Do you ever think you could get around to making a 32x32 version of Coterie Craft?
I think you could make an awesome higher-res texture pack and tons of people would download it!
Keep up the good work!
I think the general consensus (and his idea as well) is that sticking with 16x works. 32x wouldn't look any different since there is no desire for more detail.
I think the general consensus (and his idea as well) is that sticking with 16x works. 32x wouldn't look any different since there is no desire for more detail.
I agree, because it looks fine as it is. Because the idea behind it all is to keep it close to the original, but so much better.
I think the general consensus (and his idea as well) is that sticking with 16x works. 32x wouldn't look any different since there is no desire for more detail.
Dctrjons, It's good to see you again! ;D And I'm also glad to see that I don't have to answer that question, quite the FAQ, I must say. xD
Lol, always around...somewhere. Haven't been much need for updating since...well there isn't much to update. Texture pack isn't my favorite so much as it just has become what Minecraft looks like to me. It isn't till I do something that either removes the texture pack (forge is a bugger with me) that I am reminded what Minecraft REALLY looks like.
It's odd sometimes, my main mod is Better Than Wolves, the textures in it are o.k. (the art is obviously not the focus) so I try and Coterie-rig it and it works out. But have been dabbling in some other mods like Thaumcraft which has a ton of content...and it just looks great with the Coterie pack...I mean it never even occurred to me to adjust any of that mod's textures since the style matched such I forgot that it might be a problem.
Lol, always around...somewhere. Haven't been much need for updating since...well there isn't much to update. Texture pack isn't my favorite so much as it just has become what Minecraft looks like to me. It isn't till I do something that either removes the texture pack (forge is a bugger with me) that I am reminded what Minecraft REALLY looks like.
It's odd sometimes, my main mod is Better Than Wolves, the textures in it are o.k. (the art is obviously not the focus) so I try and Coterie-rig it and it works out. But have been dabbling in some other mods like Thaumcraft which has a ton of content...and it just looks great with the Coterie pack...I mean it never even occurred to me to adjust any of that mod's textures since the style matched such I forgot that it might be a problem.
Aye, it's weird how the pack has transcended an improved default feel in an almost a conditioning manner. But, that's kinda the purpose, I suppose. xD
And then, of course, there hasn't been much demand for an update lately other than to work on what hasn't been textured or needs to be improved; morever, modding support. Though it is nice, for a chance, to hear that there is a mod out there that molds nicely with the pack, given that there isn't much modding support. I should try that mod out sometime along with Better than Wolves... it's been quite awhile since I've played Minecraft... same with texturing.
My youngest brother has been working on Coterie RPG within the time of my absence and/or sabbatical, almost to the point where his experience in pixel art has surpassed my own. All I do now is help guide him to what looks the best when refining a texture or it's texture structure, almost like I hold the Coterie standard, should there be a standard in the first place. But I suppose I should get back into shape sometime in graphic arts, so that I may still provide a decent contribution to this work on my own terms. ;D
A lot of Painterly copy-pasting and recolors, nasty. You really don't note the amount of stuff that's straight lifted from Rhodox's work here.
Let's see... what affiliations of Painterly are present in this pack. Hmm...
-a large portion of GUI menus
-a handful of foliage sprites
-water animations (but at least that had a decent amount of refining when I worked with it)
That's all that I can recall to memory, all of which were implemented in the pack very long ago. Even though I credit Rhodox' work, I yearn to rid of those menus for more improved ones... they don't quite fit the pack as much as I'd like. So I apologize for my unrestrained use of Rhodox' content, despite all my edits to it in the past.
There is a problem with the large chest image. The second row of the image (the part with the chest button/lock thing) was slightly shifted over in a certain place. Here's the fixed chest image. http://i.imgur.com/bp5x2.png
There is a problem with the large chest image. The second row of the image (the part with the chest button/lock thing) was slightly shifted over in a certain place. Here's the fixed chest image. http://i.imgur.com/bp5x2.png
Wow, thanks for catching that! I'll be sure to implement this fix in the next update.
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Okay, so I've just seen the Coterie Craft RPG, and I'm going to review it the same way I review all texture packs, even though I am a great fan of your work...
Coterie Craft RPG (Alpha) - Cpt. Corn
Well, it was hinted about for months and my excitement went over the roof! Finally, a 16x alternative to DokuCraft that didn't look wildly ugly! But upon download and review, I find myself harshly disappointed. Okay, so ignore the fact that textures are missing, it's in alpha and they'll be coming, we hope. But the main emphasis was on the blocks that you see every day, grass and stone. The shame was those were the ugliest parts of the pack. The dirt looked like it had been dried to mummification and made to look like a mish-mash of chocolate chips. The stone was just an obvious copy of everything we've seen before with RPG texture packs, just in a weird shade of slightly blue grey. I'd expect one of the innovators in default textures would use more creativity and maybe innovate RPG packs?
The wood logs were lovely, a cartoony but RPG log that looked adorable. But, when you turn those logs into planks you are hit by a hideous and horribly contrasted collection of planks. The thing is we've already complained about similar logs being implemented into Coterie Default. However, there are some great features in the pack! The crafting table is a cool and sleek piece of furniture, the chest is very like its other RPG cousins but well made, and the bookshelf is just pretty.
Now, I can say the items that have been done are spectacular, the GUI is amazing and the rest of the pack is coming along. Okay, Cpt. Corn has gone into a different style with different rules and different looks, and I know he's made mistakes but he's going to do what he did with the recent Coterie updates. Adapt and correct.
Five Word Rating: Some mistakes, but will improve.
One final note, I know you're eager to work on Coterie RPG, but please work more on the Coterie Craft Original, especially aim for older textures. Also, you did say that I might either be credited for 'providing textures or inspiration' for my work on the lanterns, please give your verdict on that. Thank you.
Thanks for the review, I've been waiting for one for some time.
Being that this pack is at an alpha stage, as you have said previously, there is much that has yet to be done and, accordingly, I decided that rather than leaving certain textures in the pack as default, I used a certain assortment of placeholders, varying in conceptual accuracy and color coordination. These textures include, but are not limited to, stone, obsidian, iron door, stone ores, as well as textures from the original Coterie Craft. Dirt, on the other hand, was an experimental texture to some degree, seeing as to how it was different from other normally used dirt. But, yes, you are not alone in your opinion, the dirt is very dry and has an uncanny drought feel to it. Qualities such as these actually make a great netherrack texture! Of course, the netherrack will not be as deep of a red as I normally give it... too much red in the nether will cause negative afterimages that may make other textures look green, such as gravel.
As for the wood-oriented textures, I can understand how you feel about the planks... they don't go well with their friendly neighborhood wooden log, nor do they tile well as it would seem. So I'm hoping that I can make a plank structure that isn't so obstructive, but I am currently up for suggestion as to how this improvement can be made... I am concerned whether it's the structure, wood grain, and/or color so fire away. Oh, and you mentioned about the grass (unless you only meant the dirt) being ugly too, so I'd also like some insight on that as well. xD
Also I'm not sure if you know, but the GUI menus are from eldpack, but with far more improved with shading, noise, proper color coordination, and detail. I would hope that you can feel the difference. ;P
And yes, I am eager to work on Coterie RPG, as I have had more fun trying a new theme, but I will get back to Coterie. Three months without an update, let alone screenshot compatibility is kinda annoying...
Hmm... please do refresh my memory about the lanterns and your credit... it's been quite awhile, I think. (and your welcome. ;D )
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This is an awesome texture pack. I have only one critique.
I love jungle wood as much as the next guy, but can you make the jungle wood a bit less... green? I don't mean to put down your texture pack, but that's something that's always bugged me. I suggest you keep the sideways wood lines, though. That's handy for building. Sorry to be a complainer. I love your texture pack, and keep up the good work!
Can you make the jungle wood a little less green? It just seems like it would look better if it were less green. Thanks for reading.
This is an awesome texture pack. I have only one critique.
I love jungle wood as much as the next guy, but can you make the jungle wood a bit less... green? I don't mean to put down your texture pack, but that's something that's always bugged me. I suggest you keep the sideways wood lines, though. That's handy for building. Sorry to be a complainer. I love your texture pack, and keep up the good work!
Can you make the jungle wood a little less green? It just seems like it would look better if it were less green. Thanks for reading.
No worries, my friend. I love all sorts of critique and analysis, no matter how many flaws there are to point out. Constructive criticism encourages the future well-being of the pack's development. ;D I actually prefer it more than praise most of the time. xD
Anyways, the thing is, it's not textured at the moment. :| But I'd be welcome in adhering to your recommendation when I do get the chance in texturing the jungle textures. ;P
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I think the general consensus (and his idea as well) is that sticking with 16x works. 32x wouldn't look any different since there is no desire for more detail.
I agree, because it looks fine as it is. Because the idea behind it all is to keep it close to the original, but so much better.
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Curse PremiumIt's odd sometimes, my main mod is Better Than Wolves, the textures in it are o.k. (the art is obviously not the focus) so I try and Coterie-rig it and it works out. But have been dabbling in some other mods like Thaumcraft which has a ton of content...and it just looks great with the Coterie pack...I mean it never even occurred to me to adjust any of that mod's textures since the style matched such I forgot that it might be a problem.
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Curse PremiumAye, it's weird how the pack has transcended an improved default feel in an almost a conditioning manner. But, that's kinda the purpose, I suppose. xD
And then, of course, there hasn't been much demand for an update lately other than to work on what hasn't been textured or needs to be improved; morever, modding support. Though it is nice, for a chance, to hear that there is a mod out there that molds nicely with the pack, given that there isn't much modding support.
My youngest brother has been working on Coterie RPG within the time of my absence and/or sabbatical, almost to the point where his experience in pixel art has surpassed my own. All I do now is help guide him to what looks the best when refining a texture or it's texture structure, almost like I hold the Coterie standard, should there be a standard in the first place. But I suppose I should get back into shape sometime in graphic arts, so that I may still provide a decent contribution to this work on my own terms. ;D
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Curse PremiumLet's see... what affiliations of Painterly are present in this pack. Hmm...
-a large portion of GUI menus
-a handful of foliage sprites
-water animations (but at least that had a decent amount of refining when I worked with it)
That's all that I can recall to memory, all of which were implemented in the pack very long ago. Even though I credit Rhodox' work, I yearn to rid of those menus for more improved ones... they don't quite fit the pack as much as I'd like. So I apologize for my unrestrained use of Rhodox' content, despite all my edits to it in the past.
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Curse PremiumWow, thanks for catching that! I'll be sure to implement this fix in the next update.
This. All the way
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Curse PremiumThanks for the review, I've been waiting for one for some time.
Being that this pack is at an alpha stage, as you have said previously, there is much that has yet to be done and, accordingly, I decided that rather than leaving certain textures in the pack as default, I used a certain assortment of placeholders, varying in conceptual accuracy and color coordination. These textures include, but are not limited to, stone, obsidian, iron door, stone ores, as well as textures from the original Coterie Craft. Dirt, on the other hand, was an experimental texture to some degree, seeing as to how it was different from other normally used dirt. But, yes, you are not alone in your opinion, the dirt is very dry and has an uncanny drought feel to it. Qualities such as these actually make a great netherrack texture! Of course, the netherrack will not be as deep of a red as I normally give it... too much red in the nether will cause negative afterimages that may make other textures look green, such as gravel.
As for the wood-oriented textures, I can understand how you feel about the planks... they don't go well with their friendly neighborhood wooden log, nor do they tile well as it would seem. So I'm hoping that I can make a plank structure that isn't so obstructive, but I am currently up for suggestion as to how this improvement can be made... I am concerned whether it's the structure, wood grain, and/or color so fire away. Oh, and you mentioned about the grass (unless you only meant the dirt) being ugly too, so I'd also like some insight on that as well. xD
Also I'm not sure if you know, but the GUI menus are from eldpack, but with far more improved with shading, noise, proper color coordination, and detail. I would hope that you can feel the difference. ;P
And yes, I am eager to work on Coterie RPG, as I have had more fun trying a new theme, but I will get back to Coterie. Three months without an update, let alone screenshot compatibility is kinda annoying...
Hmm... please do refresh my memory about the lanterns and your credit... it's been quite awhile, I think. (and your welcome. ;D )
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Curse PremiumSome people like it, most people hate it. So... with this consensus, I'm in favor of a more default-like cobblestone.
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Curse PremiumI love jungle wood as much as the next guy, but can you make the jungle wood a bit less... green? I don't mean to put down your texture pack, but that's something that's always bugged me. I suggest you keep the sideways wood lines, though. That's handy for building. Sorry to be a complainer. I love your texture pack, and keep up the good work!
Can you make the jungle wood a little less green? It just seems like it would look better if it were less green. Thanks for reading.
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Curse PremiumNo worries, my friend. I love all sorts of critique and analysis, no matter how many flaws there are to point out. Constructive criticism encourages the future well-being of the pack's development. ;D I actually prefer it more than praise most of the time. xD
Anyways, the thing is, it's not textured at the moment. :| But I'd be welcome in adhering to your recommendation when I do get the chance in texturing the jungle textures. ;P