I'm guessing because Zelda 1 was made in an older build where Classic was arranged differently so DragonDePlatino would have to make it from scratch.
-Strike
And that's exactly it! I have the unpassworded versions of 1st, 2nd, 3rd and 4th but unfortunately, they use a very old tile setup (v1.92?) that would take a lot of time to convert from v2.5. I originally planned to make a 3-dungeon miniquest with Koten, but since ZQuest crashes on me every time I click Screen -> Item, that really won't be an option. And with Koten Basic's combo tables almost exactly like the default, people should already know how to use them anyways.
http://i742.photobuc...zpscf35c578.png
Started working on a 5x5 screen test map to experiment with the set. Who knows if a small quest may come out of it. Currently my two big concerns are that the default overworld CSet is CSet 6 which is really weird and also that you can't place trees or anything on the edges of the mountains. Also I agree with Charizard about the stair tiles. I'm really not a fan.
Hey, Moosh! That's pretty tubular! Really, an awesome map that's really giving off some nice Willow vibes. It's great to see that the cliff tiles work well across screens, but I can completely understand your issues with the cliffs. They've gone through several different iterations and it's with this next update I feel they've finally gotten to where I want them. But sadly, the new cliff tiles would completely break this map so I suggest you don't switch over to them if you'd like to keep your map.
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So, it's been six days and after a lot of refinement, I'm going to be releasing
Koten Basic Beta v1.1. But don't get excited. This new beta isn't very different and only contains some small tile changes and new overworld cliffs. As I've been working on Koten Advanced, I've realized there are a few tiles I could have drawn a bit more cleanly, so I've been pasting tiles over from Koten Advanced to Basic. But soon, I'll feel I can release Koten Basic to the database after I get one last thing out of the way...
Firstly, what's the problem with using Cset06 as an overworld Cset? I know I've already gone over this, but I'd like to settle once and for all why I should change it just because it's
different. If I changed it so that overworld tiles are only compatible with Csets 02, 03, 04 and 09, that would mean that suddenly you have 5 less Csets to work with. And as far as I know, it's perfectly fine using those sprite palettes as tile palettes as long as you've resolved things such as Link's ring palettes, which I have. And you can still use 02, 03, 04 and 09 if you want a changing overworld palette. Just copy Csets 06, 07 and 08 to 02, 03 and 04 and you're done. No problems.
Secondly, I've changed the perspective overworld cliff tiles. For the last few hours I've struggled with making something simple yet Classic-compatible and I feel I've finally reached something that balances simplicity with usability. I know people will probably hate them, but stop nitpicking over something so tiny and just rip something from a game like Ys 3 or Willow. Just because you don't like Koten's tiles that doesn't stop you from just adding your own.
And on a final note, here's the
Koten Basic Beta v1.1 changelist for whom it may concern:
Edited by DragonDePlatino, 23 May 2014 - 09:24 PM.