The Legend of Zelda - The Tower of Dawn
#31
Posted 05 June 2011 - 04:11 PM
#32
Posted 27 January 2012 - 03:25 PM
You may be wondering, why suddenly come back to it? Well really, I felt bad, as I remembered someone's comment stating that not all of these quests are finished. So I felt like I should finish it, and I began this quest with the intention of finishing it. So I might as well, right?
Another reason for coming back is the random flash of inspiration I had for some of the levels. Level 5 is almost finished, as I literally have two rooms to do. I've made the area leading to Level 3 a little more linear, so you are forced to explore most of the area, rather than the way it was before, where you could literally just skip most of the area completely. I still need to plan and create Level 4, which will contain two items that really help with Level 5. The first is required for the boss and the second really helps, seeing as Level 5 is filled with Like Likes.
Well, I do plan on finishing this quest sooner or later, and will post some screenshots of Levels 4 and 5 once I finish them both.
#33
Posted 18 July 2012 - 03:25 AM
Level 1. This is the same screen that I once posted that had the two lines of blocks. Yeah I changed that. I think I have the ladder use enabled so if you want to come back for whatever reason you can skip quite a lot of the level. You can't sequence break though because I've designed the Overworld in a way that requires you to fully complete this level. If you don't, you can't progress.
An introduction to Level 2. Really not sure about the coloured blocks in this room, but eh, they can be changed.
Dodongos. Yeah.
More Level 4 action, this time including Like Likes.
But yeah, as I've said, I'm sure no-one but me cares anymore, but this project is still going and I have a lot more free time now, so I'll be developing it. I've got Levels 4 and 5 almost done, and Level 7 completely planned out. I just need to do Levels 6 and 8. Then I have much more to do for Level 9.
#34
Posted 18 July 2012 - 05:19 AM
Aside from that, I hope to see more as you are going along. Just because a screen design is bland/bad aesthetical design doesn't mean the quest will suck. Just look ABITHF (A Battle in the Hyrule Fields, 2.10 quest) - It has a very bland design but it is currently a 4-star quest in the PZC database, proving that screendesign isn't everything.
Edited by Orin XD, 18 July 2012 - 05:43 AM.
#35
Posted 18 July 2012 - 05:39 AM
Also with regards to this quest. I might release a Demo version soon, with the first four levels, just to see what everybody thinks of them. Although I've only just finished Level 5 as it is, so I might wait a bit until that happens.
#36
Posted 18 July 2012 - 01:13 PM
#37
Posted 18 July 2012 - 04:33 PM
I'll see how people find it before I decide whether to release a guide on how to do this level. You'll probably need one.
#38
Posted 19 July 2012 - 04:02 PM
The horrors begin...
See? He knows.
Yeah, Level 6 is so far the largest level in the game, the hardest by a long way, and the most evil by an even longer way. I'm not changing this, but this level is the first real challenge of the game. It's made easier by the addition of the Magic Sword, but the enemies won't take long to kill you if you're not careful.
You probably won't know what makes this level so horrible. Well I'll give you one hint. I got permission to use this gimmick from someone, who used it once, in Level 5, of his first ever quest.
If you've guessed it (from that purposefully vague hint...) just tell me how evil I am for implementing it.
#39
Posted 19 July 2012 - 04:16 PM
#40
Posted 03 November 2012 - 11:43 AM
- Addition of gauntlet for getting Magic Sword
- A little addition to the first room of Level 6, which is a very nice thing for me to do for the player, after I was playing Level 6 and died at the boss. The prospect of going through that level again, plus the fact that I could die at the boss again, made me do this. It's alright though because you don't get the required item until right before the boss anyway.
- Made many of Level 6's rooms more interesting.
I'm really not looking forward to making and playtesting Level 7 because it involves ripping a lot of graphics and implementing them. I've already done the graphics but it'll take a long time to make the level. And I still need to plan Level 8, Level 9 and the path leading to it. I still don't know how the path should look.
#41
Posted 12 November 2012 - 01:51 PM
I'm really not looking forward to making and playtesting Level 7 because it involves ripping a lot of graphics and implementing them. I've already done the graphics but it'll take a long time to make the level. And I still need to plan Level 8, Level 9 and the path leading to it. I still don't know how the path should look.
Good luck with yours! If you have all the graphics done already, that should make it easier to work on.
Now, about the path, I'm wondering if you mean that you haven't made the overworld screens that lead up to it/them. That all depends on what theme you have picked for each level. For example, if level 8 is a decaying dungeon with ghosts and mummies (e.g. ghinis and gibdos) in it, then you could make the overworld screens leading up to it be a graveyard, maybe a mazelike one.
Do you have the entrance screens done and just not the path leading to them?
#42
Posted 16 November 2012 - 04:18 PM
Level 7 is a mine, which is like 3 floors down, involves stolen MMDWR graphics because I liked the caves there, and is even more horrible than Level 6. Level 7 is really long and confusing. Level 6 is only slightly shorter and a hell of a lot more confusing. Does this make me a bad person? When you see how evil Level 6 is you might answer yes to that.
And also, I really want to do sort of a mountain road sort of deal to get to Level 9. Does anyone have any examples on quests when this is done? Prefferably in the BS tileset, as that's what I'm using. I think I saw one in an example quest, but I can't find it for the life of me. Can anyone help me here?
#43
Posted 28 November 2012 - 04:15 AM
For level 9, are you talking about a winding mountain road that leads exclusively to that level?
If not exclusively, I'd refer you to the original Zelda; if you('ve) download(ed) version 2.10, you will get (have gotten) a quest called "BS1st.qst" which you could look at for the layout leading to level 9. Because the entrance is bombable, there are other screens with hidden caves to be found in the area and you'd miss it if you didn't know where to look.
#44
Posted 07 January 2013 - 02:06 PM
Just started on Level 7, and that's the only real obstacle I have. It's long, and I'll need to implement some shortcuts back yet, but it's alright and should come out good.
#45
Posted 29 March 2013 - 10:31 AM
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