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#331 Lüt

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Posted 15 May 2018 - 04:41 PM

as well as doing the first screen

And by that I mean the literal first-designed screen, not the main entry screen:

1sm-lut-m16-s6d.png

Quest: https://drive.google...LGe0BIS_Z0rK5ak

This dungeon screen and the Misery Ruins entry screen above are configured to warp to each other. The overworld entry screen (7F) has also been configured to warp to what should be the main entry screen for this dungeon.

Note that accessing the staircase on the right requires you to get the flippers (the main dungeon item), exit the dungeon, swim up one screen, and re-enter the dungeon from there (a staircase hidden under a push-block). I'd expect people to do this after defeating the boss and getting warped back to the overworld, however it's possible for a person to exit the dungeon after getting the flippers and come here early. Either way, keep that in mind when designing the screen(s) to the right of this one. It should probably be a significant secret or item over there, but perhaps not a mandatory one?

Also note that this screen's position is relative to the overworld, meaning that the screen below this one should be the main dungeon entrance, and I'd suggest keeping a 1:1 screen ratio with the overworld in the event that somebody decides there should be yet another entrance to this dungeon. Further, the individual details are also relative - the stairs are directly aligned, and the rain fall near the center of this screen is coming through the hole in the screen "above" (overworld 6F).

The palette, unlike others so far, has full CSet recolorings. That is to say, while the rest keep the main wall colors and only change the darkest color between CSets, this palette changes all 3 colors. CSet 2 is the primary brown color set, CSet 3 is the sludgy green shown in this screen, and CSet 4 is a blue set very similar to the Misery Ruins palette - the mid color is slightly brighter with a minimal shift in tint, while the lightest and darkest colors remain the same. (Those colors are the same blues as others throughout the main palettes, CSet 7 in particular, so I consider them game constants and won't change them.) What this means is we can have blue water, green sludge, or brown muck. It also means you could have different colored dungeon walls or decorations, if you really want.

Speaking of which, the overworld water just wasn't working in this dungeon, so I added new liquid tiles courtesy of Anthus.

I loaded a MIDI for the map too - possibly temporarily. It's a mysterious and percussive piece that I felt followed the Misery Ruins music quite well. However, if the dungeon ultimately leans toward heavy combat rather than heavy atmosphere, it'll probably have to be changed.

Anyway, pardon the slow update. Had to go grocery shopping, since unlike the project, hunger can't be delayed :evil:

Update summary:

* Added Misery Dungeon palette (PAL-01D)
* Added Misery Dungeon MIDI
* Added new liquid graphics for Misery Dungeon
* Updated Misery Transition DMap (7) to Misery Dungeon; changed Type to Interior, set Level to 3 (!!ANTHUS!!)
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#332 klop422

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Posted 15 May 2018 - 04:41 PM

[claim]


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#333 Deedee

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Posted 15 May 2018 - 05:00 PM

Just saying this, but someone might want to block off the boss door in level 1 with another lock block, seeing how there's another key on the screen right below the entrance (presumably accessed through the hidden wall on the east side of the dungeon).



#334 Anthus

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Posted 15 May 2018 - 07:04 PM

I've been a little busy lately, but I want to get back in this soon. Klop, I had some lava/ cave tiles in mind for under Lit Landing, but if you guys want to go ahead, that's cool too. :)

Actually nevermind, I like that area posted below. :o

I'll leave a longer reply later after fully reading the new posts, g2g for now.

#335 klop422

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Posted 15 May 2018 - 07:11 PM

I blocked off the boss door with a lockblock in m2s44. Not sure how it works with the locked door script in the same room, though, so fix that if it's an issue.

Also, removed the bananarang from the monster carnival screen.

 

Here we are, now:

c1cutgg6fw29cl94g.jpg

 

I feel like it's maybe a little too bright for a cavern, but it is full of burning lava and rocks that shine from heat, so that probably justifies it. Otherwise, I quite like it. Also, there kind of need to be some tiles made for the mountain edge tiles, I've just noticed.

I've put this on the same map as Horizon Factory, which I hope doesn't become an issue. It's also currently level 0, so change that if it's a problem. I'm really liking the idea of making it a path to the other side of Lit Landing and the West of 1-Screen-Massacreland, or whatever we're calling this place. And, as I said earlier, my idea for this place (take it or leave it) is that at some points the bridge is broken or blocked off and you have to actually traverse the cave to get round that. Some of those rooms could be darker.

Something my brother suggested was that we perhaps use the hot room script for this area. It would function as a blockade for earlier on, though it would also mean having to put the goron tunic/ring/whatever somewhere, but I don't think that'd be too much of an issue if we wanted to do it.

 

And, I've just now realised that you've posted, Anthus. my screen is already made, so... sorry about that. That said, if you make a screen (or show me a version of mine) with the tiles you wanted to use and it's better, I'm happy to change my screen.

 

http://www.mediafire...422-m30-s4F.qst

 

EDIT: Just realised I made a mistake with the shadows. I'll fix that next time if someone doesn't do so first (hint hint :P)


Edited by klop422, 15 May 2018 - 07:25 PM.

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#336 Formidable

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Posted 15 May 2018 - 08:04 PM

Wow, nearly an hour without a claim. Guess I'll just go ahead and claim this then.


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#337 Deedee

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Posted 15 May 2018 - 08:09 PM

Holy shit that looks epic Klop. 10/10. [Claim] nvm ninja'd by Formidable.

The bananarang is probably a/the dungeon item for the carnival. I'll probably start up another dungeon with my claim; maybe ""Meteor Tower/Comet Starship"" or ""Frigid Icecap"" (placeholder names, placeholder dungeon themes).


Edited by Dimentio, 15 May 2018 - 08:09 PM.

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#338 Anthus

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Posted 15 May 2018 - 08:14 PM

Triple ninja'd :P

Klop, that looks awesome.

Next time I get the file, I'll update the map and d-map lists, since it has been a while.

And for the screen in that video on page 18 Klop, I'm down with adding it. :lol:

#339 Formidable

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Posted 15 May 2018 - 08:46 PM

https://www.dropbox....M1-S0D.qst?dl=0

It's a screen.

TdfSesB.png

 

Just a little something to link the "Dev Room" screen to the rest of the map. It has a bomb-able cave entrance because why not, and that's basically it. I also added my dev thing to the dev room. I'll add dialogue later when I can think of something funny so until then just enjoy staring into the cold soulless eyes of the Garf.


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#340 Anthus

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Posted 15 May 2018 - 08:55 PM

[**Claim**]

I won't be able to work on mine till tomorrow afternoon, so it's peteanwally's turn.

So..

[*Un-Claim*] :P

#341 peteandwally

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Posted 15 May 2018 - 09:17 PM

19 minutes too late to claim...


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#342 Anthus

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Posted 15 May 2018 - 09:36 PM

19 minutes too late to claim...


I'm not going to be able to work on mine till tomorrow, so I'll take back my claim. Go ahead, peteandwally. :)

#343 Lüt

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Posted 16 May 2018 - 06:12 AM

Seeing how everybody went to bed before taking a screen, I'm going to sneak a [claim] in here.

Be back soon.
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#344 Lüt

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Posted 16 May 2018 - 08:12 AM

Done:

 

1sm-lut-m1-s6c.png

 

Quest: https://drive.google...hX49QczdVzF5Qqg

 

This screen is designed to provide an exit from Misery Ruins to the early overworld.

 

The way the overworld is currently designed, you can enter the Misery Ruins area from 3 screens away from the start - however, you can't actually access the blue pit until you loop around the main water body to the east of the start by heading north first, then east past Level 1, then south, then finally into the pit. The button on this screen (accessible without the flippers) builds a staircase back to the starting segment of the overworld, completing the loop. This way the player can exit Misery Ruins to the early overworld, but not enter it prematurely.

Screen with step switch activated:

(Pls to keep that in mind when designing screens to the left of this one.)

 

Additional update summary:

 

* Added layers for warp zone (Maps 38-43) and the upcoming Map 44 (Maps 45-50)

* Step switches are sensitive

 

Also, Zora whirlpools haven't been displaying for a few updates now. One of you scripters probably broke them :evil:


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#345 Shane

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Posted 16 May 2018 - 08:12 AM

[claimed] bois :eyes:


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