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#181 Anthus

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Posted 03 May 2018 - 06:24 PM

Over here waiting for Dimentio like

 

I was thinking of adding in some different cave tiles. People don't have to use them, but I will :P I wanted to add in some lava cave tiles, and some regular cave tiles. Both are fairly simple, but will require their own level palettes. I'm just posting this, cause I don't want people to think they have to use mine. If you wanna connect a regular classic cave screen to mine in the future go for it! It'll only add to the already high WTF factor of this quest.

 

What's also interesting about this project is, seeing who uses the background static, and who doesn't in ZC. I never liked it, it's too busy.

 

Serious consideration though: Before this gets too much bigger, and before we start doing lot of dungeons, should someone (i.e. peteandwally) maybe make a quest  project forum for it? That way, we could potentially have threads for different areas, and stuff. My concern is, this thread is already 12 pages. And, we haven't even finished Level 1 yet. I can see information, and plans getting lost, since not everyone is going to be willing to wade through so many pages each time they take a break for a day or two.


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#182 klop422

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Posted 03 May 2018 - 06:51 PM

I like the idea of making a quest project page. I think at this point it's basically confirmed that we'll be finishing it (unless everyone loses interest, which I don't see happening by now). The only possible issue I see is that someone may be afraid to join since it'll seem more official, but we'd just have to make clear that we're happy to allow anyone to join. Maybe keep this thread for just the screenshots/quest files.

 

I kind of want to put the finished version of the overworld map on MotM when we finish it. Don't know how it would do, but it would be a stand-out entry at least.


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#183 Anthus

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Posted 03 May 2018 - 07:47 PM

I kind of want to put the finished version of the overworld map on MotM when we finish it. Don't know how it would do, but it would be a stand-out entry at least.

 

Maybe the "PureZC" account could post it? :P

 

Lut and I were talking about it on discord, and nothing is final, but we were thinking a QPF might not be the best, since it might clutter the home page side bar update thing. However, this is minor. We were also toying with the idea of asking the mods for a full on sub-forum, but again, we're not sure, since it is ultimately up to P&W :P. It's not something we need to do right away, right now, but it is something to think about as this get's larger, and larger.

 

And yes, we all agreed on keeping the open format as peteandwally intended. This is just my idea/ opinion, but I was thinking this thread could be moved, and used as the main claim/ post thread, then have a pinned thread with item/ map/ d-map lists, then maybe have other threads if people wanna discuss an area, or an idea. This would avoid clutter in the main claim thread, as well as keep ideas in one spot so there aren't a wealth of pages to sift through. People of course would still be able to make any screen, anywhere. I wouldn't want it to look too official, or exclusive either, but organization is a killer of quests, if it isn't done right. :)



#184 klop422

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Posted 04 May 2018 - 06:02 AM

The other option is, of course, to put a bunch of stuff in the dev topics (with just the screenposting thread active outside it), but that would make it even less easy for anyone to just join.


Edited by klop422, 04 May 2018 - 06:10 AM.


#185 Deedee

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Posted 04 May 2018 - 03:46 PM

I told you I'd see you all in 2 days. Welcome back!

uArebrQ.png

Map so far
Stuff

https://www.dropbox....m1-s17.qst?dl=1


Edited by Dimentio, 04 May 2018 - 03:47 PM.

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#186 klop422

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Posted 04 May 2018 - 03:53 PM

[CLAIM]

Ha, got there first!

Shouldn't take too long

 

EDIT: I just took out the maze path and cut the bridge off at the top. I think it looked ok otherwise - if people disagree I can get rid of it/change it. Gives us more of the lovely looking bridge. Also, if we want to keep continuity from the lava in the screen above, edit my one if you want. I'm not sure it needs it, since you can't go down that way anyway, but it'd look nicer when viewing the whole map.

Could someone also make it work like the pits in screen 08? Not sure how to set that up.

Also, the issue with making the lava not recoloured water is that now the lava zoras won't appear... I wish there were a possibility for lava tiles (i.e. damage unless you have 'boots', in which case they're water). Would be a nice script (not just for this quest) if someone could do it.

 

EDIT 2: I'm done the screen, just having issues uploading.

 

EDIT 3: Here are the screenshots for the fixed and new screens:

6yh1neomtil9c394g.jpg

hqiaagqmhhf47g94g.jpg

I feel a little frustrating for putting in a dungeon entrance that builds on one of my own screens rather than continuing the dungeon or something else, but anyway...

If you have any issues with how I fixed the bridge, just tell me.

 

http://www.mediafire...p422-m1-s51.qst


Edited by klop422, 04 May 2018 - 05:56 PM.

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#187 Deedee

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Posted 04 May 2018 - 05:14 PM

My problem with the screen was that bridges don't work that way IRL. They're usually straight with little turns; TheRock's screen annoyed me enough by making it go up and widening it as it went left (though I turned the way up into a nice-looking balcony so little regrets there), having a 4 way "bridge" that also looped badly wiht he maze thing and requiring people to make a transition both up and down that might look graphically off was really itching at me (also we had a nice Bridge of Eldin kind of thing going but that's less important). Removing the maze and up transition would make it a lot better, though, and it going down could end up doing something neat (I suggest removing the fog though if it's no longer a maze thing).

TL;DR Dimentio's a graphics control freak.
 

Also, the issue with making the lava not recoloured water is that now the lava zoras won't appear... I wish there were a possibility for lava tiles (i.e. damage unless you have 'boots', in which case they're water). Would be a nice script (not just for this quest) if someone could do it.

:thinkingemoji:



#188 Russ

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Posted 04 May 2018 - 05:31 PM

I'm inclined to agree with Dimentio. The 4-way splitting bridge looked really of and broke the visual effect. Heck, I'd even argue that, on the left-most bridge screen currently, the bridge should be made slightly narrower (like it is at the right terminus), as having it too wide destroys the perception trick it's got going.

#189 Lüt

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Posted 04 May 2018 - 05:48 PM

EDIT 2: I'm done the screen, just having issues uploading.

In which case, [CLAIM]

And to make holes into pits, they have to use the No Ground Enemies combo type (not Flag 97), so the pit combo at the end of the tile-break cycle would need to be changed from Direct Warp A to No Ground Enemies.



#190 Anthus

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Posted 04 May 2018 - 05:58 PM

I'll remove my heart piece (and add a cave, so it doesn't looks like cut content with there being nothing of interest there), and also fix (remove) that ladder gap on my other screen towards the upper right. :)

 

And Dimentio, that screen is awesome. :eyes: :eyes: :eyes:

 

Dunno if I'll claim tonight, I think some people are coming over later, but we'll see.



#191 klop422

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Posted 04 May 2018 - 06:22 PM

Didn't realise you guys had posted while I worked, so I'll continue here. My uploads are there in my previous post

 

My problem with the screen was that bridges don't work that way IRL. They're usually straight with little turns; TheRock's screen annoyed me enough by making it go up and widening it as it went left (though I turned the way up into a nice-looking balcony so little regrets there), having a 4 way "bridge" that also looped badly wiht he maze thing and requiring people to make a transition both up and down that might look graphically off was really itching at me (also we had a nice Bridge of Eldin kind of thing going but that's less important). Removing the maze and up transition would make it a lot better, though, and it going down could end up doing something neat (I suggest removing the fog though if it's no longer a maze thing).

What I could do (if the current 'fix' doesn't appeal to you) is add a rock pillar on the junction, which makes a little more sense if taken realistically - IRL, people might have built a bridge to another platform and gone from there. I think...

 

In any case, I give my blessing to change any of my screens as long as you notify me first. Just make sure it's an improvement to the original.


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#192 Lüt

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Posted 04 May 2018 - 06:36 PM

Level 1 now has a map:

 

1sm-lut-m2-s31.png

 

Quest: https://drive.google...WxjdoQNv8ElkKYR

 

(And yes there's a warp return by the stairs, I just disabled "View Squares" because the screen looked better without it.)

 

I also added the compass to my previous room, since the map split in so many directions immediately after that point:

Spoiler
That just leaves the Boss Key, Bow, and Arrow for main level items. And maybe some rupee drops for the Raft purchase.

 

Reminder: when adding new dungeon screens, go into the appropriate dungeon DMap and put your new screen on the screen grid. Not a game-breaker if you don't, just helps keep things organized.


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#193 klop422

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Posted 04 May 2018 - 06:42 PM

Not gonna claim now (yet?), but I just wanted to suggest that we make the boss of level 1 a gohma of some kind, since the item is the arrows. I seem to remember level 1/level 2 gohma being pretty easy, but if not, we could nerf it.

Just an idea. If you don't like it, do whatever boss you think works best.


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#194 TheRock

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Posted 04 May 2018 - 06:43 PM

[Claim]



#195 TheRock

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Posted 04 May 2018 - 07:14 PM

Done!

zelda002%284%29.png

 

http://www.mediafire...-m2-s33.qst.zip


Edited by TheRock, 04 May 2018 - 07:18 PM.

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