Dreams of Yesterday
#346
Posted 23 May 2011 - 07:39 AM
So to fix that, I establish a side warp to the next room even beyond the boundaries of the Dmap. Works just fine, apparently.
Let me know if there's anything else I can fix or change. Please do look at the music changes in the past few pages, too.
#347
Posted 23 May 2011 - 07:50 AM
Oh it's my pleasure. o.o! Certainly. It's just as much fun as it is playing the quest, to be honest, and it pains me to see people finding bugs and being stopped by them. Especially those "Can't go to the right" bugs. They're particularly irksome, because C (The author) should really know better, considering the epic scale that he's building on. Because Non-Overworld Dmaps are restricted to a space on the map that is 8x8, despite that the whole map itself has 16x8 screens on it. If you try to move outside that space, you can't, because you're on the right-most side of that 8x8 space, even though there's a room to the right of it that you could theoretically walk through.
So to fix that, I establish a side warp to the next room even beyond the boundaries of the Dmap. Works just fine, apparently.
Let me know if there's anything else I can fix or change. Please do look at the music changes in the past few pages, too.
Wait you made some music changes or still waiting on opinions? If I have to I will repost it again, let me know buddy
Also, Maybe I am just brain dead from working on my Masters Degree... but I do not know how to solve these kind of puzzles... I have taken screen shots of each room with these symbols to help figure it out but I have only figured "luck" to be my only way past these rooms...


Also, in rooms with tons of doors, I looked for the prime number trick you read about early in the level but have no idea how to do this room either..

Any advice?
#348
Posted 23 May 2011 - 08:02 AM
On the second screenshot, walk over the /
On the third screenshot, the door to the right is the exit, and the lower left door is a direct/pit warp, whereas every other door except the right door is a stair warp leading to the upper half of the next room. So take the lower left door.
#349
Posted 23 May 2011 - 08:14 AM
Right. Umm.. On the first screenshot, walk over the Box.
On the second screenshot, walk over the /
On the third screenshot, the door to the right is the exit, and the lower left door is a direct/pit warp, whereas every other door except the right door is a stair warp leading to the upper half of the next room. So take the lower left door.
I figured them out by trail and error.... but I was just curious what in the level tells me how to solve these... I took screen shots galore of this level lol but thanks Shadow! also
Still looking for this rooms solution ... Maybe post the screen shot of this room from the editor and I can maybe figure it out from there?

and... when I enter this room it pushes the first block automatically.... I am not sure why but I think I need to move that block another way because I cant get to that key... also not sure where to go from here...
#350
Posted 23 May 2011 - 08:23 AM

The numbers represent Combo Types. 0 is a regular combo with no type. 9 is a Pushable-Heavy combo. The Green squares with a 2 are Push Flags, marking the blocks that you can actually, well, push. 28 is a pound combo. Interesting! Didn't know you could pound those blocks.
Here's an animated image of that spike room.

41 is a pit/direct warp, which in this case leads to the next "room" of the sequence. (Because it's warping us to an identical room, though with the spikes closer in.)
1 is a stair warp, sending us to specific coordinates in the next room.
29 is a hookshot grab combo.
That one 9 near the top in the second "room" is a pushable-heavy combo. It only lasts for one room though. D: Very strange.
Also, I'm not at all sure why those two pushblocks have the green "Pushable" flag on them for only one room, then reset back to their original position in the next room. This is before the "Full Screen Warp" ability was invented, (It's a very old ZC player...) so I don't even see why it's there like that.
#351
Posted 23 May 2011 - 08:30 AM
EDIT by ShadowTiger:
IMPORTANT NOTICE: Read before proceeding:

The numbers represent Combo Types. 0 is a regular combo with no type. 9 is a Pushable-Heavy combo. The Green squares with a 2 are Push Flags, marking the blocks that you can actually, well, push. 28 is a pound combo. Interesting! Didn't know you could pound those blocks.
Here's an animated image of that spike room.

41 is a pit/direct warp, which in this case leads to the next "room" of the sequence. (Because it's warping us to an identical room, though with the spikes closer in.)
1 is a stair warp, sending us to specific coordinates in the next room.
29 is a hookshot grab combo.
That one 9 near the top in the second "room" is a pushable-heavy combo. It only lasts for one room though. D: Very strange.
Also, I'm not at all sure why those two pushblocks have the green "Pushable" flag on them for only one room, then reset back to their original position in the next room. This is before the "Full Screen Warp" ability was invented, (It's a very old ZC player...) so I don't even see why it's there like that.
Wow thanks! Yea I had no idea you could hit those blocks... not even the Lens of Truth can see that
Well... I am now stuck in this level... I have the boss key, the book, and a few keys and I think it is that room I need to get past so I guess I have to wait until someone explains where to go next or how to solve that....
#352
Posted 23 May 2011 - 08:36 AM
Anyway, what do you think of This Midi to go somewhere in the quest? It's the Castlevania 3 Stage 5: Nightmare theme.
A lot of the Castlevania games' music makes for some good potential DoY candidates.
The Castlevania 3 Demon Seed theme, for example, could be awesome as Enigma Castle's theme, possibly.
#353
Posted 23 May 2011 - 08:51 AM
Oh! Actually, you're close to the final area! From that room with the block puzzles where you have to pound the blocks to get the key, go west to the room with the flashing floors you need to ladder over, bomb the south wall, (Yep, bomb that bad boy.) unlock the door to the east, go east again, and you'll be in the boss room door.
Anyway, what do you think of This Midi to go somewhere in the quest? It's the Castlevania 3 Stage 5: Nightmare theme.
A lot of the Castlevania games' music makes for some good potential DoY candidates.
The Castlevania 3 Demon Seed theme, for example, could be awesome as Enigma Castle's theme, possibly.
Great choice of music for Enigma! I like that a lot! Also, so do I not need to get past that one room I am guessing, it is there as a diversion, odd lol. Also, I need people to comment on the other music : (
Just curious where are the last two nightmares?
#354
Posted 23 May 2011 - 08:57 AM
Biggoron's Nightmare in the Goron Caves can be found in northwestern Hyrule, up in the Wind Hills, near where you got the Dream Whistle. That'll mostly unlock Link's Nightmare though. You've been through the T-Rex thing, which is the Squirrel's Nightmare, and Mirage, Toad's Nightmare. There's the Crypt and the Train Station, and you're probably about to beat the Mermaid's nightmare, Enigma Castle.
#355
Posted 23 May 2011 - 09:18 AM
Well, that depends on what you've done so far, hasn't it?
Biggoron's Nightmare in the Goron Caves can be found in northwestern Hyrule, up in the Wind Hills, near where you got the Dream Whistle. That'll mostly unlock Link's Nightmare though. You've been through the T-Rex thing, which is the Squirrel's Nightmare, and Mirage, Toad's Nightmare. There's the Crypt and the Train Station, and you're probably about to beat the Mermaid's nightmare, Enigma Castle.
I cant find the big goron one... I bombed that one area... no one speaks in subrosa and the hero temple or something close to that I think I need the mirror shield to fight them off... I have not beaten the Well yet and I hear people talking about a hotel a bunch ( which I have not found ) so where too next
#356
Posted 23 May 2011 - 09:26 AM
The Well doesn't actually have any Nightmare in it. It just has some sewers that you can buy the "Raft" (Flying Boots) in. Good to have, I guess. Lets you get around a bit faster. Saves you time in places.
The Goron Caves: Remember that Maze Path in the Lost Hills with all that wind? The Goron Caves are directly north of that maze path. You have to push the very heavy boulder (The darker gray one) out of the way of that cave, and bomb it. Those are the Goron Caves.
#357
Posted 23 May 2011 - 09:28 AM
The Hotel: When you enter the Mermaid's Dream, go back around the water, up the dock, and it's actually pretty close to there. It's east of Enigma Castle's outside.
The Well doesn't actually have any Nightmare in it. It just has some sewers that you can buy the "Raft" (Flying Boots) in. Good to have, I guess. Lets you get around a bit faster. Saves you time in places.
The Goron Caves: Remember that Maze Path in the Lost Hills with all that wind? The Goron Caves are directly north of that maze path. You have to push the very heavy boulder (The darker gray one) out of the way of that cave, and bomb it. Those are the Goron Caves.
Thanks again man! I have to head to work now but I will make sure to check it out later!
Everyone we need your input on the music... I posted it a page or 2 back on some suggestions, Shadow had one really great idea and we need your input, thanks!
#358
Posted 23 May 2011 - 09:59 AM
I also want to see about raising the version to 2.5. There are practically no bugs in 2.5 at the moment, and ZQuest in Build 183 keeps crashing on me every which way. I want to see how many bugs the version itself will insert into the quest. Would be an interesting side experiment for when my finals are over after Wednesday. Because then, I assure you, we could do some incredible things in DoY... Oh yes.
#359
Posted 23 May 2011 - 10:10 AM
Here is how you get across the floor that has the Roman Numerals on the floor.
The Last part of this seems wrong... I get to V then the next step has always been wrong....
Sorry!
As far as the music all the links to the music go to '403 Forbidden' page you have to look for the word 'here' to listen to them. And then after listening to them then when you click on them again the 'mid' just comes up and starts playing. There isn't any '403 Forbidden' page anymore. Zorlaf link to a music 'mid' was the same way.
Sorry! everyone
#360
Posted 23 May 2011 - 10:13 AM
If you want to play those midis, when you're on that 403 page, click on the URL in the address bar and hit Enter. If you're already on VGMusic when you listen to the midi, it'll play for you. Works every time for me.
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