It was entirely C-Dawg, from roughly 01/02 to 03/04. It's his quest, though he claims it's been relinquished to the public since its delivery to the community, though I don't necessarily believe in such a concept when it comes to massive pieces of work like this. Then sometime around then. I smashed a window and broke in around 2011 out of necessity, in what is essentially a reverse-robbery.
In terms of keys in the Crypt, I count 1 key on B-3, 0 keys on B-2, and 5 keys between F-1 and B-1.
I just counted six locked doors in the crypt. As of today, all keys in the Crypt are level-specific, after spending a few hours tinkering with the mechanic that makes those gemmed doors open after beating back Geist down a level.
Anyway, here's what I did today.I don't have the link to the new version up yet. I'm just making a list.
- Recolored several enemies so they don't look like crap anymore. L3 Stalfos (Bird enemies) and Zoras. Added a new Wizzrobe with cool yellow tasseled shoulders.
- Imported a new cave tileset to replace the current one. It'll probably be way too big of an operation, but we'll see.
- Recolored the Storm Tower Ice Walls so they look a little better.
- Changed all keys in The Crypt to Level-Specific Keys.
- Broke apart and redid the way the Geist Tomb-hopping door unlocking method works. This was necessary to allow all level-specific keys in the above point to work. Previously, each floor had its own level-number, so level-specific keys wouldn't have been able to carry over through all floors of the crypt.
- Numerous visual enhancements to floors and walls through out the quest.
- Slightly rebalanced item droprates.
- Made Ghinis weaker, because reasons. We can also now defeat L2 Ghinis; the ones spawned by graves... the ones that were formerly invincible? You're welcome.
- Made a few Heart Container Pieces obtainable only after acquiring nearby dungeon items.
- A few more enemies have more (and less!) vulnerabilities. Experiment with different items to see what works best on enemies. It's a lot more common sense. Don't bother using arrows on stalfos, for example.
- There are Stalfos in the desert areas now. Seems to be a fitting area for the undead.
- Super Bombs kill the kind of bubbles that temporarily remove your sword. This had already been in effect, but I'm just bringing it to peoples' attention. feels good man. feels good.
- Made the Relic room in Mirage Temple slightly more common-sense to find once you're there. It was sitting all alone in a huge room. Now it's right as you walk in, and you hold it up to make it obvious what you got.
- Added a shortcut from Kanavas' entrance to the Endless Desert entrance.
- Reduced damage by Magic Octoroks by a tiny bit. No need to get crazy here.
- Did a bit of work with water in a few places.
- Replaced the shifting sands in the Endless Desert with some actual shifting sand. It looks way cooler. Also a little more dangerous.
Yikess! I love ur work a lot,
lease tell me when you put the link for all of this touch up you made, thanks
Edited by vravelo, 04 September 2014 - 03:33 PM.

