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What did you accomplish in ZC today?


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#2176 Tree

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Posted 08 September 2014 - 09:39 PM

The Shopkeeper's garden. It contains flowers and bushes unseeable anywhere else in the country, with the exception of the legendary money bush, which are very rare, yet it's totally findable in the country:

yHx2tUi.png

Is the shop located at the edge of the universe? Or possibly in a dimensional dungeon? I am fiercely perplexed.



#2177 MarinaraSauce

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Posted 08 September 2014 - 09:42 PM

Been thinking of how I want to do level 7 when I finally make my return to working on my quest. I already know the theme; it's just HOW I want to execute it. I was thinking of something where you have to go to four wings of the dungeon to complete it, sometimes having to backtrack between them to ultimately fight the boss. So design-wise, the first part of level 7 would just be a hub/lobby area with no enemies. Each direction would take you to a different "wing" of the dungeon. I'm trying to allow for more open exploration as a contrast to earlier game where everything is the same old linear formula of Key > Key > Dungeon Item > Key > Boss Key. I think allowing freedom to explore most of the dungeon on your own would be better than a pure Z1 style dungeon crawl. Of course, there would be "remember this obstacle for later when you have the item to deal with it" moments.

 

On another note, at work, I was thinking of a concept kind of like how Matthew Bluefox did Zelda Maxi. However, I would have the levels labelled by their number, followed by a dash and A/B/C/D. You have to go through them in order. Here is a sample flowchart:

-You enter Level 1-A and find a key needed to access Level 1-B.

-In Level 1-B, you find the Blue Candle so you can complete Level 1-C.

-In Level 1-C, with the Blue Candle, you are able to get the Boss Key.

-In Level 1-D, just find the boss and kill it for the Triforce.

 

Probably a bit too tiring and repetitive, but in trade, the dungeons would generally be rather small (like around 8-12 rooms for the early levels) and in general, straightforward. Death would not be a continuing is painful moment; you would lose maybe a few rooms progress at worst.

 

Lastly, remember my Z1 style dungeon maps I posted here last week? I added some more maps, bringing the count up to 72 different maps. Also, I made one slight change due to some feedback I was given. The person that gave it knows who he is and should recognize it immediately along with anyone else familiar with that inside joke. If anyone would like to copy the map designs, go ahead. I really don't care what you do with them. I just made them in my free time anyway, and I doubt I'll actually use any of them. Oh and before you ask, yes, I was inspired to make the maps thanks to all of the Randomizer quests.

 

dyrq6higgh5bfi7fg.jpg

 

A few minor notes:

-Aqueduct is meant to have a gimmick where at one point the map will wraparound. In fact, it's the exact map I used in the 1.92 version of Adam's Quest II, which is gone now, but was easily the most unfair and frustrating experience ever. Hell, the quest never even tells you the dungeon wraps around either (invoke guide dang it trope here).

-Inversion works the opposite; the "empty space" is the dungeon while the blue area is not used.

-The blank spaces between rooms may or may not be used for 10 Rupee rooms or other secrets.

-Yes, I have all 12 Zodiac signs made into dungeons, some prettier than others.

 

Good to see that the cactus is green.


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#2178 ZeldaPlayer

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Posted 08 September 2014 - 09:54 PM

Been thinking of how I want to do level 7 when I finally make my return to working on my quest. I already know the theme; it's just HOW I want to execute it. I was thinking of something where you have to go to four wings of the dungeon to complete it, sometimes having to backtrack between them to ultimately fight the boss. So design-wise, the first part of level 7 would just be a hub/lobby area with no enemies. Each direction would take you to a different "wing" of the dungeon. I'm trying to allow for more open exploration as a contrast to earlier game where everything is the same old linear formula of Key > Key > Dungeon Item > Key > Boss Key. I think allowing freedom to explore most of the dungeon on your own would be better than a pure Z1 style dungeon crawl. Of course, there would be "remember this obstacle for later when you have the item to deal with it" moments.

 

On another note, at work, I was thinking of a concept kind of like how Matthew Bluefox did Zelda Maxi. However, I would have the levels labelled by their number, followed by a dash and A/B/C/D. You have to go through them in order. Here is a sample flowchart:

-You enter Level 1-A and find a key needed to access Level 1-B.

-In Level 1-B, you find the Blue Candle so you can complete Level 1-C.

-In Level 1-C, with the Blue Candle, you are able to get the Boss Key.

-In Level 1-D, just find the boss and kill it for the Triforce.

 

Probably a bit too tiring and repetitive, but in trade, the dungeons would generally be rather small (like around 8-12 rooms for the early levels) and in general, straightforward. Death would not be a continuing is painful moment; you would lose maybe a few rooms progress at worst.

 

Lastly, remember my Z1 style dungeon maps I posted here last week? I added some more maps, bringing the count up to 72 different maps. Also, I made one slight change due to some feedback I was given. The person that gave it knows who he is and should recognize it immediately along with anyone else familiar with that inside joke. If anyone would like to copy the map designs, go ahead. I really don't care what you do with them. I just made them in my free time anyway, and I doubt I'll actually use any of them. Oh and before you ask, yes, I was inspired to make the maps thanks to all of the Randomizer quests.

 

dyrq6higgh5bfi7fg.jpg

 

A few minor notes:

-Aqueduct is meant to have a gimmick where at one point the map will wraparound. In fact, it's the exact map I used in the 1.92 version of Adam's Quest II, which is gone now, but was easily the most unfair and frustrating experience ever. Hell, the quest never even tells you the dungeon wraps around either (invoke guide dang it trope here).

-Inversion works the opposite; the "empty space" is the dungeon while the blue area is not used.

-The blank spaces between rooms may or may not be used for 10 Rupee rooms or other secrets.

-Yes, I have all 12 Zodiac signs made into dungeons, some prettier than others.

OMG you are so amazing at making maps.  :thumbsup:


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#2179 KingPridenia

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Posted 08 September 2014 - 11:36 PM

OMG you are so amazing at making maps.  :thumbsup:

 

Thank you! Shows you what I come up with while I'm at work when I'm on break. Just took my notepad, made three columns and began to list objects. But give the author of the Randomizer games the credit; his games helped inspire a lot of these.



#2180 Eddy

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Posted 09 September 2014 - 10:35 AM

@RedmageAdam

 

Dude those maps are freaking awesome. And lmao for the Green Cacti map, next up we need some Joelmacool and DayDay references and we're all set.

 

If I ever bother to make a TLoZ: Flashback 3rd, I'll be sure to use some of these maps, since they look incredible for just 8x8 space.



#2181 Shane

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Posted 09 September 2014 - 11:00 AM

GREEN CACTI!!!


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#2182 WhippyBoi

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Posted 09 September 2014 - 02:35 PM

I beat Link's Quest for the Hookshot 2 without dying. Now THAT is an accomplishment.


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#2183 ZeldaPlayer

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Posted 09 September 2014 - 02:53 PM

That is really an accomplishment.  :drool:  Nice job!!!



#2184 Lejes

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Posted 09 September 2014 - 11:34 PM

But does that include The Ultimate Test and Moosh's Ways?

 

Today I made something move in a parabola. I will use it for evil plans.



#2185 Orithan

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Posted 11 September 2014 - 07:50 AM

Finally discovered how to use the Fill command. Makes filling in spaces a lot faster.



#2186 Eddy

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Posted 11 September 2014 - 11:18 AM

Went back to Hero's Legend 2 for just a bit to prepare my demo for the expo. Now in the phase of testing and then it should be properly ready!


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#2187 ZeldaPlayer

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Posted 11 September 2014 - 07:15 PM

I've been excited for Hero's Legend 2 since you started the project.


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#2188 Shane

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Posted 13 September 2014 - 10:51 PM

Finished beta testing a quest.



#2189 kurt91

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Posted 14 September 2014 - 12:25 AM

Well, I was hoping that I could use a flash drive on this computer to continue working on my stuff. Turns out that won't work. The encrypting/decrypting steps take long enough to drive me insane, considering I'll do one thing, then save/test it before going to the next.



#2190 WhippyBoi

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Posted 14 September 2014 - 12:44 PM

But does that include The Ultimate Test and Moosh's Ways?

 

Today I made something move in a parabola. I will use it for evil plans.

Yep.




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