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#676 Orithan

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Posted 12 September 2018 - 11:30 PM

zelda057.png
zelda063.png
zelda062.png
Map 23 Screen 5D.
Lighting up this screen permanently lights up all the rooms covered in Deep Darkness in this section. More on that in Changed/Additions.
 
Quest File
 
Changes/Additions:

  • Added in the Illuminate Darkness FFC script. When secrets are triggered on the screen, it plays a lighting animation and sets the Screen D of up to 7 screens. On this screen, the screens targeted is 7B and any screens targeted needs the appropriate scripts set to get the effect to actually work.
  • Added Madame Wizzrobe. She will tell you a fortune and has important information. This is meant to be at the end of the dark cave segment.
  • Screen 7B has had scripts set up so the darkness effect clears permanently when the darkness on Screen 5D is cleared.

Edit: Forgot to mention, but Map 3 Screen 7F is off-limits for building on - it is where screens copy blank screens from.


Edited by Orithan, 13 September 2018 - 12:13 AM.

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#677 Anthus

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Posted 13 September 2018 - 12:17 AM

[Claim]



#678 Anthus

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Posted 13 September 2018 - 01:04 AM

 
zelda251.png
 
Map 1, Screen 50
 
Added D-Map 25: [Spoopy] Graveyard
Added a palette 2E for the graveyard. Purple, green, and brownish variants.
 
After having zero graveyard representation in this map, it is time to change that. I have no idea how big this area will be, and it is in a weird spot, but I think it looks cool. We could probably hide something good here too.
 
Added a new enemy, Stalfos (Runner). These are literally faster Stalfos 1s with Rope movement. All enemies enter from the side. Added a combo on Combo Page 18 (fence at the bottom). Sidewarp to the north warps to the desert, and vice versa. Also, fixed the warp on my last Upperlit screen.


#679 klop422

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Posted 13 September 2018 - 07:48 AM

[claim]



#680 klop422

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Posted 13 September 2018 - 08:54 AM

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Thought I'd add a little to this place.

I'm getting increasingly worried that you can access this area before doing Underlit Cavern. Given that Level 7 is the only dungeon currently inaccessible before completing Underlit Cavern, that makes Underlit more-or-less functionally a part of Level 7 (if not formally so). And Level 8 is easier to access than Level 7.

I'm tempted to even suggest we make Horizon Factory need the shortshot, since the launch feather can bypass everything the shortshot can and more.

And I've just realised my shortshot puzzle in Level 7 is broken by the Launch feather. Might move it into Level 6 (reskinned of course :P).

Or we could leave it open and just have everything work as it seems to be doing. If nothing else, we could swap levels 7 and 8 or something.

 

http://www.mediafire...44-s7B.qst/file


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#681 Anthus

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Posted 13 September 2018 - 11:13 PM

[Claim]



#682 Anthus

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Posted 14 September 2018 - 12:33 AM

[Quest File]

 

zelda256.png

 

Map 1, Screen 60. There's a shop here that sells shields, should you ever lose one to Pancakes. (South sidewarp goes to the regular OW d-map).

Shop



#683 klop422

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Posted 14 September 2018 - 03:45 PM

{claim}

Curly because why not


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#684 klop422

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Posted 14 September 2018 - 05:18 PM

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I've solved my issue with accessing Level 8 early by moving a tree in the transition screen. It now has to be pushed from the left (i.e. you need to come in from above), and needs you to have the level 3 Bracelet (where level 2 is the standard one that's already placed in the caverns)

Also, I added my Classic Goron sprites (as you can see in my screen). The Goron explains that it's Darugoron's grave, and that he was really strong. He then says that he doesn't condone graverobbing (hint hint). I'm in favour of making the inside of the grave fairly small - a mini-dungeon at most (ignoring the fact that the main 8 have already been made :P), but honestly something of the same kind of size as the L2 Sword Grotto would be adequate. Although this would give us a chance to do some haunted-type things in an indoor area.

 

http://www.mediafire...m1-s61.qst/file


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#685 Anthus

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Posted 14 September 2018 - 08:47 PM

[CLAIM]



#686 Anthus

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Posted 14 September 2018 - 09:52 PM

[Quest File]

 

zelda273.png

 

Sadly, the graveyard was small. Or, maybe that's a good thing since it means not that many people died? I dunno.

 

This is also my least favorite screen. :P Guy in the house just mentions that the graveyard is nearby. May change it to something more visually interesting later, but I feel like editing/ adding a custom interior for a screen is a gray area lol. Not that I'd be opposed to it, but I dunno how everyone else feels about it.

 

Anyway, new OW map! All OW screens so far:


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#687 klop422

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Posted 15 September 2018 - 04:22 PM

Nobody's done anything for a few hours, so I'm gonna [claim] before going to bed.

Although I'm in bed.

Whatever


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#688 klop422

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Posted 15 September 2018 - 04:54 PM

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Level 4 has a Miniboss now. Haven't really changed anything else.

 

http://www.mediafire...16-s63.qst/file



#689 Lüt

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Posted 17 September 2018 - 10:14 AM

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#690 Lüt

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Posted 17 September 2018 - 05:18 PM

A Grave beginning:

 

1sm-lut-m71-s5d.png

 

Quest: https://drive.google...9L9Ms08CqBvcPYD

 

In other words, first screen of the mini-dungeon under the large grave. Map 71, DMap 26.

 

Spikes are meant to be lowered from another screen, so there'll have to be a secret state carryover. Secret combos and flags are already set up.

 

CSet 2 is standard walls and floors. CSet 3 swaps the black and dark red to allow standard shading on things like blocks, barriers, water, etc. (as seen on this screen). CSet 4 is experimental with the lighter dark red, used it on the trees but probably don't bother with it.

 

Enemies look best in CSet 7 and 9. 8 is too close-but-not-quite. May make a few special CSet 9 variations depending how this shapes up.

 

Music from Eternal Doom.

 

Other:

 

* Finally added NPC to overworld dev screen.

* Fixed some layer inconsistencies on that screen.

* Graveyard DMap now uses overworld minimap type.

* Screen 61 had mountain tile moved right to allow access to shop on screen 60.

* Screen 60 had flag 97 added to prevent monsters moving through 8-pixel barrier.

* Screen 62 had building tiles made solid.


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