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dessgeega
Posts: 3317
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Posted: Thu Jul 06, 2006 5:07 pm Post subject: |
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| it is worth remembering that it's easier to make a hard game than an easy one. |
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shnozlak
Posts: 704
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Posted: Thu Jul 06, 2006 5:21 pm Post subject: |
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Thanks for the protips, though I'd say the editor puts out a really acurate version of the game. Its kinda like how step mania compares to DDR.
So how many people besides me are still hammering away at this?
Also, 2 things
1)How do you make it so killing the enemies will open the shutters?
2)Can I effect heart/rupee dropping by enemies?
Maybe im missing something, but I cant find either of these in the guide. |
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GrimSweeper
Posts: 530
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Posted: Thu Jul 06, 2006 5:30 pm Post subject: |
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I've got the basic dungeon design down, along with a list of overworld and underworld creatures to slot into the safari routes. All I need is a segway to my "hidden" item, hiding the optional part of the dungeon (probably the most dangerous part too, which is why it doesn't HAVE to be done), playtest the raft to see if it can go past doors without having to land which would be AWESOME if it did but merely something to bypass if it didn't, and making it look pretty.
It's merely a matter of getting motivated to do it. If there were more people working on something, I would definitely not want to be left behind.
EDIT: Okies, I fiddled around with the raft paths and found that they stop dead at passageways, even if the path continues onward from there. Hence, the creation of little islands at each point of entry! Which is a good thing/bad thing: good because if I had followed my original plan, the raft would not have stopped; bad since it gives enemies a slim chance of spawning in the way instead of in their 'cages'.
Also, my original plan called for being able to access all cages from behind the scenes, so if somebody felt like it they could waltz in and slaughter the exhibits. I definitely don't have the space for something like that, however. It means I have to be more creative. And something just struck me as a decent replacement. I might just have enough space to put something that gets the player used to the idea, then have the "boss" path use it. |
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L
Posts: 145
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Posted: Thu Jul 06, 2006 10:50 pm Post subject: |
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GrimSweeper wrote:
bad since it gives enemies a slim chance of spawning in the way instead of in their 'cages'.
You can control enemy placement by using Enemy flags 1-10 (in the Tools->Flags menu item), you know.
My own dungeon is progressing well, albeit slowly. Its entire concept involves what can only be described as a "gimmick", which I shall not reveal until completion.
(It wasn't game breaking on the NES version, as saving and reloading got you out. I don't know how ZQuest handles it though, and it is a bit of a frustration.)
Also, in the NES version the first shop at the start of the game sold small keys for 100 rupees each. |
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Baines
Posts: 906
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Posted: Fri Jul 07, 2006 1:16 am Post subject: |
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L wrote:
(It wasn't game breaking on the NES version, as saving and reloading got you out. I don't know how ZQuest handles it though, and it is a bit of a frustration.)
Also, in the NES version the first shop at the start of the game sold small keys for 100 rupees each.
That wasn't really the issue I meant though.
Rather that with the right room design, incautious use of keys could trap you inside the dungeon.
Imagine
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+---+ +---+
| K |LL| | K = key
+---+ +---+ L= locked door
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+---+ +---+
| E |O-| | E = entrance
+---+ +---+ O = one-way passage
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If you don't have a key with you when you take the one-way passage, you'll be trapped. The key should instead be in one of the rooms on the right, so that you can reach it to unlock the door. (Exception: As I recall, the whistle takes you back to the dungeon entrance. So a whistle dungeon could possibly get away with trapping you in the area with the whistle, so that you had to use it to escape. But that itself might be pushing things.)
This is a simple example, you can get much more complicated so that it is harder to tell. And being able to use keys outside of the dungeon you found them in can make it easier to get caught in a more complicated dungeon design. |
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the blueberry hill
Posts: 458
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Posted: Fri Jul 07, 2006 1:43 am Post subject: |
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L wrote:
Does it have to have Gannon? I never noticed the bore until Ocarina Of Time.
Ahem... Ganon. Boar.
Ahem... Half that was a joke, half that is unintended example.
Anyway, I finally get a chance to really sit down with this tonight. I have a rough plan in my head, we'll see what happens.
I downloaded some quests from the website too. A Metroid one (The one that doesn't have Bobba Fett (Spelling L?)) and... er... Dinius, something, maybe. It looks pretty!
What are the good ones to check out, for fun, and/or for interesting design? |
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L
Posts: 145
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Posted: Fri Jul 07, 2006 5:00 am Post subject: |
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Baines wrote:
L wrote:
(It wasn't game breaking on the NES version, as saving and reloading got you out. I don't know how ZQuest handles it though, and it is a bit of a frustration.)
Also, in the NES version the first shop at the start of the game sold small keys for 100 rupees each.
That wasn't really the issue I meant though.
Rather that with the right room design, incautious use of keys could trap you inside the dungeon.
Imagine
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+---+ +---+
| K |LL| | K = key
+---+ +---+ L= locked door
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+---+ +---+
| E |O-| | E = entrance
+---+ +---+ O = one-way passage
|
The example you give is not so much a problem with keys and doors but a problem with one-way shutters and one-way passages. Sealing a player in an areal, when the means of escape is not guaranteed, denotes bad design. And, as you say, for the most part you cannot guarantee that the player ever has even one key at any time.
[quote=the blueberry hill]I downloaded some quests from the website too. A Metroid one (The one that doesn't have Bobba Fett (Spelling L?)) and... er... Dinius, something, maybe. It looks pretty!
What are the good ones to check out, for fun, and/or for interesting design?[/quote]Apart from the pre-packaged quests, I've only gotten around to playing The Hidden Duality, which succeeds in more closely resembling A Link to the Past than Zelda 1. |
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shnozlak
Posts: 704
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Posted: Fri Jul 07, 2006 7:34 am Post subject: |
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GrimSweeper wrote:
I've got the basic dungeon design down, along with a list of overworld and underworld creatures to slot into the safari routes. All I need is a segway to my "hidden" item, hiding the optional part of the dungeon (probably the most dangerous part too, which is why it doesn't HAVE to be done), playtest the raft to see if it can go past doors without having to land which would be AWESOME if it did but merely something to bypass if it didn't, and making it look pretty.
It's merely a matter of getting motivated to do it. If there were more people working on something, I would definitely not want to be left behind.
EDIT: Okies, I fiddled around with the raft paths and found that they stop dead at passageways, even if the path continues onward from there. Hence, the creation of little islands at each point of entry! Which is a good thing/bad thing: good because if I had followed my original plan, the raft would not have stopped; bad since it gives enemies a slim chance of spawning in the way instead of in their 'cages'.
Also, my original plan called for being able to access all cages from behind the scenes, so if somebody felt like it they could waltz in and slaughter the exhibits. I definitely don't have the space for something like that, however. It means I have to be more creative. And something just struck me as a decent replacement. I might just have enough space to put something that gets the player used to the idea, then have the "boss" path use it.
Idea: make it a hole
Set the door type as type 'walk through' and put a 'hole' into the wall where the door was. Use the rough edged 'shallow water' tiles to make the hole look more hole like a hole. Set a dock on either side of the hole so that it seems more coninuous.
EDIT: the raft instance is still going to be destroyed when you go t oa new screen. It just looks better than islands with doors. I think. |
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GrimSweeper
Posts: 530
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Posted: Fri Jul 07, 2006 8:29 am Post subject: |
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I'll try that with a screen or two. I might run into the problem that cropped up with the first version of the islands in front of doors; the raft path isn't recognized as a starting point if it's directly in front of the door. I'm not completely pressed for space yet, fortunately.
Also, L: I never even thought of the flags. I was suspicious of something controlling the spawns when tooling around with the original quest, but it never occurred to me to glance at the different flags when I was using them for raft paths. Much appreciated! :)
EDIT: Unfortunately, shnozlak, your nice idea didn't work. :/
It's something to do with the tiles directly next to the door. The flag doesn't register when the player is attempting to go from there. I could make the journey one way, however...which I might implement because the overall water safari is small enough: 2x3.
As for the other exhibit path, I'm thinking of making it a footpath for part of it. I might have to modify how people are getting to my spot (it's accessible only by raft at the moment), so if they stumble on it early they have a glimpse of what's there; get the froth going, etc. But I like my original design. |
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L
Posts: 145
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Posted: Sat Jul 08, 2006 1:32 am Post subject: |
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Monthenor wrote:
L wrote:
Namely, the "dark" rooms didn't darken the floor tiles as they should,
And I have no idea why not. I'm using Combo 47:CSet 9 for all my floor tiles,
It turns out that only combos with Csets 2 or 3 will darken in a dark room.
Also, in case you didn't know, pressing "L" in Zquest will demo the dark room effect. |
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dessgeega
Posts: 3317
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Posted: Sat Jul 08, 2006 6:07 am Post subject: |
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Deci, i'm going to tone down the difficulty of your dungeon for the final game. mostly i'm going to change zquest-"enhanced" enemies into their original versions (like the gohma 3 into a gohma 1).
speaking of difficulty, i want to stress that you shouldn't all be working to make your dungeons super-hard. we need easy dungeons, and we need not-very-hard dungeons, if we're going to have a full game.
if you've claimed an item that the player probably should have early in the game (like the boomerang, for example), you ought to keep your dungeon on the easy side. easier to make a game hard than easy, etc. |
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shnozlak
Posts: 704
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Posted: Sat Jul 08, 2006 4:10 pm Post subject: |
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Almost complete...
just need a boss/triforce room
might make another run for polish...
but soon. |
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B coma
Posts: 1455
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Posted: Sat Jul 08, 2006 5:44 pm Post subject: |
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| I still want to particpiate in this, but zquest is repeatedly causing blue screens to show up and I can't figure out why. Maybe the windowed version of zquest is at fault? I didn't have any problems when I was just fiddling around but now that I'm trying to learn the ropes everything keeps folding in on me. |
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GrimSweeper
Posts: 530
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Posted: Sat Jul 08, 2006 7:58 pm Post subject: |
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The enemies are set for each exhibit but I have to set their spawn and switch up a couple of them so they use the space better. I am also cursing the fact that Manhandla ignores barriers. :/ I need some miscellaneous enemies for the 'behind the scenes' but I think I'll stick with the vermin of the dungeon instead of something dangerous. Oh, and my Octorocks aren't showing up, even though I have set their spawn flags. The Moblins are a little screwy too, but at least they show up. One last thing is to consider constructing a 'cage' to contain Pols' Voice or just let them hop around as they please.
Dungeon layout is practically finalized; I just need to make the room with the bracelet and I'll be set. Also to the layout is a secret way of getting into my spot without the use of a raft, if only to show off the underground exhibit to those who found it (nothing else is accessible!).
I think I'll be good after one more day of working on it. |
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L
Posts: 145
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Posted: Sat Jul 08, 2006 8:01 pm Post subject: |
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dessgeega wrote:
Deci, i'm going to tone down the difficulty of your dungeon for the final game. mostly i'm going to change zquest-"enhanced" enemies into their original versions (like the gohma 3 into a gohma 1).
Aww, but Gohma 1 only has one hit point! At least make it a blue Gohma.
You should probably change all of the blue darknuts to red, then change the splitting darknut into two blue darknuts. |
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dessgeega
Posts: 3317
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Posted: Sat Jul 08, 2006 8:24 pm Post subject: |
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L wrote:
dessgeega wrote:
Deci, i'm going to tone down the difficulty of your dungeon for the final game. mostly i'm going to change zquest-"enhanced" enemies into their original versions (like the gohma 3 into a gohma 1).
Aww, but Gohma 1 only has one hit point! At least make it a blue Gohma.
You should probably change all of the blue darknuts to red, then change the splitting darknut into two blue darknuts.
this sounds good. |
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dessgeega
Posts: 3317
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Posted: Sat Jul 08, 2006 8:24 pm Post subject: |
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B coma wrote:
I still want to particpiate in this, but zquest is repeatedly causing blue screens to show up and I can't figure out why. Maybe the windowed version of zquest is at fault?
uh, try running the fullscreen version? |
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B coma
Posts: 1455
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Posted: Sun Jul 09, 2006 2:44 am Post subject: |
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| well, I spent about 3 hours using it in fullscreen and it's crashing less now, enough to be perfectly servicable anyway. Though actually I have a feeling that it's not zquest that's really the problem. I think I am either having video driver issues from the latest install or (hopefully not!) physical memory issues. |
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shnozlak
Posts: 704
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Posted: Sun Jul 09, 2006 9:29 am Post subject: |
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B coma wrote:
well, I spent about 3 hours using it in fullscreen and it's crashing less now, enough to be perfectly servicable anyway. Though actually I have a feeling that it's not zquest that's really the problem. I think I am either having video driver issues from the latest install or (hopefully not!) physical memory issues.
Sounds gross. Try the dos version. |
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L
Posts: 145
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Posted: Sun Jul 09, 2006 8:14 pm Post subject: |
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| Just a word of warning... if you fellows are going to be using the "Push, many" combos, I suggest you don't turn on the "Solid Blocks" quest rule, but instead use the "No Push Blocks" flag (#67) to constrain the movement of your Push Blocks. |
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L
Posts: 145
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Posted: Tue Jul 11, 2006 12:48 am Post subject: |
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Some random hints for other people's dungeons:
* The shallow water combos can be used without changing Zquest's defaults.
* ...As can the conveyor belt combos.
* If your dungeon has the Magic Rod, or lots of Wizzrobes, consider including the magic prism and magic sponge combos.
* Digdogger kids make good medium-level enemies by themselves.
* Remember: the "Bat" enemy is much stronger than the "Keese" enemy.
* If you can't remember what a particular enemy is called, consult this: http://bestiary.zeldalegends.net/index.php?game=z1&limit= |
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GrimSweeper
Posts: 530
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Posted: Tue Jul 11, 2006 8:43 pm Post subject: |
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Raf, the zoo, has its first version. It's really on the easy side of things, but I think it's more to do with the initial items I gave it than intrinsic difficulty. I would probably slot it somewhere in the middle, before being able to get the magic/master sword.
Comments are welcome!
I'm just glad I managed to finish something game-making related.
EDIT: Shortly after I uploaded it, I realized that I had forgot to insert a push flag so that people could escape the bracelet room. This version has it. *whew* |
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B coma
Posts: 1455
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Posted: Tue Jul 11, 2006 10:38 pm Post subject: |
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Things are going more smoothly now, so I should have something resembling finished by the end of the week.
edit: I'm planning on doing something on the easy side, here. |
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L
Posts: 145
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Posted: Wed Jul 12, 2006 8:47 pm Post subject: |
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GrimSweeper wrote:
Raf, the zoo, has its first version. It's really on the easy side of things, but I think it's more to do with the initial items I gave it than intrinsic difficulty.
Okay, here's my initial recommendations:
* What the heck? You start with the Master Sword? How is anyone meant to get a realistic gauging of the dungeon's difficulty if you give them the Master Sword? Which maybe isn't even going to be in this quest?
* Pol Dungeon already used this palette. Y'know, just saying.
* The din of the Secret Sound annoys me. Go to all of your raft rooms and set the "No secret sounds" flag in Screen Data.
* Forgot to put an Under Combo in the Bracelet room! (And the other push-block rooms...)
* Some of the tiles in the Bracelet room are "Push, many"... and because you forgot to use the "No Push Blocks" flag things to limit their movement, you can push them across all of your other blocks, obliterating them!
* When you get the Triforce, you'll notice that only some of the on-screen tiles flash. That's because you used two Csets of identical colour but different function. Press "L" (lights off) while in ZQuest to confirm this. Fix it with "Color set fix" in the Tools menu while Cset 2 is selected.
* Aaaah!! You put Gohma in the Goriya room! (You did test each of your rooms after making them, didn't you?)
* In the Stalfos room... Why did you give "Push, vertical" flags to blocks which can only be accessed horizontally?!
* Too many empty rooms! At least put some more block-pushing problems! (Ones that can be satisfyingly circumvented with the Power Bracelet.)
* I don't care - the Map and the Compass need to be placed behind some sort of obstacle.
* Enemies that can jump over the barriers should probably not be in this dungeon - Pols Voice, Patra and Moldorm, for example.
* "Fire" doesn't count as an enemy worthy of being displayed.
* No Zoras?
* All rooms containing Gohma should probably be redesigned such that Gohma's body can't intrude into the player's path.
* We don't need every combination of "normal" Gleeok to be included!
* How about interesting it up by putting in a Fire Gleeok? (His fire can't pass blocks, you know)
* It's a safari, so how about using the "tall grass" combo in a few places?
* "You must be this tall to ride the raft" doesn't make sense since you already have the raft. Maybe replace "ride the raft" with "enter the safari"? |
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GrimSweeper
Posts: 530
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Posted: Wed Jul 12, 2006 9:29 pm Post subject: |
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Looks like I have quite a bit of work to do. I don't know how I managed to miss that Gohma with the Goriyas (I know how I slipped and put it IN, however!) when making the last few changes.
So! Counter-list of THINGS TO DO:
- Switch out Master sword for 2nd level sword to give a better glimpse of difficulty.
- Change palettes to uh, not be Pol dungeon (I knew I should've checked what others have already done).
- Silence the raft noises.
- Under combos under every push-block and a rupee in everyman's hand!
- Flag "No Push Blocks" for out of bounds. He should not toe the line.
- Colour set fix in Triforce room (I didn't know how to fix it, thanks for the solution.)
- As stated before, weed the Gohma from the Goriya patch.
- Stalfos room is perfectly reasonable, BECAUSE YOU CAN ACCESS THEM VERTICALLY. :p It's the way of getting out of the boss loop without having to worry about going through the nasties again. In which case, I might have to upgrade their placement and/or difficulty. Or add a 1-way shutter. *shrugs*
- Empty rooms is a problem alright. I'll just twiddle with them and see what sort of 'maze' pops out. That's the way the bracelet room was designed.
- The map and compass I attempted to put them in a sort of store-like place, but realized I would have to make another two rooms for an already cramped dungeon. I thought it would fit the 'zoo/safari' theme by having them readily available a la pamphlets. We'll see how it goes. Those two items were mainly an afterthought because I never really designed the place to require a map and the compass just shows you the correct turn at a certain junction.
- Barrier passing enemies I've tried to keep to a minimum in the real dungeon and/or attempted to keep them out of the way of the path. However, Patra apparently has a hard-coded spawn point strangely enough (as does Lanmola; good thing that room could accomodate it); I wanted it to spawn in the lower corner so that the hero has a lot of time to get to the other door. I think I'll shift it and Pols Voice each to a 'raft' area in that loop, so that the raft invulnerability will keep the hero from harm.
- Fire is SO too an enemy. Just because you don't see it until the end in the original doesn't mean it isn't a species worthy of an exhibit. It also means I would have to cut that loop down, and I liked how I got it at the moment. :/
- I decided against Zoras because of the missiles it launches. However, in order to conceal the fact that Octorocks apparently can't spawn in dungeon levels (I have the spawn point laid out for them and everything; no go), I might just put them in.
- It's been awhile since I've battled Gohma, so its abilities are a little vague to me. I'll see to it the path won't be disturbed by its movement.
- But...but for the observant player every normal combination of Gleeok sets up foreshadowing! :p
- The initial version was going for a Fire Gleeok, but I don't know if it was in the original Legend of Zelda so I replaced it with it's normal counterpart. I tried to keep within the boundaries of "normal" as possible. If Fire is in, it's going back in. :)
- Tall grass seeds to be scattered about, aye aye.
- I fired my sign maker. The new guy should have a better one in a few days or so. If not, I'll withhold his paycheck--all of 0 dollars--and use your suggestion. |
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L
Posts: 145
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Posted: Wed Jul 12, 2006 11:29 pm Post subject: |
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GrimSweeper wrote:
- Change palettes to uh, not be Pol dungeon (I knew I should've checked what others have already done).
I think the green-blue palette would fit well.
- The map and compass I attempted to put them in a sort of store-like place, but realized I would have to make another two rooms for an already cramped dungeon.
Hey, you could just make the Compass room into a shop selling them. What's wrong with that?
- Fire is SO too an enemy. Just because you don't see it until the end in the original
You see the Fire sprite in every Guy room. The End.
However, in order to conceal the fact that Octorocks apparently can't spawn in dungeon levels (I have the spawn point laid out for them and everything; no go), I might just put them in.
There is one variety of Octorock that can definitely be generated in dungeons: the "Magic Octorock". However, you should place it behind impenetrable barriers, as it takes off 5 entire hearts just by touching it.
EDIT: Also, you must line its enclosure with Magic Sponge/Block Magic combos.
- The initial version was going for a Fire Gleeok, but I don't know if it was in the original Legend of Zelda so I replaced it with it's normal counterpart. I tried to keep within the boundaries of "normal" as possible. If Fire is in, it's going back in. :)
Hey, safaris are about exhibiting exotic creatures, right? (Note: you can't actually reasonably fight Fire Gleeok without the Mirror Shield, so it has to be an exhibit instead of the main boss.)
- Tall grass seeds to be scattered about, aye aye.,
Don't forget to set an Under combo for each room you add them in!
Some more recommendations:
* Use Cset 0 for the water tiles. This means you'll have to discard the "smooth water border" tiles, but at least the water now looks like water instead of, um, sand.
* Go to the Key room in Zquest and press "W". Notice something? That's right: there are three "black" combos, and they each have different properties. You must arrange them in your Guy rooms thus:
#WWWWWWW#
DHHHHHHHHH#
#NNNNNNNNNN#
# = Wall
D = Door
W = Whole blocking black combo
H = Half-blocking black combo
N = Non-blocking black combo |
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L
Posts: 145
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Posted: Wed Jul 19, 2006 4:05 am Post subject: |
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THOUGHT OF THE WEEK:
A most mean-spirited thing to do is to place a "door repair" room that drains you of ALL of your rupees, just before the Ganon room. Think about it. |
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L
Posts: 145
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Posted: Sat Jul 22, 2006 1:17 am Post subject: |
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I'm still working on my dungeon (which, being the final dungeon, is supposed to be the largest - or just the most impressive - of the lot) but I decided to take Undead Kingdom and make a "fixed-up" version, which also contains some changes of my own which I think are beneficial.
* Since this is an undead themed dungeon, all rooms (apart from the guy rooms) are now dark. You start with the blue candle.
* Since you can lose the magic shield to Like-Likes, and this is supposedly the only place in the game where you can buy it, I decided to "streamline" it a bit so that returning visitors can reach the shield shop quickly. Thus: Gohma now drops the boss key, which opens several doors in other rooms which form a pathway taking you close to the shield store.
* Changed all Bats to Keese and most blue Darknuts to red.
* Changed several Stalfos 1s to Gibdos to balance out the lack of Bats.
* Splitting Darknut is now two blue Darknuts.
* Fixed a stepladder-related bug in the blue Darknut room.
* The four-string dialogue intro is only displayed once.
* I put 200 rupees in the hidden eye statue room (replacing the unused boss key in there.)
* Replaced a certain locked door with a one-way shutter.
* There wasn't a heart container in the original, so I put one in the hidden sideview basement room (replacing the unused key in there.)
* For monster->shutter rooms, creating an invincible ghini by touching a grave makes it impossible to destroy all the monsters, unless one of the monsters is assigned "ringleader" status. For room 5A I made the ringleader a ghini, and a blue darknut in room 44.
* Since room 47 no longer has blue darknuts, I added "Statues shoot fire" to make it harder.
* Added Bubbles to some rooms.
* Reduced the number of rocks in the falling rock room.
* Made Gohma more interesting by making it a ringleader and dropping some Ghini 2's in its room.
* Also, Gohma's room is on a new dmap, for palette and text intro goodness (the text intro was in the original but wasn't displayed.)
* Removed that wall thing in the Moldorm room.
* Finally, I added MIDIs which I thought fitted the theme. The main level is "Adagio in G minor" by T. G. Albinoni. The boss MIDI is open to negotiation.
If this file doesn't work for you, it's probably because I saved it using ZQuest 2.11b9 - the only post-1.x version which seems to be available for Mac OS X. In that case, I may have to export the DMaps instead.
TWELFTH HOUR EDIT!
* Keese are now black again.
* Made the whole "darkness" thing a bit more serious.
* Checked the "fast messages" rule.
* Made one particular room lit because it absolutely must.
* Removed something else that I added. |
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dessgeega
Posts: 3317
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Posted: Sat Jul 22, 2006 1:41 am Post subject: |
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L wrote:
* Since this is an undead themed dungeon, all rooms (apart from the guy rooms) are now dark. You start with the blue candle.
this seems a bit excessive.
i havn't played it yet, though. i will soon! sorry thread, i've been super-busy! |
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L
Posts: 145
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Posted: Sat Jul 22, 2006 5:09 am Post subject: |
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It's not really excessive - when you play it, you'll see that the particular cset used for the majority of floor elements is merely dimmed when the room is dark, not invisible.
This reminds me: the only difference between the blue candle and the red candle is that the red candle can be used multiple times in rooms (thus being useful as a low-level weapon.) Many ZQuest architects don't seem to find this distinction large enough to warrant including both. Should we have both, or just one of them? |
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L
Posts: 145
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Posted: Wed Jul 26, 2006 6:11 am Post subject: |
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While you're pondering my question, I thought it'd be pertinent if I discussed how dungeon design has evolved within the Zelda series itself. The following rules are constant for each dungeon in the mentioned game:
Zelda 1:
* Killing the boss always rewards you with a heart container.
* Exactly one boss (with maybe previous bosses returning as minibosses).
* Killing the boss immediately rewards you with the goal item.
A Link to the Past - Same as Zelda 1 except:
* The Boss Key is required to get the dungeon's equipment item.
* The dungeon's equipment item is required to reach the boss.
* Often multiple boss doors.
Link's Awakening - Same as A Link to the Past except:
* The boss key is not required to get the dungeon's equipment item.
* At least one miniboss.
* Killing the miniboss creates a warp between the entry room and the miniboss room.
* One boss door guarding the boss.
Ocarina of Time - Same as Link's Awakening except:
* At least one miniboss.
* A miniboss always guards the dungeon's equipment item.
Majora's Mask - Same as Ocarina of Time except:
* Killing the boss creates a warp between the entry room and the boss room.
The Wind Waker - Same as Ocarina of Time except:
* Multiple linked warps can be created between visited rooms.
I find it interesting that it took until Link's Awakening for the Zelda dungeon format to stabilise into its current form, in which the "Big Key" became the "Boss Key." Another thing to note is that in A Link to the Past, the most important-looking chest in the dungeon contained the equipment item. In Ocarina of Time, the most important-looking chest contained the Boss Key.
Also! Here's a tricked-up version of Pol Temple.
* Fixed all of the palette/darkness problems.
* Made the "broken wall" areas more bearable by, um, smoothing them out. Sorry, but I insist.
* Custom background music. Due to the prevalence of Wizzrobes, I chose Gustav Holst's "Neptune, the Mystic".
* Made a couple of rooms "more interesting." |
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L
Posts: 145
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Posted: Mon Jul 31, 2006 7:32 pm Post subject: |
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Still working on it...
C'mon guys, at least say something about my new versions of your dungeons. |
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GrimSweeper
Posts: 530
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Posted: Mon Jul 31, 2006 11:47 pm Post subject: |
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The thing is, it seems this idea (along with the rest of the Dev forum as well) has bit the dust, with only a few scattered people left who have submitted their dungeon and might be working on refining it; in my case, it's sitting until somebody else does a dungeon and there is hope of completion.
Compilation just doesn't seem to go anywhere. It's saddening. |
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B coma
Posts: 1455
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Posted: Tue Aug 01, 2006 12:59 am Post subject: |
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While I totally want to finish my dungeon, the dying RAM somewhere in my PC is preventing me from running any application that is game-like for a period longer than 20 minutes (on average). While I've been fine for things like Internet/Photoshop, Zquest and other games (even something as non-intensive on system hardware as Cave Story) have been causing sudden blue screens. I now believe that it might actually be the RAM on my videocard (bad).
I'm still waiting on a friend to come over and help me out with the technical details, but until that happens and I can afford to fix the problem (I have a job now! soon) I have put the project on hiatus.
If we are still compiling dungeons when I fix this thing I can probably finish mine in a single night of work. |
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dessgeega
Posts: 3317
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Posted: Tue Aug 01, 2006 1:19 am Post subject: |
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| i'm not sure if we'll have enough material for a full game in the end, but in the meantime all the zelda dungeons are still good level design experience. people who are working on them should keep working on and sharing them. |
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shnozlak
Posts: 704
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Posted: Tue Aug 01, 2006 7:11 am Post subject: |
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dessgeega wrote:
i'm not sure if we'll have enough material for a full game in the end, but in the meantime all the zelda dungeons are still good level design experience. people who are working on them should keep working on and sharing them.
Yeah sorry ive been hovering at 95% for awhile now. Still a few bugs to iron out. Got distracted by guitar lessons, new job and a dieing front lawn. If you want a copy of what I've got I'll send to anyone who asks. Ill try to make a push later this week as well.
EDIT: My little bro might be intrested in making a dungeon, he apparentally used the editor before but decided a whole quest on his own would be a bit much as his friends wern't into it. Ill ask him about it again tonight. |
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L
Posts: 145
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Posted: Thu Aug 03, 2006 1:43 am Post subject: |
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My dungeon is FINISHED!
Read this first:
* Requires version 2.11b9 or higher. Sorry, but my lunatic ideas demanded this version's unique features! (namely, multiple side warps.)
* Southeast of the dungeon entrance is "Dev Town", an incomplete overworld area I made on a whim. Try entering the buildings.
* This dungeon is in two parts.
* The first (and best) part, "Below the Pyramid", requires bombs to enter. The bow is highly recommended but is not essential. It contains the stepladder and a heart container. It also has - shall we say - a gimmick. Its challenge rating is "look at my pretty features!"
* The second part, "Pyramid of Power" requires the silver arrows, the recorder, the raft, the stepladder, the magic shield and the power bracelet. The blue ring, 12 heart containers and the white sword are assumed. The wand, a red potion, and lots of bombs are very helpful. Use the cheat code " " (a space) to get these items. Its challenge rating is "no more mister nice guy".
* The complete Triforce of Wisdom is not explicitly required to enter "Pyramid of Power". I'd like it if such a check was placed in front of the silver arrows in their dungeon instead.
* One non-Z1 equipment item appears in here - the small wallet. I'm willing to remove it if it's not befitting this project's scope.
* This quest uses no custom combos, but it does edit one existing combo - combo #51 becomes "Ladder" type from "None." This should not be a problem for other people's quests!
* I had to make two new door combo sets in order to get certain areas looking the way I wanted.
* The final boss is not Ganon.
* Don't read too deeply into the final boss's dialogue - it's a cramped translation from the original Gibberish.
* The MIDIs used are: Gustav Holst's "Mars, the Bringer of War", and Beethoven's "Egmont Overture" - as well as Nobuo Uemastu's "The Lunarians".
* Quest Rules used: Fast Dungeon Scrolling, Fast Heart Refill, Raft/Ladder Fix, Fix Link's Position in Dungeons, Hide Enemy Carried Items, Temporary Clocks, Allow Fast Messages, Heart Ring Fix, Sword/Wand Flip Fix, Weapon Animation Fix, Skip Continue Screen. Also, Link slashes instead of stabbing.
Now play it! I command you! |
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L
Posts: 145
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Posted: Fri Aug 11, 2006 6:53 am Post subject: |
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| ...Y-you guys? |
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L
Posts: 145
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Posted: Tue Aug 15, 2006 6:54 am Post subject: |
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...
I'VE KILLED THEM. |
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GrimSweeper
Posts: 530
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Posted: Tue Aug 15, 2006 9:01 am Post subject: |
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Just too lazy to download and play at the moment. And my creativeness is being tapped for another project. :/
Though I bet most forum goers don't even check the Development forum anymore. Which is a shame. |
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glitch
Posts: 216
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Posted: Sun Aug 20, 2006 4:14 pm Post subject: |
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"next time stay away from the edge of the universe"
that was pretty clever ^-^
i just now downloaded this ZeldaClassic thing to go try some of these, so i don't quite know how this thing works and haven't read much of this thread yet, but i did get into the "below the pyramid" dungeon and that's pretty good fun. some really nice ideas in there, like that SMB1-Bowser-like Aquatius (sp?) room, and the big stone soldier and actually the whole pyramid concept. haven't beaten it yet (but died 4 times trying) but will try again later (as well as other quests from this thread i hope). nice work. :)
one thing: i did get stuck once a couple of rooms in. maybe i'm missing something, but the first room with a key (south-east of the room with the compass), when you leave that room through the upper-left door, you're stuck?
also, off-map the music plays on, EXCEPT for the screen 2 screens east of the starting point. any relevance to that? |
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L
Posts: 145
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Posted: Mon Aug 21, 2006 10:10 am Post subject: |
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About time someone actually played the darn thing.
Here are some clues:
* There is a key underneath a stone soldier somewhere.
* There is also a key guarded by some black demons. |
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glitch
Posts: 216
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Posted: Mon Aug 21, 2006 2:35 pm Post subject: |
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L wrote:
About time someone actually played the darn thing.
yeah, sheesh, what a waste that noone's paying attention here. c'mon people, you Zelda-heads should beat this before i do!
Here are some clues:
* There is a key underneath a stone soldier somewhere.
* There is also a key guarded by some black demons.
get!
and your waterfall room had me awe-struck after that. that room looks so authenticly '86 that well uhm... wow, perfect.
then i got killed by those flying saucers in a nearby lava/quicksand(?) room. and it's late here so i'll quit for now and go have nightmares about the faceless Zola in the Aquatius room.
i'm a bit short on Zelda-skills i guess, i die way much. am i missing exotic items or are there a lot of doors and locks in there that you simply can't reach and are just to confuse/distract/decorate? kinda like the idea.
also, got stuck again, but i guess that's my own fault: 2 screens east of starting point, leave the screen walking west on the lowest tile-row, end up in tree in lower-right part of next screen, then walk down one tile and you're stuck. guess i shouldn't screw around with these empty black screens (but i kinda like to...). |
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L
Posts: 145
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Posted: Tue Aug 22, 2006 10:48 pm Post subject: |
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The lava room is where you should go.
Here's another hint: use arrows on tough enemies - they do twice the damage of the sword.
Also, the dragon's name is Aquamentus. |
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glitch
Posts: 216
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Posted: Wed Aug 23, 2006 2:12 am Post subject: |
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oh my you're right i'm confusing Greek dragon names into Latin again...
(will check the european manual if i ever find it again cause i'd swear it said Aquatius, among like a zillion other errors.)
but!
stepladder get!
and then the wizard in the next room killed me in one shot while my hearts were all full. bitch...
and then i cheated a bit cause curiosity>skill.
the wizard made me do it, i swear.
?
when i go through the west door in the room with the heart-container, i move 2 rooms to the left on the map. also, after picking up the container, the room keeps blinking red on the map. is there something more there? haven't found a way yet to get through that large key-hole block 3 rooms in...
i like this dungeon (that is, "below the Pyramid", haven't seen much of the other yet). got nice atmosphere and puzzles. don't know if you plan on extending this quest still now that the whole project seems kinda abandoned, but if you do, here's 2 more weird things i ran into (if i'm annoying you out of your skull with these things, let me know and i'll shut up):
walking off the edge in the screen east of the screen where walking off the edge transports you to the "next time stay away from the edge of the universe" man transports you into the bomb bag store! huh!
upon entering the "pyramid of power" part, i got stuck in Zelda. there, i said it. now everyone wants to play this quest. i had to wall-cheat my way out. nice intro story there though. ^-^ |
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L
Posts: 145
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Posted: Wed Aug 23, 2006 5:25 pm Post subject: |
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Here's how to get to the Pyramid of Power area normally: Use cheats to give yourself the silver arrows, the recorder, the raft, the stepladder, the magic shield, the power bracelet, the blue ring, 12 heart containers, lots of bombs and the magic sword. Go to the waterfall room and play the recorder.
Proceed from that point with cheats off, please.
Be on the lookout for the "Pay me and I'll talk" lady. (Clue: you'll need to drop a bomb somewhere.) She'll clue you into escaping the labyrinth in the pyramid. |
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glitch
Posts: 216
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Posted: Fri Aug 25, 2006 12:59 am Post subject: |
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L wrote:
Here's how to get to the Pyramid of Power area normally: Use cheats to give yourself the silver arrows, the recorder, the raft, the stepladder, the magic shield, the power bracelet, the blue ring, 12 heart containers, lots of bombs and the magic sword. Go to the waterfall room and play the recorder.
what?
i kinda just like bought the power-glove for a gazillion rupees at some old man who told me to get out (using ancient spacebar magic in the cheat console for many rupee (it's a secret to everybody, ok?)); and then shoved some rocks around on top of the pyramid.
but i'll try the "conventional" way next time. ^_~
that is, when i'm back from switserland in 10 days or so. |
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Slyphglitch
Posts: 13
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Posted: Tue Aug 29, 2006 4:45 pm Post subject: Still alive... |
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Is this project still alive? I was working on a dungeon then my life fell into the darkness known as "World of Warcraft". I have since climbed out the abyss.
Is anyone still working on this project or is this turning into a free for all? |
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L
Posts: 145
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Posted: Sat Sep 02, 2006 12:17 am Post subject: |
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Finish your dungeon and upload it somewhere and I'll play it.
I don't think the actual "compilation" goal is going to follow through, though. |
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L
Posts: 145
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Posted: Sat Sep 23, 2006 8:43 am Post subject: |
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Alright, time for us all to be honest here.
Let's unsticky this topic and give it a Viking funeral. |
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