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Randomizer Classic

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Zelda Randomizer

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#16 pixcalibur

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Posted 18 May 2014 - 02:20 PM

Part 9 - Time to go into the next section of levels featuring lots of Gleeoks.  Watch as they plop one by one  :bounce:

 

http://youtu.be/tkHORngXCWw



#17 pixcalibur

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Posted 20 May 2014 - 08:48 PM

Part 10 - Slightly larger levels to go through, but much the same types of enemies in these levels.  Almost ready for level 9's

 

http://youtu.be/r9M-oML_Lpg



#18 KingPridenia

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Posted 20 May 2014 - 09:15 PM

Just curious Pix, but about 4-8, is it me or do the passages in general seem to take you to the mirrored opposite side? Not to mention it seems a lot of the dungeon is symmetrical in design. If I'm not mistaken, those Orange Gleeoks have Fireball (Rising) type shots, hence the crappy aim.



#19 pixcalibur

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Posted 20 May 2014 - 09:23 PM

Maybe so after taking a peek at the map layout.  Never really paid attention to that.  Doesn't confuse me too much overall.



#20 pixcalibur

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Posted 24 May 2014 - 07:00 AM

Part 11 - Finally starting level 9's, which don't really have any increased difficulty.  Just finding what items I haven't picked up yet.

 

http://youtu.be/sqzpZu4mJqQ



#21 pixcalibur

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Posted 24 May 2014 - 04:42 PM

Part 12 - Finishing up the rest of the level 9's, scooping up leftover items

 

http://youtu.be/qS1R1gsB1c4



#22 pixcalibur

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Posted 28 May 2014 - 07:38 PM

Part 13 - Going through the Zelda level corresponding to which level 9 I found Zelda in, although you actually can go into any letter in the Zelda level by using a backdoor entrance.

 

http://youtu.be/jwzSJ-Rj5cs



#23 pixcalibur

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Posted 29 May 2014 - 05:10 AM

Part 14 - Showing off the extra overworld, which doesn't have too much in the Classic version.  It's a bit more interesting in the Modern version.

 

http://youtu.be/asMIMBLmzuQ



#24 Eddy

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Posted 29 May 2014 - 06:27 AM

Wow... Classic's Lost Overworld looks so... bland. It just looks like everything is the same with just money secrets everywhere lol.

 

Thankfully, Modern made up for this.



#25 HeroOfFire

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Posted 29 May 2014 - 12:14 PM

Now that you have finished showing off the Classic Randomizer, I'll share some backstory for those interested.

 

As many have guessed, all the new dungeons were from standalone quests made in the same style and the 1st and 2nd quests. Although some rooms have been changed (mainly removing Toll Rooms that could be approached from behind), the designs and enemies have been retained. You can even tell what rooms contained boomerangs, where bomb upgrades were, and maybe a clue what items were found in that level. This also means none of the dungeons were designed around having the Roc's Feather or Flippers. And only a few levels expect you to have the upgraded Ladder.

 

The origin of these dungeons was from an early beta that had an unpassworded 3rd Quest called "proposed3rd". After looking at the dungeon design and playing the quest, I was inspired to make a "3rd" quest of my own. Although the file was called "proposed4th", I refer to the quest as the Lost 1st quest. A little later, I made "proposed5th", the Lost 2nd quest. And then the 4th quest competition happened, so I made another quest and submitted that. (Fun Fact: I tied in that competition, so my overworld was used in the official 4th quest. Thats why the dungeon locations overlap). Anyway, these dungeons have some inspiration from the official 3rd quest, such as the rooms divided diagonally, the Gleeok rooms with loads of statues, the thin corridors with Darknuts, the Gohma rooms with a wall in the middle, and Gleeoks placed after Red Bubbles and thus requiring the Wand to proceed.

 

The origin of the Lost Overworld, as well as the shapes of Lost 1st Levels 1-8, are from a quest I made while still learning how to use ZQuest. The quest was a modified version of the 210quest that came with version 2.10, and you can see the whole "first quest I made" in Level 1's shape. The overworld was similarly designed with adding water everywhere and changing a few mountain locations. The Randomizer is built off of a "Library" quest file that contained the 1st and 2nd quest overworlds plus all the other NES dungeons, and I had recreated that altered overworld in the classic tileset for the fun of it. When I decided I wanted a super secret in the Randomizer, I decided to use this altered overworld I already made.

 

One more piece of inspiration. During the beta testing of the Classic randomizer, I watched the video LPs and noticed a trend where the players were getting annoyed with Abei. I couldn't resist making an Abei custom boss and hid him in the Lost Overworld. In a sense he's a punching bag, as only his shots do any real damage. So those players who had it with him during the rest of the quest can get their revenge.

 

Next is the Modern version, which I can sum up its origin in two ways: "Hey, this enemy difficulty curve is terrible, maybe I should make some custom enemies..." and "This tileset has so much potential...".



#26 pixcalibur

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Posted 29 May 2014 - 04:55 PM

Modern will at least be a bit more interesting.  Actually trying out that beta randomizer with some rather interesting new items.  Level names are a bit confusing, especially the 1st? and 2nd? level names.  The 4-X level locations correspond to the official 4th quest levels.  Still testing that out at this time, as others are as noted in the other thread.



#27 pixcalibur

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Posted 01 June 2014 - 01:41 PM

Part 1 - Now to start the Modern version, which does have some differences compared to the Classic version.  Starting off with some junky items, but white sword will hold for the time being.

 

http://youtu.be/zUYQ3L94dho


Edited by pixcalibur, 01 June 2014 - 01:41 PM.


#28 Eddy

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Posted 02 June 2014 - 11:00 AM

Nice, and early White Sword I see. Looking forward to more of the playthrough!



#29 pixcalibur

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Posted 02 June 2014 - 12:22 PM

Good thing I got that early, cause it's gonna be a while before I upgrade that, so gotta learn how to work with other items.  Won't be as broken as in the Classic version where I maxed out really early



#30 Eddy

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Posted 02 June 2014 - 12:37 PM

Heh, I remember in one of my previous runs I was stuck with the wooden sword for 85% of the whole game. That was not fun at all.





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