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My first quest


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Poll: Does this quest look any good? (83 member(s) have cast votes)

If I were to finish this quest, would you bother to play it?

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#76 Moosh

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Posted 25 June 2010 - 11:08 AM

Yes. That worked great. Just one problem. Level 1's palette didn't go well with the new tiles. Does this palette look better?
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#77 Moo2wo

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Posted 25 June 2010 - 11:37 AM

Yeah, I think it does. The sprites really pop out, which I think is a good thing. The DoR tree look great with it.

Edited by Moo2wo, 25 June 2010 - 12:53 PM.


#78 Moosh

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Posted 26 June 2010 - 01:07 AM

Introducing the fourth dungeon: Stained Plains!
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This whole theme is a tribute to Peteo and his hell caves. I'm unsure what I'll use for music, but I know for certain it won't be the Doom song. icon_razz.gif

#79 Russ

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Posted 26 June 2010 - 01:35 AM

Heh, nice. Kinda like Doom Cave (or whatever the LI level was), only not as creepy. And with shrubbery. icon_razz.gif

#80 Mariolink263

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Posted 26 June 2010 - 02:28 AM

Looks to be a chillling level... Is it more like Hell(MMDWR) or Hell Caves(LI)? Or is it a mix of the two?

#81 Moosh

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Posted 26 June 2010 - 02:48 AM

I'd say it's more like Hell than the Hell caves, but I'll try to add my own little twist... Since all the dark world dungeons use the same dungeon layout as the original levels, that makes it hard to make a multi floor dungeon. Especially since I'm only using one floor from the original levels for the dark world dungeons. You can expect a nifty final level though. I've got some ideas already, but I wouldn't want to spoil it for people.

Edit: I forgot to mention that when referring to the Hell Caves from Lost Isle I was referring to the Ctacombs too. Not just the cave at the bottom.

Edited by Pokemonmaster64, 26 June 2010 - 05:51 PM.


#82 trucky5

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Posted 26 June 2010 - 05:46 PM

Wow. Those look pretty freaking amazing. I never knew a classic style quest could look sooooo good. I really want to play that when it's released.

#83 Moosh

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Posted 27 June 2010 - 09:41 PM

Something I've been wanting to show off, but have forgotten: Nayru's Love, or as it is called in this game: Poke's Awesomeness.
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And also here's the boss of Stained Plains.

#84 Mariolink263

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Posted 27 June 2010 - 10:18 PM

Well, I have always thought Nayru's Love was awesome. Are the Blue Skulls heads that were already killed? Also, I see the Subcreen is enabled, so it won't be AS bad.

Edited by Mariolink263, 27 June 2010 - 10:19 PM.


#85 Moosh

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Posted 27 June 2010 - 10:50 PM

No. The boss is a Red Flaming SKull (Digdogger) that splits into two Blue Flaming Skulls (Digdogger), 4 or 5 (I forgot how many) Skull Spawns (lanmolas), and A four headed super buffed up Gleeok. As much as I would have loved the Blue Skulls to be the Gleeok heads, those can only be 1x1 without scripting (I'm bad at combining scripts, so it's pretty much been "Choose one and go with it". I chose the pit script.).

What exactly do you mean by "Subscreen is enabled"?

#86 Mariolink263

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Posted 28 June 2010 - 01:02 AM

On the Hell in MMDWR, you can't pause, see your health, or see what item is equipped.The bar at the top isn't there.

#87 Russ

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Posted 28 June 2010 - 01:09 AM

icon_awesome.gif Amazing work, though that boss looks a bit evil.

If you need help combing scripts, I can help you. it's EXTREMELY easy. Like, a five second thing. icon_razz.gif

#88 Moosh

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Posted 04 July 2010 - 04:55 PM

I'm really hating how overpowered the Gold Ring and Master Sword are...everything short of cracktorocks, mirror wizzrobes, and death knights can barely scratch Link...Can I have a recommendation on how I can improve the difficulty without removing the Gold Ring?

#89 Mariolink263

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Posted 04 July 2010 - 05:17 PM

I'm going to do this to mine, since I'm having 6 Swords.
Make powered-up versions of easy enemies, with more HP and higher attack, and make them take half damage from the sword.

#90 Moo2wo

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Posted 04 July 2010 - 06:04 PM

To be honest, I don't think the Gold Ring should be in the game at all. Or the Master Sword, for that matter. It makes what should be the hardest part of the game (the ending) pretty easy.

But, if you really do want to use those items, Mariolink's suggestion was good. However, that would also be an ideal time in the quest to start making the player use their brain more than their hand-eye coordination. Make the enemies puzzles in themselves, sort of like the Goryia in Link to the Past. Although I know very little about scripting, you could probably script it so that they always walk in the opposite direction of Link, and stay stationary when he is. You could also make an ice-enemy that could only be damaged by fire, and a corresponding fire enemy that can only be damaged if you use an ice weapon, or lead it to water. Or you could recreate the Turtle enemy from A Link to the Past, which you can only damage if you've already hit it with a hammer. [/longpost]


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