Now on to the actual thread.
'lo all. As some of you may know, I've long-since taken it (by force, apparently) upon myself to fix all of the bugs and inconsistencies in C-Dawg's epic "Dreams of Yesterday," due to it being nigh unplayable in spots.
My current testing crew consists entirely of volunteers lending their time and patience to the cause, to which I am extremely grateful. pixcalibur, Zenith, (ESPECIALLY those two for more bugs reported than is humanly possible. O_O ) chiefbigcalf, vravelo, Joe, Reimu Hakurei, Artistic, FerentzRocks, demonlink14, and some others, have all been playing and testing and reporting bugs whilst doing so. jman2050 took up the cause a longer time ago, though for a somewhat shorter duration.
So if anyone is interested in an interesting and unique opportunity to test the quest out from start to finish, I would be much obliged. All bugs should be presented with a screenshot. I'm no good at identifying areas by word alone. The possibility of a cheat code or quest password depends on the diligence of the tester. I already gave it out to one person, and I'm not hesitant to do it again.
Screenshots: (Many taken from a new game just to show off areas. They're not from linear gameplay.)
(Note: As of September 2013, some elements of these screenshots are slightly out of date. But that's irrelevant.)
What to test for:
Warps not working,
Warp arrival points leading you to awkward places that might warp you back out,
Pits that drop you into a similarly awkward place that you can't necessarily leave from,
Secret combos turning into something else that they shouldn't.
Not being able to walk up or down certain stairs as a screen transition.
Logistics & Transitional elements - The path that one takes through areas. I need to spend more time in ZQuest than in ZC to get these bugs fixed. You guys get to skip the nitty-gritty and can actually play the friggin thing. You have more experience running through each area, seeing what works and what doesn't. I just need to make it work. Plotting routes is one such necessity of this endeavor. pixcalibur worked with me for weeks getting the Deku Tree to flow without any bugs, and I owe him my first-born son at this rate because of it and its complexity.
Undercombo bugs. I'm sure there are plenty. Even ones where it's dirt not grass. Anything. I'll fix it.
Screen transition misalignments. A cliff bottom tile meant for a grass transition standing in water, a'la the GameBoy games with their cliffs, and corners of houses. You know what I mean. That was everywhere in those games.
Spelling errors. I'm not sure if there are any left.
Ways you can think of to incorporate 2.5 features into the quest. This includes new optional nightmare areas.
Here's a list of areas that I'm planning on creating, or are already doing so.
(A Nightmare area) Billowing Banes - This is an ambitious new area north of Lon Lon Heights. There is a constant easterly wind blowing. Expect the difficulty to be significantly higher than that found in the 'Heights. I mean we're talking the equivalent of going from a level 8 area to a level 46 area. For comparison, the second dream crystal dungeon would be the equivalent of a level 17. Just making up numbers here. Anyway, beyond the Banes, well to the north, living inside of a windmill is an old man haunted by nightmares about death himself. Expect pain. This area is not for newbies. At all. It's late-game content.
The Dojo, in Capital Port - Blow up a rock with a super bomb, and you'll be able to enter an area that teaches you slash, and other useful skills. Bring money.
A new dungeon in central northern Hyrule Overworld, just east of the Lost Hills. Go all the way west from the Farmer's field to find. It's a miser's grave. You'll need a superbomb, the red candle, the hammer, and ladder to get the prize.
The world-linking mines. There are 5 very hidden entrances to a secret area. Four entrances unlock the path that the fifth entrance leads to. An incredible treasure lies within.
Just for a bit of help, here's the locations of all of the Relic Stones in the game:
I made a few maps of some areas of the game! They include keys and boss keys. They flash for ease of visibility. Other maps don't have flashing keys because I was probably lazy or didn't know I could do that at the time.
Marathon - Mines map
Train Station - Crypts
How to find the boss key in the Crypt - Excavation Bottom Floor
And now for the "order" of the game, in case you get stuck. Note that I am doing this from memory and on a "spur of the moment" sort of deal, so take this with a salty grain of salt.