#this is the under layer
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themakeupbrush · 2 years ago
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Lizzo at the 2023 Grammy Awards
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naehilisms · 19 days ago
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something something three high guardsmen and a mentally unwell emo kid walk into an abandoned energon depot
inspired by this and this
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ursiday · 23 days ago
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You're an angel, I'm a dog
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maym0rin · 5 months ago
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touch-starved miles... 🥺🤲
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bonerot19 · 6 months ago
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I know we like writing fics where Jason is all "I'm not the kid you lost" and "he died and I'm all the worst parts of him that came back" and whatever. but lately I've been thinking about a Jason that's angry bc everyone thinks he came back wrong, because to him, he's the same as he's always been. sure, he's more upset and angry and traumatized, but he's still Jason.
I've been thinking about a Jason that spent most of the time since his death underground and then catatonic. to him, hardly any time has passed at all. to his family, three years have gone by. and Jason knows he looks different than he did, and he knows he's sharper around the edges, now, but he's still Jason. he's the same kid that died and now he's back and why doesn't anyone see that?
they're the ones that changed, not him
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hinamie · 4 months ago
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get these boys summer uniforms and cold beverages Stat
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shreddies-scribbles · 8 months ago
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i can only imagine harvey’s blue jacket as a massive puffer hahaha bro is taking NO CHANCES with the cold lmaooo
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crustycrackhead · 3 months ago
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I got possessed dude, did a line of flour— some crazy shit anyways… Swampcat
Swampcat, Kremy Lecroux x Morning Frost
They both find each other interesting like anatomy wise, drastically different, some “lemme examine you 🤓☝️”
Kremy slowly blinks and Frost gets flustered… that’s the good shit to me man. Purring, Bellows… I SHOOT THEM TWO WITH MY AMERICAN GUN
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queewp · 2 months ago
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doodles grah,
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t00thpasteface · 4 months ago
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the question that haunts me about hawkeye is how much of that is just how he really is and how much of that is stress behavior from being in one of the worst possible situations imaginable for a doctor to be in. like is that bird naturally that scraggly or is he so neurotic and stressed that he's ripping all his feathers out himself
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helsensm · 10 months ago
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some me time [with you]
how about railao headcanons next time? anyone?..
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raplinenthusiasts · 7 months ago
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bangtan gif challenge ☆
↳ stage mix (one song) + your bias → make it right & yoonkook
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love-3-crimes · 3 months ago
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mind broke the tv again 🙄 ugh
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xuxudio · 17 days ago
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Rurus speaks for the people
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dragonpropaganda · 9 months ago
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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!
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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.
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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!)
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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.)
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But let's take a closer look, shall we?
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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.
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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!
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shiftingexpanse · 2 months ago
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I made another thing
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