I meant the first shot of the three.
Post your maps.
#346
Posted 17 January 2014 - 07:51 PM
#347
Posted 17 January 2014 - 08:56 PM
#348
Posted 18 January 2014 - 06:40 AM
I'd go for the 1st shot too, looks more like a path than a brick wall.
#349
Posted 18 January 2014 - 06:50 AM
Agreeing with the others; first of the three is the best. It looks like a wall in all the others (in fact, I thought it was a wall in the very first one you posted).
#351
Posted 20 January 2014 - 01:22 PM
My god your use of classic is phenomenal! This looks like an excellent setting to play through, well done!
#352
Posted 23 January 2014 - 07:30 PM
My god your use of classic is phenomenal! This looks like an excellent setting to play through, well done!
Is it likes, how outlands journey's sequel could be?? ///
*!0~0!*
#353
Posted 24 January 2014 - 12:20 PM
Is it likes, how outlands journey's sequel could be?? ///
*!0~0!*
I'd say so yeah, although I haven't played enough Outlands to know ![]()
#354
Posted 26 January 2014 - 01:31 AM
Here's the overworld map of my quest in progress. The kinda weird-looking area with white mountains just above the lava only looks screwy because it's supposed to be in a different palette, heh.
I didn't want it to go completely out of control and spill over into multiple overworld maps like what happened with the earlier version of this quest I was working on years ago (the snowy chunk in the upper-left, along with some of the stuff up in the mountains, was an entire second overworld... and the swamp area in the lower-left and some other stuff that's been trimmed out combined to make a third overworld), so I limited myself to just one overworld map this time.
But yeah... a lot of these places were carried over (in a different form, since the old file was corrupted and I don't have any records of what the old maps looked like) from the first attempt at this quest. The Mureen Swamp (lower-left) is pretty similar appearance-wise to the old version and even has the same music. Same with the Northlands in the upper-left, though the area's much smaller than it was back then (it's only reachable through caves or warps, so it would probably be a lot further up north than it appears from its placement here if you could reach it on foot.) The big green castle in the middle, with a town and bushes/foresty area just south of it, was also in the old quest. So was the graveyard, though it's northeast of the castle+town rather than west of them now. There was a fort with a locked gate out in front in the old version too, but it was in a plains-ish area rather than in the mountains back then (and what's actually inside it is completely different now compared to back then.)
Anyone think they can guess where the dungeons are? A few are pretty obvious, but there's 7 on the map total at the moment (the 8th will be reachable from within a cave, and the 9th will be in that upper-right corner that's still empty.)
#355
Posted 26 January 2014 - 02:29 AM
Nice one up there.
Here's a dungeon from a quest I scrapped from when I used to be able to use 2.10:

Pretty much that bad boy is littered with passageways that kick you to the start or in circles, TONS of Wizzrobes, and a mandatory requirement to find the Magic Key to complete it. The thing that would annoy people the most is that some of my passageways require you to go back to go ahead. For instance, room 62's passageway leads to room 23, but going back down room 23's passage takes you to room 05. It's almost hard enough to be a level 9, although it was my level 8. At the end, there are three diamond block rooms. One passage kicks you to the start, one back to room 23 (a lot of passageways dump you out there) and one takes you towards the boss. It's probably my hardest and most confusing dungeon I have ever made, not to mention the most frustrating. Still not as bad as AlphaDawq's 3rd quest, but pretty darn close.
I would kill to give this bad boy a 2.5 rebirth, complete with nasty enemies like Fire Zols, Bat/Fire/Wind/Mirror Wizzrobes, Vire Tribbles, etc. Oh and of course, even more frustration and desire to choke me to death.
#356
Posted 26 January 2014 - 06:11 AM
@FnrrfYgmSchnish: That overworld map looks awesome! My favourite section is the forest area to the right side. Very well done!
@RedmageAdam: Ouch... this dungeon... you've told me loads of things about this dungeon. But to be honest, design looks simplistic which gives it a very good Z1 feel. (Inb4 I recreate the Roc's Cape dungeon in AR3)
Edited by EddyTheOliveira, 26 January 2014 - 06:12 AM.
#357
Posted 01 February 2014 - 12:37 PM

pits... pits everywhere
- mao10 likes this
#358
Posted 01 February 2014 - 02:42 PM
Interesting dungeon you got there. I like how the rooms are laid out and them pits lol.
My only issue is the doors near the top... they don't look right with blocks next to them. Might want to change that.
#359
Posted 03 February 2014 - 02:46 PM
Dungeon in progress.
Not much atm, I'm having a bit of difficulty making dungeon progression in terms of gameplay.
Edited by Jacques, 03 February 2014 - 02:47 PM.
- Shane and Eddy like this
#360
Posted 05 February 2014 - 05:16 PM
pits... pits everywhere
This map is amazing. I love seeing the classic tileset used for freeform dungeons. The blocks next to the doors are not distracting in the least to me. My two cents. Are you using a 'bottomless pits' script?
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