GIR told me over IRC that the screenshots for floating cities look too saturated, so I’ve set out to fix that. I’m not very good at figuring out when bright or saturated colors cause eye-hurtiness, since I ran into this issue multiple times. To desaturate the tileset, bg, etc. of the new area, I’ll start off with something that’s not part of the new area at all: the HUD.

The new HUD (heads up display) uses a dark navy blue scheme to frame the health bar and exp bars. This fits in closely with the message boxes, which are now also navy blue. Therefore, the user interface gains some consistency that it didn’t have before. I’m not entirely satisfied with the darker HUD and message boxes, especially since I’m thinking about switching to grayish blue rather than navy blue, but I’ll stick with it for now until I attempt some better colors and/or find a better design.

What about the new area itself? I’ve tried simplifying the clouds into a two color background. Again, this is sort of a work in progress, but here’s what I’ve got:

In this background, I toned down the color of the sky to a lightweight purple. This clearly brings out why the HUD and the tiles for the area are just “too bright”, which is why I said I wasn’t satisfied with the new HUD yet.
More stuff to come? Yes. I’m also improving the look of the cylindrical pillars before fixing up the tiles. I inverted their shading scheme for a more realistic look.

During the week, I studied the art inside SNES games like Secret of Mana and how those game artists properly did their shading. Because of that, I changed the shading for these pillars significantly. The final result is a much more convincing metallic looking cylinder.
So that was 4 pictures related to the mod itself. Certainly a new record for me, or something. If you have good advice on how to add more olive oil to a mod, don’t forget to leave feedback. Enjoy your week everyone!