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Pixel Art Details


Title: Town
Pixel Artist: CELS  (Level 7 Lotus :: 20387 points)
Posted: 5/23/2022 13:46
Statistics:  13 comments    17 faves    0 avatars


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Cyangmou (Level 9 Federal Agent) @ 5/24/2022 13:00

Windpunk is a super nice idea. I also like the windmill aesthetic. Realism also is neither always necessary, nor a good idea, I am taking my own liberties, but I agree that exploring possibilities is cool.
To specify, there is no problem with having an open well in the town. The problem starts to exist if it is connected to the cave below (and here it looked spacially very connected). So someone just could go in an redirect the flow of water, poison the water, or even get in the castle across the defenses through the well.

Cool, I am Looking forward to your city illustration :)

CELS (Level 7 Lotus) @ 5/24/2022 11:23

Thanks, redmilion! Appreciate it! :) 

CELS (Level 7 Lotus) @ 5/24/2022 11:22

@Cyangmou: Thanks for the elaborate feedback, that is super useful! I always appreciate tips that are in that spirit of "if you want to make it more realistic, you should do X, Y and Z" as opposed to "A and B is wrong because it's not realistic / not how things were historically". For some fantasy context, the (admittedly underdeveloped) idea is to have a part of the world where there is less and less arable land, where towns are increasingly dependent on trade routes to survive. It's also a setting where technology is intentionally restricted for a number of reasons, where tech is regularly lost, rediscovered and lost again, by accident or by force. Basically like Dune, Warhammer 40,000 and... probably a hundred other sci-fi / fantasy universes. Not very original, but that's neither here nor there.

Someone pointed out that windmills aren't usually built in cities because of the fire hazard of flour, and I take the point about poor wind conditions combined with a static windmill would result in very low energy. In this regard, my primary concern is that I want to have fortified towns with wind mills for aesthetical reasons and for the fantasy aesthetic of primitive power sources. Proto steampunk. Windpunk? In the future, I will put these trade towns on hilltops rather than mountainsides - which was my intention all along, I just didn't have a cool reference for that, and it didn't occur to me that there would be less wind if I used a mountainside.

Your point about the well makes sense. I'll have a think about that as well. My girlfriend suggested the well, so I wash my hands of the whole thing and blame that on her. But I'll have a thought about wells and caves in the future, since I may want both. The wall, however, is entirely my fault. Not sure why I decided to ignore the reference and leave a nice lawn outside the walls instead of something that makes military sense. I guess it was because I wanted more green color. But I will keep this in mind in the future. Interesting point about the gatehouse and nearby trees too.

In the near future, I will be pixelling a proper large fortress city and now it will be a dual challenge of making it look pretty and plausibly being able to resist a siege. Nonsensical wind mills notwithstanding. Thanks for the critique! 

redmilion (Level 8 Mongolian Death Worm) @ 5/24/2022 10:21

espectacular escenario, 

Cyangmou (Level 9 Federal Agent) @ 5/24/2022 09:07

I get this is fantasy, but ... well... you know just me being me and reading it more of an angel of how I would try to take this or in counterdeciding how I would build this instead. I am Just talking here about the geography, the walls etc. and cross reference it with some knowledge from real existing places and castle fights throughout history and share some of the biggest points i see. I don't mean it intimidating or downgrading in any way, if I wouldn't like the art, I would not take the time to deeply engage with it.

The first thing which captures the eye is the windmill. This is a mountainside, so here you generally never have the geographical conditions for a windmill, as no strong winds ever would develop. there are windmills build on top of hills and in valleys, as there it's usually more windy, but never on mountainsides, as you just can't take advantage of the day/night windcirculation. The other thing is that it's a static windmill, which can't adjust it's direction , or if it could adjust the direction its arms would crash in the keep, or building which might be the great hall / palais.

Also there is a well most likely connected to the cave below, so i assume there is some kind of underground well/river below. If there would be a mill I think it'd be a watermill further down the mountainside, as the current there should theorethically have enough force to move a watermill efficiently. If there is a connection from the cave to the well, the cave would be walled off, as it would mean a crucial weakspot in case of a siege, as an attacker quite easily can cut the defenders off from water. I mean there is a reason why complete tower and defensive structures were built around wells.

The other thing which really strikes me as odd here is the way the wall is buit. It's conveniently moved in from the cliff, which would actually never happen. In any military fortification you would build a wall half as strong and potentiolly half as high directly at the cliffside, not giving any attacker the convenience to also attack you from that side. If you have a cliff which already is twice as high as the wall and hard to clinb. that's an ideal spot to have a secure side, which you just top off. The wall here also can be lower, because the angle from the bottom of the cliff is higher and therefore even a lower wall is covering the buildings behind.

Funny fact of the gatehouse at this position is, that it's for any potential attacker super easy to get coverage behind the big cliff before. Imagine the gate with wall is moved forward to the cliff and this dead angle would vanish and with les sused building material you could also get a substantial increasement of economically usable area inside the wall for an overall cheaper cost.

On a sidenote any settlement like this would have some huts or farms in front of the walls and any trees close to the walls would be cut down.

So yeah, without thinking of all of this the art is really nice, the colors well chosen and i like the atmosphere, which is even looked at it closely. If I sit down looking at stuff, I start thinking of it and that's the stream of my thoughts. Can't stop myself, I hope it was at least interesting to follow it.

Keep it up, I love to see your new pieces

CELS (Level 7 Lotus) @ 5/24/2022 07:13

Thanks, amberMechanic! There are some aspects that I think turned out well, so I am happy you liked it. :)

CELS (Level 7 Lotus) @ 5/24/2022 07:11

Thanks, Space Age Wrangler! I'll have another go at those rocks in the future. :)

CELS (Level 7 Lotus) @ 5/24/2022 07:10

Thanks, Cyangmou! Sure, I'm open for all feedback. I wasn't happy with the result, so at least I could try to learn from it. 

amberMechanic (Level 3 Sea Otter) @ 5/24/2022 05:18

This is really great! It absolutely captures the feeling of a little island of landscape just catching the evening light through a little gap in the clouds.Wonderful colour choice and the atmospheric perspective on the background andscape works so well.

Space-AgeWrangler (Level 3 Rocky Planet) @ 5/24/2022 05:09

The background looks great and it really makes the city stand out. The shape of the walls is really cool too! The only thing that seems a little off to me are the rock formations under the city in the front.

Cyangmou (Level 9 Federal Agent) @ 5/24/2022 03:18

It's an interesting piece, gave me some thoughts as I looked at it.

I read in the other comment that you are not happy with it, so I will say I like the coloring and it's clear that a lot of effort went into it. Would you mind if I point out some things conceptually? It However might be too nitpicky for "just a painting".

CELS (Level 7 Lotus) @ 5/23/2022 15:36

Thanks, DukeDarer! To be honest, I'm not at all happy with it but it was a useful experience. I wanted to pixel a medieval fantasy trading post in a dry environment, so I looked at important trade cities in the middle east and Asia. Eventually I found Ani in Turkey, which was my main source of inspiration. The idea was: what if you had a mix of European-ish cultures settling down in a place like Turkey or Armenia. Then I made a sketch based on a photo ref and then I really liked the look of it. As I added more buildings and texture, I started to dislike it. Then I began a long process of trying to improve it by playing around with textures and ultimately I felt like I had done enough. I am ready for something new. Thanks for letting me vent. :)

DukeDarer (Level 3 Clone) @ 5/23/2022 14:05

A great work of art! How did you go about making this piece? What was your process and inspiration?

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