Welcome back everybody to another round of “Help Adam Improve His Maps” with your host RedmageAdam! This time it’s a double header; we have the level 4 overworld area from back in the original Adam’s Quest and level 4 itself. Before I begin, I'm sorry if the updates are becoming too frequent. If they are and I'm breaking forum rules, then I'm sorry and won't do it again. Anyway, let’s start with the overworld:
Level 4 Overworld Area
Yeah, that’s some epic design right there, isn’t it? It’s Map of the Year candidate for sure. I mean I totally didn’t just lazily copy/paste screens left and right and make an unnecessarily long raft path. And that tile error where the ground goes from blue to cream color abruptly...brilliance at its finest. Adding an unreachable Heart Container you can’t get without the Flippers only adds insult to injury. Now originally, the raft path spanned a staggering seven screen transitions to the right then down one more. Not to mention it’s a very bad transition going from default overworld palette to CSet 7 madness. Oh and the “mountain” is quite the work of art, huh? Sure gives expert Firebird and DoR tileset users a run for their money.
Okay, let’s be honest and stop being sarcastic for a moment. The design of this 4x8 area is god-awful. I literally did copy and paste the same screen for the perimeter of the flat rock, err, I mean mountain and just lazily craved out boring shapes for the “mountain”. Every screen around the edge is the same enemy formation as well; they’re all 4 Blue Goriyas + 1 Zora screens. The raft paths just lead to a broken shop (Silver Arrows this early for only 300 Rupees and Super Bombs just 40 Rupees each? Sign me up please!), level 5 and a mini-dungeon you have to go through for the Whistle (both dungeons require one of level 4’s dungeon item to access).
I think anyone can guess the out of place specks clue you in to bomb the mountain to reveal the stairs that lead up it. The mountain itself is just bad. Three Dodongos guarding 50 Rupees, a super hidden end-game mini-dungeon for the Master Sword, another Heart Container cave, an old man that offers you free money and only gives you 1 Rupee, then just south of that is a Manhandla guarding 5 Rupees. Um, yeah. It’s no wonder when TK8305 did an LP of the original Adam’s Quest, he eventually started to say “Adam’s Manhandla fetish continues!” every time I put one in. Oh and there is another 50 Rupee secret for killing some Red and Blue Lynels, IF you have the Stepladder from level 4!
So yeah, I don’t need to be told twice how to fix this. However, I do want some ideas. I want a cave to connect the western overworld to the eastern half of it and namely this mountain region, which will be mostly landlocked off from the rest of the world.
Level 4
Level 4 has a lot of the same problems that level 3 did. Again, it’s very linear and tedious. It’s another enemy gauntlet with every death making the player cringe in disgust having to more or less redo most of the dungeon. Given the map’s shape, there isn’t much I can do to avoid it being boring and linear, but I could do the same thing I did with level 3 and redo it completely, which seems to be effective. But, how would I go about it? Or is there a way I could salvage this boring linear enemy gauntlet to make it less of a pain? Oh, and bosses were abused again. See spoiler for the map.
Once again, I have labeled the map for your convenience. Here is my thought dump on bad or otherwise questionable rooms:
Room D1: This room was stupid. You’re fighting a Super Darknut already in level 4. Forcing you to hug the water to stab at him is kind of stupid as well, but at least you’re completely safe.
Room E1: Bad design. Two problems. First of all, it’s one of those rooms you lose Rupees or a Heart Container. Secondly, how the hell would you know to go down to avoid it? The problem is that the room below it, E2, is in an unmarked portion of the dungeon map.
Room A2: Fighting a Patra this early AND in a movement restricted room is bad. Granted now with 2.50 I could make its damage more fair, but a bad idea is STILL a bad idea.
Room E2: Unmarked 10 Rupee room you can come from F2 as a shortcut. Or you could just use F6 instead and get fully healed...
Room G2: Four fireball shooting statues and two Red Lanmolas. Fun. How about no?
Room C3: Speaking of Red Lanmolas, they debut here. A bit early for Lanmolas, don’t you think?
Room A4: Red Darknuts and a Manhandla. Enough with the boss spam.
Room F5: The room that Gel Tribbles debuted. Not really sure if the water tiles that spell out LOL is a good idea or not, though. Also, 50 Rupees for free just killing Gel Tribbles? That’s a bit too generous.
Room G5: Boss spam because why not? Oh, and a couple Wallmasters along with 4 fireball shooters. At least the unmarked bombable wall is pretty obvious to try.
Room B6: What are trees doing in a so-called “Ice Cave”? Oh well, at least Blue Darknuts aren't too awful to fight this early.
Room E6: Pointless room. Just kill two Blue Gohmas for 50 Rupees. I think this would have been better used as a shortcut room to E5 than a pointless room that hands money out like candy.
Room F6: Enough bosses already; I’m tired of killing Manhandla!
On another note, the ice has no effect on your movement at all. Not sure if that’s a good thing or a bad thing. Lastly, when I made this quest originally, I named this dungeon after my now ex-girlfriend. The full name of the dungeon is “Mount Saint Emily’s Ice Cave”. Mount St Emily was meant to parody Mount St Helens, but was poorly thought out.
In other news...
1. Should I add light coming in at the dungeon's entrance, similar to how it's done in Link's Awakening and the Oracle games?