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#361 Eddy

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Posted 06 February 2014 - 05:42 AM

Dungeon in progress.

 

http://prntscr.com/2p89yv

 

Not much atm, I'm having a bit of difficulty making dungeon progression in terms of gameplay.

Looks nicely designed! Just that the rooms look a little too square, but if that's what you're going for, then that's fine.



#362 Tree

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Posted 06 February 2014 - 10:45 AM

Looks nicely designed! Just that the rooms look a little too square, but if that's what you're going for, then that's fine.

Rooms are typically square or rectangular.



#363 Eddy

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Posted 06 February 2014 - 11:31 AM

Rooms are typically square or rectangular.

Well yeah with the classic set. With tilesets like this, people usually make them less square-shape.

 

But I guess that's just me.



#364 anikom15

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Posted 06 February 2014 - 07:33 PM

Actually rooms in real life are typically angular :P

#365 Tree

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Posted 06 February 2014 - 07:35 PM

Actually rooms in real life are typically angular :P

Tis what I was getting at.



#366 alek

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Posted 07 February 2014 - 06:46 PM

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?

Thanks! I didn't use a bottomless pit script; I used this trick: http://www.purezc.ne...e=8#entry415774


Edited by crazyal02, 07 February 2014 - 06:48 PM.


#367 KingPridenia

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Posted 09 February 2014 - 10:04 PM

Well, here's hopefully the last time I have to redesign this without any empty corners. Hopefully I have all the details worked out and can consider this a final copy: http://www.mediafire...g5/zelda131.png



#368 Eddy

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Posted 10 February 2014 - 11:47 AM

Well, here's hopefully the last time I have to redesign this without any empty corners. Hopefully I have all the details worked out and can consider this a final copy: http://www.mediafire...g5/zelda131.png

I'm liking this, looks pretty nice.

 

I can't think of any improvements though...



#369 Astromeow

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Posted 12 February 2014 - 11:37 AM

zelda010_zps9b37be92.png

 

Ridley Entrance. Its Metroidy

 

 

==================================================================================================================================

 

0dl4wzvta2ajlz7fg.jpg

I like this original NES Zelda dungeon design. Your additions sound very challenging-ly curious. The shape itself reminds me of those arcade space shooter enemies.
----------------

 

rFjPQQW.png

Black voids and balance is neat. This is a clean way to give imagination to the player. I like this! A superb NES design as well. good job


Edited by Astromeow, 12 February 2014 - 11:38 AM.

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#370 KingPridenia

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Posted 12 February 2014 - 11:48 AM

Yeah Astro, the Roc's Cape was originally my level 8 in a 3rd quest I made back in 2.10. I never finished level 7 and I no longer have a computer able to run 2.10 (it crashes immediately on Windows 7). Now that I think about it, it's balanced pretty poorly; level 1 and 2 are nightmares but levels 3-5 are a breeze, comparatively speaking. I have scrapped that 3rd quest, but am recycling some dungeons from it for my current project. I really like the 8-bit version of Lower Norfair's entrance. Looks very faithful to the original source material.



#371 Eddy

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Posted 12 February 2014 - 11:58 AM

zelda010_zps9b37be92.png

 

Ridley Entrance. Its Metroidy

I SEE SUPER METROID

 

Please make Gravity Suit available in this quest...



#372 Astromeow

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Posted 12 February 2014 - 12:06 PM

 

Please make Gravity Suit available in this quest...

 

 

Indeed, it technically is in a way. Maybe not the color. The function. Yesly, it also provides its use elsewhere in the environment.

 

my favorite part is pressing space to view map.


Edited by Astromeow, 12 February 2014 - 12:32 PM.


#373 Twilight Knight

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Posted 16 February 2014 - 07:11 PM

I changed Kokiri Forest in Ballad of a Bloodline Deluxe a lot today. For comparison I included an old map:

 

OLD

 

NEW

 

I tried to stay true to the original design, but mix in some more detail and better use of elevation. I think it worked out well.


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#374 judasrising

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Posted 19 February 2014 - 06:46 AM

I changed Kokiri Forest in Ballad of a Bloodline Deluxe a lot today. For comparison I included an old map:

 

OLD

 

NEW

 

I tried to stay true to the original design, but mix in some more detail and better use of elevation. I think it worked out well.

Great new map TK

I like it alot :bounce:



#375 Astromeow

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Posted 22 February 2014 - 06:51 PM

INTERESTING. But not mine

 

zelda2overworldremake.png

 


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