Jump to content

Photo

A Link to the Shadows 2


  • This topic is locked This topic is locked
11 replies to this topic

Poll: Rating (19 member(s) have cast votes)

How would you rate this submission?

You cannot see the results of the poll until you have voted. Please login and cast your vote to see the results of this poll.
Vote

#1 PureZC

PureZC

    The Ultimate Zelda Classic Resource

  • The PureZC
  • Real Name:Pure Zelda Classic
  • Gender:Unspecified
  • Location:PureZC

Posted 14 April 2012 - 08:23 PM

A Link to the Shadows 2


Still in progress, I haven't died!


It's... unfortunately that not much more than the last demo - two levels finished, though, and of course more of the overworld and caves!

I've built this quest in 1.92 b184 -- however, due to ZC 2.5 being in its release candidate stages, and the fact that 1.92 does not exist in any form for non-Windows users, I will support those who opt to use a release candidate of 2.5 to play this quest. (I still advise 1.92b184, though, if at all possible... but it's not a deal-breaker anymore.)

My apologies if something seems a bit rough here and there - I've been slumping lately (and really only lately am I shaking it). I've ironed out most (if not all) of the issues, but just a fair warning in case I happen to have jumped over something. (I don't believe I have, but better safe than sorry...)

I've packaged the tracker archive directly in with the quest for now - I worry most people will ignore them if they are in a separate package, unfortunately, and they really DO enhance the quest. However, I don't want to force them on anybody, hence being in their own package. In the final product they will again be a separate file, but for the time being considering only a few songs exist I figured it couldn't hurt much to package them in with the quest. Just drop them into the same folder as the quest (or ZC's folder on OS X/Linux, possibly - I have not toyed with trackers on these OSes enough to remember offhand) and you're good to go! Even netbooks can handle trackers with ZC, so don't worry about your hardware not being up to par.

Also, regarding Level 2's name... it's a placeholder. I still haven't come up with a suitable name for it.

Screenshots:

IPB Image IPB Image IPB Image IPB Image IPB Image IPB Image IPB Image

Download:

LTTS2-expodemo2.zip (1.5MB) - contains the quest file, and trackers related to the quest.

#2 Lightwulf

Lightwulf

    WHO LET THE WULVES OUT???

  • Members
  • Real Name:Joseph
  • Gender:Male
  • Location:Oceanside, CA

Posted 15 April 2012 - 02:46 AM

I just got done playing the demo. At least, I think. I beat level 2, but there is a couple of areas where I should be able to use the ladder but can't.

Anyway, awesome job on this! Nice, smooth, clean graphics. Love those Link and enemy tiles! Big dungeons, which is nice that it's not quick. Lots of replayability of areas; I think I might have missed a heart piece in level 1 because I didn't go back after getting the ladder.

(At first, I thought those stop signs would be removed by some item; guess that's just your way of saying "that's all for the demo, wait 'til the full version is out"!)

#3 Nick

Nick

    Dream Traveler

  • Site Staff
  • Real Name:Nick
  • Gender:Male
  • Location:Kentucky

Posted 15 April 2012 - 12:20 PM

I just finished level 1. I'm really liking it so far. icon_smile.gif The dungeon design was rather nice. I'll probably try to finish that up within the next few days.

There is one minor thing about it, though. The beginning part without a sword is slightly annoying, if only because you have to dodge enemies in rather tight spaces. I did it without getting hit very much or dying (I actually only got hit on the screen that has the sword), but that's still something you may or may not want to look at. icon_shrug.gif

But so far, good job. icon_thumbsup.gif

#4 Bagel

Bagel

    making the floor slippery, so you don't have to

  • Site Staff
  • Real Name:♥♫?!
  • Gender:Male
  • Location:Ohio
  • Past Nicks:UpbeatPenguin

Posted 15 April 2012 - 12:47 PM

This is a good quest that shows a lot of promise. I am not sure if this demo is exactly the same as the one you gave me a few days ago, but if you've not changed things much then I've pretty much already played this! I did finish the second level.

The falling rocks during the first level boss was still the only complaint I had (and I have no idea if they are even in this version or not.) Otherwise, ... you have a very solid quest foundation here.

#5 skateboarder11

skateboarder11

    Adept

  • Members
  • Real Name:Andrew
  • Gender:Unspecified
  • Location:Somewhere in PA.

Posted 15 April 2012 - 02:06 PM

QUOTE(Lightwulf @ Apr 15 2012, 04:46 AM) View Post

I just got done playing the demo. At least, I think. I beat level 2, but there is a couple of areas where I should be able to use the ladder but can't.
...
(At first, I thought those stop signs would be removed by some item; guess that's just your way of saying "that's all for the demo, wait 'til the full version is out"!)

Once you've finished Level 2, you've finished all I've completed so far. Let me know where those areas are so I can take a better look at them - I've been having weird issues with ladderable combos myself, though this may just be me being scatterbrained and forgetting combo types/screen flags. As for the stop signs, those are exactly what you think - a "hey, nothing's past here" sign.

Also glad to know you find my level sizes fine - I was slightly worried I was making them too large!

QUOTE(Nick @ Apr 15 2012, 02:20 PM) View Post

I just finished level 1. I'm really liking it so far. icon_smile.gif The dungeon design was rather nice. I'll probably try to finish that up within the next few days.

There is one minor thing about it, though. The beginning part without a sword is slightly annoying, if only because you have to dodge enemies in rather tight spaces. I did it without getting hit very much or dying (I actually only got hit on the screen that has the sword), but that's still something you may or may not want to look at. icon_shrug.gif

But so far, good job. icon_thumbsup.gif

Aha, will look into that - I've never had issues, myself, but I can certainly imagine it being a bit too tight (especially on the screen with the sword). It'll remain largely the same, but I'll try to make it a bit easier to manage without taking a hit.

QUOTE(Bagel @ Apr 15 2012, 02:47 PM) View Post

This is a good quest that shows a lot of promise. I am not sure if this demo is exactly the same as the one you gave me a few days ago, but if you've not changed things much then I've pretty much already played this! I did finish the second level.

The falling rocks during the first level boss was still the only complaint I had (and I have no idea if they are even in this version or not.) Otherwise, ... you have a very solid quest foundation here.

It's the same one, just a bit fixed up. (No weird overworld-screen-in-level-1 bug anymore!) I somehow skimmed over removing the falling rocks from that boss when I was making my final fixes... will look into it, though. (That, or reduce the number, at least!)

Many thanks for the feedback, and glad to hear people are enjoying it!

I also forgot to credit my testers here... thanks to Bagel, Eppy, and Rambly for giving it a quick look/runthrough before I submitted it.

#6 Lightwulf

Lightwulf

    WHO LET THE WULVES OUT???

  • Members
  • Real Name:Joseph
  • Gender:Male
  • Location:Oceanside, CA

Posted 16 April 2012 - 10:00 AM

QUOTE(skateboarder11 @ Apr 15 2012, 03:06 PM) View Post

Once you've finished Level 2, you've finished all I've completed so far. Let me know where those areas are so I can take a better look at them - I've been having weird issues with ladderable combos myself, though this may just be me being scatterbrained and forgetting combo types/screen flags. As for the stop signs, those are exactly what you think - a "hey, nothing's past here" sign.

Also glad to know you find my level sizes fine - I was slightly worried I was making them too large!

The areas I was talking about with the ladder are these:
1. In an underground area, where you can raft to find an area with 3 blue rupees, I can't use the ladder to get that red rupee.
2. In the overworld, just east of where Link starts, there's a screen where he should be able to use the ladder to reach a heart piece and keep going east. I can't get the heart peice or cross the gaps.

Chances are these problems are quickly fixed by checking the screen data option "Use Ladder".
In my quest (made using version 2.10), I did my best to make sure this was checked on every screen, unless I specifically did not want them using it on a screen.

About the level sizes, the bigger size increases the challenge, in my opinion, which I think is fine. I made some big ones in my quest too.

I also liked that, in your quest, you didn't just have the boss door leading straight into the boss room. That was different! The healing before the second level boss was quite appreciated.

It seemed strange to me not to have the boomerang, but the bombs that the blue octoroks/moblins dropped came in handy against some enemies like the darknuts!

Edited by Lightwulf, 16 April 2012 - 10:04 AM.


#7 kurt91

kurt91

    Defender

  • Members
  • Real Name:Kurtis
  • Gender:Male
  • Location:Usually Spokane Community College - Newport IEL

Posted 17 April 2012 - 03:33 AM

Played through Level 1 so far, here's my thoughts...

Graphics: I like the tileset pretty well, is it something you came up with yourself, or is it something off the database? The pastel look is pretty nice. The dungeon graphics are fairly standard, but please try to make some better tiles for the deep-area walls. You know, where it's still a top-down room, but you go down stairs so the walls appear to be 4 tiles high. The bottom 2 tiles worth of height look absolutely terrible, in my opinion. Also, the stop-sign graphics were a nice touch. At first I thought they were to show that you either pushed them or needed the Bracelet, but it dawned on me pretty quick that they led to unfinished areas.

Sound: I'm not really that knowledgeable on music, actually. Everything sounded pretty good, not painful to listen to. Yes, I played it with the added sound files like they were meant to be used. Did you make it yourself, or did it come from somewhere else?

Overworld Design: Normally, I tend to avoid Classic quests. Unless they're very well made, I don't really like them that much. This one was an exception. You actually used the newer tiles (big interlocking trees, as an example) very well and gave it a fairly modern feel with a retro tileset. I liked it. Now, the caves were a bit odd. Were they meant to be an interlocking cavern system, or a full-out Dark World? If they were meant to be caves, then you need to come up with a more cavern-looking tileset to show that. If they're meant to be a Dark World, then it would be nice to allow us to continue using the space-bar map. I got lost a lot. Also, you might want to tone down the sword-less portion. It's fairly long and seems a bit too open when you're still searching for a weapon.

Dungeon Design: Holy crap, those dungeons are HUGE!!! I've found that most people will usually make a small and interesting dungeon, or a large and boring dungeon. It's very difficult to make something that big and keep it from feeling like it's dragging out immensely. You've managed to build a very large dungeon, that seems to be paced out nearly perfectly. I like how you kept a more modern feeling design going while using the classic tileset, that needs to be done more often in my opinion. The only drawback in size is that it's very easy to get lost, still. It took a fair amount of backtracking for me at one point when I found a key but had no idea where the appropriate door was. You may want to consider allowing the space-bar map here as well.

I appreciated how you avoided the unfair-type puzzles, such as unmarked bomb-required doorways and walk-through walls that provide absolutely no way of knowing they're there without test EVERY SINGLE space in the walls. It would be nice, though, if you could come up with a consistent tile to show where a block needs to be placed, and have some sort of mark to show which blocks are push-able. However, situations like this are fairly far apart. I also really appreciated the midway warp shortcut. If you decide to continue this project in RC3, you might want to use more than one, with the added warps per screen.

So, anyways, I really enjoyed this demo, and I gave it a 4 out of 5. Not perfect, and could use a couple (very) slight improvements, but very enjoyable.

#8 skateboarder11

skateboarder11

    Adept

  • Members
  • Real Name:Andrew
  • Gender:Unspecified
  • Location:Somewhere in PA.

Posted 17 April 2012 - 01:35 PM

QUOTE(kurt91 @ Apr 17 2012, 05:33 AM) View Post
Graphics: I like the tileset pretty well, is it something you came up with yourself, or is it something off the database? The pastel look is pretty nice. The dungeon graphics are fairly standard, but please try to make some better tiles for the deep-area walls. You know, where it's still a top-down room, but you go down stairs so the walls appear to be 4 tiles high. The bottom 2 tiles worth of height look absolutely terrible, in my opinion. Also, the stop-sign graphics were a nice touch. At first I thought they were to show that you either pushed them or needed the Bracelet, but it dawned on me pretty quick that they led to unfinished areas.


It's sort of a fusion, really - it's the Demo tileset, which Exate modified and released on here, which I ran with for ALTTS... and then modified heavily again for this quest, although the changes are more internal. (You'll still see plenty of differences, though!)

As for the lower walls... that's really a difficult spot for me. I've actually been having trouble with them since the original quest, and that was pretty much the best I could get them. (I didn't draw these either, but rather got them from Peteo's Ages tileset that he released a while back. Don't know where it can be found anymore, considering I downloaded the thing back in 2003...)

QUOTE(kurt91 @ Apr 17 2012, 05:33 AM) View Post
Sound: I'm not really that knowledgeable on music, actually. Everything sounded pretty good, not painful to listen to. Yes, I played it with the added sound files like they were meant to be used. Did you make it yourself, or did it come from somewhere else?


Unfortunately, I didn't compose the music - that'd be akin to a cat walking around on a piano. They were grabbed from themodarchive, and the creators can be seen by opening the modules up in a media player such as Winamp. (I do plan to credit them in the actual quest upon its completion, however.)

QUOTE(kurt91 @ Apr 17 2012, 05:33 AM) View Post
Overworld Design: Normally, I tend to avoid Classic quests. Unless they're very well made, I don't really like them that much. This one was an exception. You actually used the newer tiles (big interlocking trees, as an example) very well and gave it a fairly modern feel with a retro tileset. I liked it. Now, the caves were a bit odd. Were they meant to be an interlocking cavern system, or a full-out Dark World? If they were meant to be caves, then you need to come up with a more cavern-looking tileset to show that. If they're meant to be a Dark World, then it would be nice to allow us to continue using the space-bar map. I got lost a lot. Also, you might want to tone down the sword-less portion. It's fairly long and seems a bit too open when you're still searching for a weapon.


Glad to hear you like the way the overworld's constructed - what you're describing is exactly what I'm shooting for, and I'm glad to know I nailed it! The caves using the overworld tileset is more of a throwback to the way the original game handled its caves... I suppose alternate mountains would be possible, but unless inspiration strikes and the planets align properly I don't know what I'll do. It's supposed to be a sort of cave/underworld type thing, in that it's more open than traditional caves (and can take you many places on the overworld). As for being without a sword, I've since made it a bit easier to grab after uploading the demo. Might find ways to make it harder to get lost on the way to the right cave, though, after seeing a stream of it.

QUOTE(kurt91 @ Apr 17 2012, 05:33 AM) View Post
Dungeon Design: Holy crap, those dungeons are HUGE!!! I've found that most people will usually make a small and interesting dungeon, or a large and boring dungeon. It's very difficult to make something that big and keep it from feeling like it's dragging out immensely. You've managed to build a very large dungeon, that seems to be paced out nearly perfectly. I like how you kept a more modern feeling design going while using the classic tileset, that needs to be done more often in my opinion. The only drawback in size is that it's very easy to get lost, still. It took a fair amount of backtracking for me at one point when I found a key but had no idea where the appropriate door was. You may want to consider allowing the space-bar map here as well.

I appreciated how you avoided the unfair-type puzzles, such as unmarked bomb-required doorways and walk-through walls that provide absolutely no way of knowing they're there without test EVERY SINGLE space in the walls. It would be nice, though, if you could come up with a consistent tile to show where a block needs to be placed, and have some sort of mark to show which blocks are push-able. However, situations like this are fairly far apart. I also really appreciated the midway warp shortcut. If you decide to continue this project in RC3, you might want to use more than one, with the added warps per screen.

So, anyways, I really enjoyed this demo, and I gave it a 4 out of 5. Not perfect, and could use a couple (very) slight improvements, but very enjoyable.


First off... a spacebar map is a no-go here, unfortunately! It's more due to the technical limitations of ZC than my ideas, though, as Dungeon type DMaps don't allow it! As for the "more modern" design comment, thanks again - again, this is what I'm shooting for! (Even was in the original quest to an extent, although this expands on the idea somewhat.) Glad to hear that the levels remain interesting even with their large size! I'm not even sure how I started off with huge dungeons, admittedly...

As for the puzzles, I'll see what I can do. I can't make it too obvious or it'll lose the concept of being a puzzle, but I'll see if there's a few spots where something's a bit too open-ended. (As for "traditional block puzzles", don't expect those ever. I can't make them, I hate solving them, they're just generally a headache. Not great at puzzles to begin with, though...) Not sure how I'd implement multiple warps (as in making them fit into the dungeon, not technically) either, honestly... trying to keep things sort of LA-like here. Wanting to keep the quest in 1.92 might also be a bit of a block here - rather keep it going in the version I started it in, since I remember taking the original from 1.90 to 1.92 being a bit of a pain.

Thanks for playing the demo and providing feedback, and glad to hear you enjoyed it! Feedback like this is incredibly helpful. Let me know what you think of Level 2 once you've finished it! (Unless I'm misinterpreting something somewhere and you already have...)

#9 kurt91

kurt91

    Defender

  • Members
  • Real Name:Kurtis
  • Gender:Male
  • Location:Usually Spokane Community College - Newport IEL

Posted 18 April 2012 - 02:05 PM

I did a video review that goes into a lot more detail, and shows off a good chunk of the game. Here's a link...

Review #01: "A Link to the Shadows 2" by "skateboarder11"

#10 kurt91

kurt91

    Defender

  • Members
  • Real Name:Kurtis
  • Gender:Male
  • Location:Usually Spokane Community College - Newport IEL

Posted 19 April 2012 - 05:32 PM

IPB Image

Found something kind of bad, here. I'm assuming that you were supposed to push the block and find a staircase that leads to a new area. Instead, I got this. Don't know if it was reported yet.

#11 skateboarder11

skateboarder11

    Adept

  • Members
  • Real Name:Andrew
  • Gender:Unspecified
  • Location:Somewhere in PA.

Posted 23 April 2012 - 12:30 AM

QUOTE(kurt91 @ Apr 19 2012, 07:32 PM) View Post

IPB Image

Found something kind of bad, here. I'm assuming that you were supposed to push the block and find a staircase that leads to a new area. Instead, I got this. Don't know if it was reported yet.


... Good catch. Don't know how I forgot that. It was an artifact leftover from a previous incarnation of the room, where you'd push that to make the ladder appear to climb onto a higher platform to collect the rupees.

Sorry about the bugs, all - I kinda got hit with a ton of bricks every time I started getting back into the swing of things, and couldn't test as thoroughly as I'd have liked to (though I did make sure everything worked, at least). All I can say... well, 2012 has been a very nasty year thus far. I'll upload a bugfixed version at some point very soon, probably tomorrow.

#12 kaspauf

kaspauf

    Senior

  • Members
  • Gender:Male
  • Location:Atlanta

Posted 23 April 2012 - 09:56 PM

Also, the maker of this quest and the original, the music is awesome!! I really like the Startropics remix it was done very well!!


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users