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Poison Level Ideas


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#1 TheLegend_njf

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Posted 13 November 2016 - 10:09 AM

What themes or gameplay gimmicks would you guys suggest be great or suitable for a poisoned themed dungeon? This particular dungeon I am working on is similar to that of the Ancient Cistern where that what it appears on top is not exactly what it would be on the bottom, so half of it is a water based dungeon, and the lower half is poison. 

 

Some of your ideas were great for previous dungeons I discussed here so I felt like this is a good way to help with the motivation of ideas. 



#2 MoscowModder

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Posted 13 November 2016 - 12:39 PM

You could borrow an idea from Phantom Hourglass and have the whole dungeon filled with miasma that slowly drains your health, except for a few safe spots. And then your goal would be to hit certain triggers that disperse the miasma from parts of the dungeon (perhaps using the dungeon's item). You could even throw in an optional item, hidden in this dungeon or even outside of it, that renders you immune to the miasma.


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#3 CyberGamer1539

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Posted 13 November 2016 - 02:21 PM

Perhaps you could have rooms filled with poisonous liquid, and you have to drain it out in order to progress. Maybe expand onto this and make it so that the poison is instead transfered to a different room within the dungeon, and the player would have to keep track of the different switches in order to keep the way ahead free of poison. There could also be a goal of filling a room with poison in order to float across the room using the raft.


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#4 Shane

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Posted 13 November 2016 - 02:24 PM

Have the top and bottom floors interact with each other to have a "complete" dungeon and to avoid it feeling separated. Have Link find a way to get fresh water flowing to the lower sections to purify the waters (maybe via dungeon item). This could also remove any form of harmful toxic that MM suggested if you want another alternate solution.

 

Maybe play around with jinxes too. They're usually associated with posion in Zelda. Maybe the poisonous fog renders Link unable to use any item? Link can't use any items so he has to find a way to remove the poison in the air.


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#5 Saffith

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Posted 13 November 2016 - 03:10 PM

If you have items that can turn poisonous water clean and vice versa, there's a lot you can do with that. The most obvious would be purifying poison so you can swim through it, but making other things interact with it would be more interesting.
There could be plants living off the water. Poison the water, and the plants wither and die. Then they can be burned to clear a path. Purify the water, and they're revived. Then they might grow vines to create new paths, or they could be used as hookshot targets.
There might be monsters living in the water than can only be defeated by poisoning it. Similarly, the water itself might spawn monsters (like Kyamerons) depending on the state of the water.
Differences in density could lead to buoyancy-related puzzles. Perhaps some blocks float in poison and sink in clean water. They might also behave differently when frozen or evaporated.
And speaking of vapor, there's ventilation. Can Link even safely enter a poison-filled room without a fan running? And if there are fans, where does the poisonous air go?

#6 Naru

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Posted 13 November 2016 - 07:20 PM

While thinking of a poisonous dungeon a plant dungoen comes to mind. With hidden thorns and attacking plants hidden below leaf. And that fits well with saffiths idea of good plants.

Taking the safe zones to a more extreme point make them healing areas and make the poison a really strong life drain. Too really pressure the player and to combine with time based puzzles. Or an endboss with a healing spot in the room but before you can damage it you have to fullfill certain requirements that reset after some time. While not really original this should work very well with zc and could be really enjoyable.

Also with poison mind tricks and hallucination come to mind. A real and a false dungeon, that are set up a way you don't know which one you are in and intelligent warps and carry overs between each other with little hints that show you the truth could be nice. For example you make mutiple small dmaps for the false one and if you realize you are in the wrong one you use farores wind and get to the room (with a step trigger where you land through the spell that cancels to a non-step trigger so it doesn't activate otherwise), but if you use it in the real dungeon you get warped to the entrance and that will be really annoying.

#7 grayswandir

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Posted 13 November 2016 - 07:24 PM

Have a shallow pool of poison goo. Have each tile randomly dry up an turn into a poisonous gel.

 

Poison fog that you have to burn away?

 

You could do sort of a soft barrier by having time spent in poisonous fog slowly increase the Wavy effect, until you got to safety and it rapidly decreased. So you can get through a room or two of poison, but beyond that you can't really do much.

 

Maybe freezing poison water purifies it, and then it melts into normal water?



#8 Soma C.

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Posted 13 November 2016 - 10:24 PM

What makes the level poisonous in the first place?  Is it located in a factory, or some other nasty place?  Like the inside of a monster or character ala Jabu Jabu?  Maybe the environment itself could be a clue as to what ideas to have.  Lots of other good ideas above me, not sure what else to add lol.


Edited by Soma Cruz, 13 November 2016 - 10:24 PM.



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