@Dockside2012: Yeah, unless somehow a script could be made to have a 9x8 dungeon grid or have to use a different map altogether. The other problem is duplicating other things, such as Triforce pieces being in the passageways and having those staircases just randomly appear out of nowhere. Not to mention one room has a Gleeok head flying around in it. Also, I don't think people would like the "ONE WAY!" guys very much, and changing the enemy sprites around would confuse people. Oh, and the gimmick with the 2nd quest having to pinball between Level O and U a few times before FINALLY going to level T for the Wooden Sword would probably turn off most people. People don't want to have to gather 3-4 Baits to use in one dungeon. Then you have the triple back-to-back 4-headed Gleeok rooms in Level U.
To be honest, I would kill to see the Carock and Stalfos sprites that replace Gleeok and Aquamentus respectively, since they're not on the default tileset. Anyway, apologies for my off-topic post.
1. I think the only way to go around the 9x8 map issue is to create a second map for that dungeon that is used for any rooms that won't fit into its main map.
2. With the triforce rooms, the staircases can be removed and have the item appear in the room instead. In the case of Level 8, the compass can be located in the room just south of its triforce room. As for rooms with random staircases, we can just add a block that activates the stairs.
3. It may take a while for people to get used to the graphic changes, and many folks may find the whole "ONE WAY!" thing almost as annoying as that dog from duck hunt, but i don't believe either of these things would be a deal breaker.
4. Flying Gleeok heads could be replaced with either a two-head gleeok, or any strong enemy that moves like a flying Gleeok head (i.e. those bats that drop magic jars).
5. With the item randomization taken place, as well as more dungeons existing due to more quests being added, I doubt we would be in a position where we would be required constantly to go back and forth with multiple dungeons... unless the quest creator somehow makes it that way. I don't mind backtracking, but I agree, that whole thing with levels O and U was a not-so-fun experience.
6. Level O alone has FIVE hungry goblins in it (http://tasvideos.org...lands/Q2L1O.png)! What I would do is to have at least one room with hungry goblins and replace the rest with something else. I would replace the baits with randomized items, but this would mean that this level would have a total of 9 items, in which some may see as overkill. But if that's the case, he may replace them with blue rupees. I would also make it to where there can only be two levels with one hungry goblin per quest.
7. Even in the actual hack, it is not required to face those four-headed gleeoks early on; you could finish doing the other dungeons first, then return to kill them.
I figured making a randomizer quest would be a lot of work, but it seems one for Zelda Outlands may be a REAL piece of work! A randomizer quest does not have to be 100% identical to whatever game its based on. It's no big deal if there won't be a randomizer quest for Zelda Outlands. It was just a suggestion.
Edited by Dockside2012, 23 November 2014 - 03:51 AM.