#citadel shade
Explore tagged Tumblr posts
willowwind78 · 7 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
My biggest problem with Citadel Contrast and Shade paints: I repeatedly knock them over because I am lazy. I have come up with a possible solution that seems to be working so far although I haven't had much time to actually put it into practice: Museum Wax.
One little ball of museum wax stuck to your work surface, press the pot over it and "Ta da!" So simple. It's the same substance I use to stick my miniatures to the wooden cubes I use for painting. It does leave some residue which is easy to take off or just leave for next time in case I don't stick it to the blob.
11 notes · View notes
s4ndg3m · 4 months ago
Text
Tumblr media
spearmaster more like. spookmaster amirite! scary pumpkin carving!!!!!!!!
628 notes · View notes
captain-sebafox · 8 months ago
Text
Tumblr media
A gourmet nap
856 notes · View notes
bee-sidebranch · 8 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
How i acquired my second child
Tumblr media
These two are my travel companions on the monk campaign i use for pearl hunting,
Pearl and Pond Scum
I'll show them off properly in another post but basically Pond is a scrawny tiny baby who needs all the love and Pearl would probaly kill lizards on her own if i wasn't dragging her where i wanna go
(This is exactly how i found her btw, bullying a lantern mouse on my way to shoreline)
802 notes · View notes
thereisabearonmyceiling · 2 months ago
Text
Tumblr media
shaded citadel
296 notes · View notes
dragonpropaganda · 11 months ago
Text
The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
Tumblr media
The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
Tumblr media Tumblr media
These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
Tumblr media Tumblr media
Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
Tumblr media
But let's take a closer look, shall we?
Tumblr media
See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
Tumblr media Tumblr media
This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
864 notes · View notes
secretlyscraptrap · 2 months ago
Text
surv doesnt like slime mold
asked my yt followers what rw food they'd never eat irl, slime mold seemed to be the most unpopular
(they also said noodle fly babies, blue fruit, spore puffs and others im forgetting)
audio: link (at 7:23 mark)
54 notes · View notes
knightklif · 2 months ago
Text
Tumblr media
67 notes · View notes
sssmiklo · 4 months ago
Text
Tumblr media
49 notes · View notes
albatross-the-pen-chewer · 1 year ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Rain World Jolly Co-Op shenanigans with @orionredde
271 notes · View notes
willowwind78 · 8 months ago
Text
Tumblr media
Decided to attempt simplifying my life with a single color wash. Let's see how this goes!
9 notes · View notes
swirlypurr · 8 months ago
Text
Tumblr media
The shaded citadel experience (I like to think they treat hunter as their extra sibling :])
94 notes · View notes
ababel · 1 month ago
Text
currently working on a rain world animation…
Tumblr media
It’s VERY unfinished, but I thought I’d share a background!
23 notes · View notes
aznack · 3 months ago
Text
made a little shitpost for the Rain World discord
37 notes · View notes
thereisabearonmyceiling · 2 months ago
Text
rain world gaming part 2!
Tumblr media
this one's entirely dedicated to my least favourite region, because i've been stuck in it for way too long in my survivor playthrough <3
(higher res pictures under the cut)
Tumblr media Tumblr media Tumblr media
fun fact: shaded citadel is the reason i didn't finish my first ever rain world playthrough & quit the game entirely for several months! i have a fucking history with this place
79 notes · View notes
rainworldhourly · 17 days ago
Text
Tumblr media
21 notes · View notes