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Randomizer Outlands

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#1 pixcalibur

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Posted 01 January 2017 - 01:33 PM

Next up on the ZC list is the next in the Randomizer series:  Randomizer Outlands.  Quest was made by HeroOfFire.  I really enjoy these randomizers because of their replay value.  This randomizer takes from a specific Zelda 1 hack called "Legend of Zelda:  Outlands."  You can find the game via Google search.  So HoF keeps the original levels in place, but adds many more levels and items to find.  This will be a fairly long run to go through, as I will try to find everything.

 

You can decide to play on default item placements, or randomize various settings.  I go with a fair amount of randomizing of items to leave things unpredictable during the run.

 

Kind of wished World of Balance was for the regular overworld and World of Ruin placed somewhere else.  Would've been a bit more consistent, as you'll see.

 

In my opinion, Outlands will start having you not rely on the sword as much, unless you get to at least L3 sword early on.

 

 

Link to quest creator's download page:  Quest Download

 

Playlist for this LP:  Randomizer Outlands

 

 

Part 1:  We get a lucky start here with a solid starting item.  I think I only got that when I first tried the quest out.  In addition, we manage to get other clutch essentials right off the bat.  

Levels explored:  1-1, 2-O

Note:  The sound effects are really static-y in this part, so you may want to lower the volume a bit.  I try to correct that in the next part by lowering sound effects volume.

 

Part 2:  Getting better defense early on always helps.  In addition, we pick up some extra firepower and more basic essentials.  Covering bases nicely at this point.  I think this was the first randomizer where I saw how the peril ring got upgraded and now becomes very useful.  Super and BS actually have this feature as well

Levels explored:  1-1, 2-E

Note:  That screeching sound FX should be a bit better now.

 

Part 3:  Picking up more essential items.  Drowning isn't an issue now.  Still no sword, but we got enough stuff to improvise with.  1-3 shows how important it is to get the ladder, or some means to cross gaps, early on.  After this, we explore more of the overworld, picking up more items along the way, including one very nice item  :tard:

Levels explored:  1-R, 1-3

 

Part 4:  Taking out a couple more levels before doing mass overworld exploration to pick up the rest of the overworld items, which include a few nice items.  Finally getting basic equipment most people are used to using.  Though I stay with two different main weapons for now

Levels explored:  1-2, Exp 2-C

 

Part 5:  Better to go after the early levels given you have just as much chance to get good items than in harder levels.  Some of these base levels can be a bit hard to find initially, so having the Lens of Truth would help

Levels explored:  2-O, 2-U, 1-A

 

Part 6:  Pretty small maps for these early levels with some interesting gimmicks like putting the end prize right at the start

Levels explored:  2-X, 2-U, 1-N, 1-D

 

Part 7:  Going into a couple bulkier levels that normally are quite out of the way to reach.  Could shortcut to them, but we'll show the intended way to get in.  Getting a few really nice items that pretty much will have me set into the late game

Levels explored:  2-L, 1-7


Edited by pixcalibur, 13 January 2017 - 02:03 PM.


#2 blackice

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Posted 01 January 2017 - 08:44 PM

I can't wait for your awesome playthrough, like always, pixcalibur.



#3 pixcalibur

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Posted 01 January 2017 - 10:09 PM

Yeah, this one will go a while given how much stuff there is to do and get.  Not that I minded too much given stuff flowed fairly well.



#4 pixcalibur

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Posted 16 January 2017 - 11:00 AM

I'll try to update the thread every couple weeks so that I don't have one gigantic post

 

Link to quest creator's download page:  Quest Download

 

Playlist for this LP:  Randomizer Outlands

 

 

Part 8:  At current equipment, we can pretty much go to any level we want.  But we'll still play systematically, going up on levels

Levels Explored:  2-A, 1-4, Exp 2-A

 

Part 9:  More levels with weird maps to go through, but short levels at least.  Have to say, I've got a real good item setup for this run.  I think you get 5 swords in the regular overworld, which includes special swords.  I think this is the first time I got all 5 regular swords on the normal overworld.

Levels Explored:  2-T, 1-5, Exp 2-I

 

Part 10:  Doing levels in clusters now depending on their locations.  Mostly expansions and health here, but never hurts for more supplies

Levels Explored:  1-6, Exp 1-O, Exp 2-B

 

Part 11:  Picking up more items, including a few more useful ones to add to the collection.

Levels Explored:  Exp 2-L, 2-N, 1-8

 

Part 12:  Taking a little detour to explore a whole new world, picking up more items along the way, though most of it not that useful

Levels Explored:  none

 

Part 13:  Not too many regular levels left to go through.

Levels Explored:  2-D, 2-S, Exp 1-I

 

Part 14:  Finishing off the preliminary levels on the regular overworld.  Can consider level 9's or Parallel Overworld next.

Levels Explored:  Exp 1-Z, Exp 1-M, Exp 2-U


Edited by pixcalibur, 28 January 2017 - 02:40 PM.


#5 pixcalibur

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Posted 30 January 2017 - 10:20 PM

Link to quest creator's download page:  Quest Download

 

Playlist for this LP:  Randomizer Outlands

 

 

Part 15:  Probably better to go to the parallel world levels for more items given basic levels are just freebies.  Same map, but different routes through the levels.  I only scout Ex 1-8 just to get the item behind ice out of the way.

Levels Explored:  EX 1-8, EX Exp 2-E

 

Part 16:  More levels on the parallel side.  

Levels Explored:  EX 1-2, EX Exp 2-L, EX 1-3

 

Part 17:  Spending all the extra money on more keys.  Picking up more base items that aren't going to get much utility at this point.

Levels Explored:  EX Exp 2-A, EX 1-1, EX Exp 1-R

 

Part 18:  You can see why you want to have some equipment before going into parallel world levels.  Enemy layouts are at least 3-4 scales higher than the original level version.  Magic key doesn't do much, on this side at least.

Levels Explored:  EX Exp 2-X, EX Exp 1-A, EX 2-O

 

Part 19:  Barely can keep up with the free money coming in.  May as well buy more keys, even though I have enough keys already.

Levels Explored:  EX 2-L, EX 2-U

 

Part 20:  Picking up the crown is nice, as it's a setup for an item I'm still waiting for.  L5 candle is a bit glitchy, as it can't melt ice.  Pretty sure it got fixed in an update, as I did this run on an older version of the quest.

Levels Explored:  EX 2-T, EX Exp 1-N, EX 1-4

 

Part 21:  More short levels to plow through.

Levels Explored:  EX Exp 1-D, EX 2-A, EX Exp 2-C


Edited by pixcalibur, 13 February 2017 - 09:38 PM.


#6 HeroOfFire

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Posted 31 January 2017 - 08:20 PM

Now that you've revealed the secret second half of the quest, I think I can now describe a few things without and real spoilers.

 

Outlands is a well know hack of the Original Zelda, but aside from some gameplay videos I had little information about the hack when a randomizer for it was suggested. Then I got linked to a bunch of detailed maps from a speed run guide, and from there I had what I needed.

 

A lot of design choices are inspired by the original hack. As the hack used different graphics, I used the then new Koten tileset for a new feel. Many Outlands dungeons seem to be split into 2 parts - the part you can do when you find it, and the rest you return to later with the Ladder. Many of the new dungeons I added follow this design. Key items are placed with slightly different logic this time, it is possible you need to track down one key item in order to reach another, with the ladder being the obvious roadblock.

 

As I recreated the screens, I did notice a few things. The original hack did not change where the whistle warps go, and the maze paths are on the same screens. Even the secret passage to the top right corner is still there, but now as bushes instead of a cliff. On the other hand, the hack also did some things I still don't understand. In some dungeons, a room will act as if you had played the whistle, change palette, and have stairs appear automatically. In the quest, these rooms instead have stairs appear when you play the whistle, and off colored tiles are used to mark these rooms in most dungeons except a few of the later ones.

 

Despite the quest being split into 2 parts, all the key items will appear in the first half, even if they are only required for the second half, such as the Hammer, Hookshot, or Wand. One item that will not appear in the first half is the last Ocarina. This Ocarina uses the same destinations of the Blue One, but in the Parallel Outlands. Whistle warps are only tied to the first 8 fairies you collect. The barriers in the Level 9s do not care where you got the fairies, only that you have enough.

 

Only the Tan Like Likes eat bait. Red ones drain life, Green drain magic.

 

I'm pretty sure I fixed the bug with Ice Blocks not melting to custom weapons.

 

I learned from my mistake from Randomizer BS. The final boss at the end of Normal Outlands is balanced around Blue Tunic and some form of Magic Sword damage, which you will have without needing to go into the Parallel Outlands. The Parallel Outlands Dungeons are about 4 to 5 levels harder than the regular versions, but the difficulty curve is much wider than it was in BS.

 

One thing you have not seen yet, but I might as well bring up is the boss of the Level 9s is Thunderbird, like the original hack. While it acts very different than Ganon, I do make a reference to how Thunder was required to damage it in Zelda 2 and the original hack by making it take less damage from attacks until hit by an upgraded arrow.

 

Unlike previous randomizers, the crossbows have their damage based on the best arrow you have, plus a small bonus. The special swords also work this way, as the Sword Beams scale to the best normal sword you have. This is also why the main swords have weaker sword beams - you eventually choose between better Melee damage or Ranged damage with Sword Beams.



#7 pixcalibur

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Posted 13 February 2017 - 09:47 PM

Link to quest creator's download page:  Quest Download

 

Playlist for this LP:  Randomizer Outlands

 
 
Part 22:  Finally getting the specific sword I was looking for for a while.  And given I have all the setup items already (gold sword, crown), this sword will be a beast now.
Levels Explored:  EX 1-5, EX Exp 2-I, EX Exp 1-O
 
Part 23:  More cleanup work.  Didn't take long to catch up on that life arrow weapon thing that won't get much mileage at this point.
Levels Explored:  EX 2-N, EX 1-7, EX 1-6
 
Part 24:  Almost done with the preliminary levels
Levels Explored:  EX 2-S, EX 1-8, EX 1-Z
 
Part 25:  Just cleaning up more levels
Levels Explored:  EX Exp 1-M, EX 2-D, EX Exp 2-U
 
Part 26:  Finishing up the preliminary levels so that I can pick up one nifty item.
Levels Explored:  EX Exp 2-B, EX Exp 1-I
 
Part 27:  Time for bonus levels to unlock extra items.  One level just needs a bunch of keys, the other requires you to think illogically
Levels Explored:  Gemini Locks, You Broke It! Noooo
 
Part 28:  This is one long level just for one item.  Need to bring 9 meats to get through the place.  The reward is worth it at least
Levels Explored:  BOGUS Lv 7 True Tree

Edited by pixcalibur, 26 February 2017 - 01:36 AM.


#8 pixcalibur

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Posted 01 March 2017 - 10:06 PM

Link to quest creator's download page:  Quest Download

 

Playlist for this LP:  Randomizer Outlands

 
 
Part 29:  Boss gauntlet time.
Levels Explored:  Battle Tower
 
Part 30:  Rather hidden desert area with only one real landmark to explore.  Fairly linear level.
Levels Explored:  Digdogger Isn't Dumb
 
Part 31:  The 9x8 map grid can make things a bit confusing at first
Levels Explored:  1-9
 
Part 32:  Next level 9 with overused level music, lol.
Levels Explored:  2-C
 
Part 33:  This map can get a bit complicated with the different Dmaps, though I think it's still one main grid.
Levels Explored:  Exp 1-E
 
Part 34:  Finishing off the regular level 9's
Levels Explored:  Exp 2-R
 
Part 35:  Same map as the regular 1-9, but different route.  Overall more linear in exchange for higher enemy difficulty.
Levels Explored:  EX 1-9

Edited by pixcalibur, 10 March 2017 - 12:03 AM.


#9 pixcalibur

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Posted 19 March 2017 - 02:01 PM

Last 8 parts to come up on schedule.  Hopefully you enjoyed this LP!

 

Link to quest creator's download page:  Quest Download

 

Playlist for this LP:  Randomizer Outlands

 
 
Part 36:  Another gauntlet of enemies to go through.
Levels Explored:  EX 2-C
 
Part 37:  More portals in this level to get to the different sections of the level.
Levels Explored:  EX Exp 1-E
 
Part 38:  Finishing off the last level 9
Levels Explored:  EX Exp 2-R
 
Part 39:  Time to start the letters.  We'll go through all of them for completeness
Levels Explored:  O and U
 
Part 40:  Next couple of short letters.  Can grab another bonus item after you get enough maps
Levels Explored:  T and L
 
Part 41:  More letters to go through
Levels Explored:  A and N
 
Part 42:  Last couple letters
Levels Explored:  D and S
 
Part 43:  A couple bonus bosses to fight to get the last bonus item and the expected money prize.  Then time to take out Ganon
Levels Explored:  Secret Shrine, Ganon's Lair

Edited by pixcalibur, 19 March 2017 - 02:02 PM.


#10 HeroOfFire

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Posted 01 April 2017 - 01:25 PM

So now that you've finished, a few things to note.

 

First, there was a 1.1 update in early 2016 that fixed the Ice not melting to custom fire bug, and also added rooms with a general checklist function to see what dungeons you obtained all the items from. Nothing else was changed, but that explains why you were still encountering that specific bug I knew I fixed.

 

Some of the levels have odd shapes, like a series of "islands". This is because the original Outlands hack had 6 dungeons fit into a single 16 x 8 area, and the other 3 fit into another 16 x 8 area. It did this for both of its quests. I remained consistent and did the same with the two dungeon sets I added. You may have also noticed that in the "improved" designed of the EX dungeons, dungeons spit into these islands had stairs set up in a way to act as if the dungeon had multiple floors.

 

Also, Level 9s were designed to have the player find a number of keys to reach the Magic Key. Every Level 9 is designed this way, sometimes with a hint where you are expected to have the Magic Key. It does mean if you don't have spare keys you may be forced to leave and find the Magic Key elsewhere.

 

Also, having a Magic Key just means you no longer spend keys to open doors. Any keys you collect in the first half with the first Magic Key still count, so it is possible to start the Parallel Outlands with some extra keys even if you bought none.

 

Expanded 1 Level E is based on the side of a die. Taking the stairs in the normal version, or the random warps in the EX version, cause the level to "roll" a new side. What makes the level interesting is it is the only Level 9 where you should not go to an off-map room. And the level is a single map of 60 rooms in an 8 x 8 area, all that changes is what rooms the map shows.

 

The bonus levels are based on jokes and references. True Tree is obviously poking fun at one of the most hated levels from earlier randomizers, and the boss is inspired by a very old video about the power of scripting. Gemini Locks is a reference to multiple DarkFlameWolf quests, and the intended prize is basically the Awesome Arrows from Lost Isle. GrainsOfSand is a reference to Grain from Valami, a CastChaos quest. The dungeon prize is a nod to a dungeon found in that quest's desert, which was the Power Glove at the end of a music themed level. You Broke It pokes fun at many block pushing bugs found in my quests. And yes, the Battle Tower has you fight the bosses in a random order each time, like the Arena from so many Kirby games. Two bosses in the tower were the True Final bosses from an early beta, when they were just heavily edited enemies.

 

The Ganon fight was based on a Zelda 1 hack that came out around that time. Obviously you are intended to fight it before finding the Parallel Tower.

 

Although it isn't really stated, this is sort of a prequel to Randomizer BS, as the True Final Boss in that is what the True Final Boss is this became.

 

The lack of Compasses in many levels has a story reason. The compass is meant to point out where a Tetrarch Fairy could be, and obviously they do not appear in Level 9s or Bonus Dungeons.

 

The Hilda fight does scale in HP based on your tunic, since she shares Link's Tunic color.

 

The special sword beams and crossbow arrows scale in damage based on the normal sword and arrows you have.

 

And finally, the entire Parallel Outlands content was based on how some liked the slightly less NES designs of the Distant Overworld content from Randomizer BS. It also led to a discussion and the eventual development of Randomizer Alpha, with the plan of a Randomizer Omega, where Alpha is like the NES designs of the first half of Outlands, and Omega will be like the unique designs of the second half of Outlands.


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