'd say, good work GoldenTulip

graceful urchin
#

This afternoon brings us the next of the Outer Wall Titans, Ra Akar!
This one was really really hard. Trying to find shades of green for the map was actually rather difficult. It does however bring some nice greenery to the desert. Took a few hours to hunt down enough of the Oasis Desert Flowers, because I kept hitting/breaking them instead of Shovel scooping them!

The flowers also had a weird interaction on the map where their colour would sometimes not register? Anyway, I managed to walk away from the area with my map looking correct, and even rode up/down my railway a few times, to make sure getting to/from Ra-Akar's HUGE indestructible box arena wouldn't change the map image. Nice to note that here we could also dig the entire 'room' out if we had wanted to, but instead settled for some simple corners of water ...

Uses;

  • All the good edge stuff we've been using
  • Paintable floor + green paint, Lush moss, urban moss, hoe-ed forest/wilderness block, turf blocks, woven mats
  • ~80 Oasis Desert Flowers (not to be confused with the abundant normal desert flowers), all of todays patience ... ... ... ❀️
graceful urchin
#

Took a small break for some family time over the Bank Holiday weekend (UK), but dived right back into this project with the last of the Outer Wall Titan Trio, Omoroth!

So a few things with this build made it take longer then it should and one of those was that I needed to create an island to hold it. Oh, and the spawn rate of spider-crabs and tentacles in the ocean is crazy, and I had no one else around to protect me whilst I worked! Also a distinct lack dark purple had me questioning the entire thing but I also couldn't find a deep dark blue either 🀷 decided to compromise in the end and have this beach mural washed out in colour πŸ˜‚

Needless to say this could not be built directly on the Boss Arena and also I saw no point in trying to change anything about it, other than fully revealing 'the indestructible wall' .. which only now makes me wonder why Azeos doesn't have a 'titan-wall' ?

Uses;

  • Double edge border of dirt and lava blocks with glass bridged sea water (to keep the enemies away!)
  • All the good edging stuff we've come to love
  • Purple painted floors, Rugs!, Hive blocks, clay blocks, glass bridged blue painted normal water
graceful urchin
#

This mornings build was super relaxing. I'm going crazy because I think the game heard me complaining about enemy spawn rates in the Ocean. Didn't see a single mob for this entire thing ?!? (Unless you count a drive-by from the boss!)

As I was already in the ocean from last time, and I caught the fact our nomad sea serpent actually goes right under the portal we have placed in our ocean-vault home, I decided this was a great place to anchor the map art! Again I had to make an island to build with and some of the colours didn't quite match-up. I've resigned to not being able to get 100% matches and making the best I can. Still enjoying this little project, 4 more to go!

Uses;

  • Double edge border of dirt and lava blocks with glass bridged sea water (to keep the enemies away!)
  • All the good edging stuff we've come to love!!
  • White painted floors, stone blocks, crystal blocks πŸ™‚ , glass bridged blue painted normal water, blue slime ground.
#

right under us!

#

(and just now looking at the screenshots, noticed I forgot to paint the torches aqua-blue.. so heading back in to do that quickly ❀️ )

#

(huh! I also forgot to paint Omoroth's torches too 😱 , how could I miss both!)

gentle cloak
#

The mark being over the worm's path makes it extra convenient, I guess

#

Probably the only boss that wouldnt break the sign

graceful urchin
#

So the next three icons were relatively quick and easy, mainly because it is the same design with different colours. I had enough free time today to run around and do all the optional slimes, starting with Ivy.
Nice to note we're back to a summoning spot with a limited amount of dig-immune flooring.

Uses;

  • The same edging decorations as before
  • Hive/larvae block, Limestone/beach block, unpainted Rugs!
  • Purple painted floor with poison slime ground covering (either alone also worked, but I couldn't resist working the slime ground into a slime boss!)
#

Next up was Morpha and thankfully despite being waaayy out in the ocean, previous RustyDios had already made a minecart track out there. Quicker than the other two Sea-biome icons as Morpha's island was big enough for the map art. The colours are a little off, but it worked out well anyway.

Uses;

  • The same edging decorations as before (with sea water!)
  • Stone blocks, Stone Moss, Glass bridges + normal water
  • Blue painted floor with slippy slime ground covering (either alone also worked, but I couldn't resist working the slime ground into a slime boss!)
#

And then to top out the slime trio is obviously Igneous. This presented a challenge as the area was swarming with enemies from every angle and they refused to relent until near the end! There was a few things that could have been used for the colours, but I liked my final choices.
Nice to note I used stone blocks as the edging instead of lava for the 'colour-inverted' area.

Uses;

  • The same edging decorations as before almost. Stone block instead of lava edge. Magma water with black-paint glass bridges, as it was soo bright otherwise.
  • Lava block, scarlet flooring, orange painted Rugs!
  • Orange painted floor with magma slime ground covering (either alone also worked, but I couldn't resist working the slime ground into a slime boss!)
#

... which leaves me with JUST the self-made icon for Malugaz. This needs some work from me as the current colour choices need to be checked/simplified. Hopefully I can finish this series before the end of the week ❀️

graceful urchin
graceful urchin
#

With a heavy heart today I finish up my project with the Malugaz as the final map art, with an icon I had to design myself that I based on his summoning idol. I'll admit it's not the best design in the world and it doesn't compare to the icon designs from the devs!

Really enjoyed digging out a moat and clearing his room. Also of note is he could be the first time you see indestructible walls and his arena is a super small enclosed space. I was tempted to make the skull have glowing 'fire' pupils but ultimately decided against it. I also had his moat made out of magma at one point but reverted that as well. I'm unsure which was better as I really wanted to involve fire in the design for some reason. πŸ™‚

Uses;

  • The same edging we've come to love
  • Lava blocks in the build!, void/chasm with black painted bridges, railway tracks!, stone fence on stone floor, stone blocks, mold containers (they were "fun" to gather), and then unpainted lit floor (topped with iron spike traps because it was super bright)

I had similar issues here with the map colour and the containers that I had in the desert, but I managed to walk away at an angle where everything showed. I could have settled for some white painted floor, but it was more white than the 'off-white' I wanted.

#

And with that the series comes to an end.
I might do like an image with all of them in one. but not today

I hope people have enjoyed watching this project evolve to completion as much as I have enjoyed making it.
AND
HUGE THANKS to the Devs for an amazing game thus far !!

pseudo mulch
#

Dude that looks SICK, 10/10 would boss again

graceful urchin
#

Can't decide if I need to tag the bosses names ...
I LOVED doing this.

#

.. and just for ref again, these are the file-extracts of the games 'actual map pins' that the designs were based on (except for Malugaz, which I created)