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Initial Spawn Point


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#1 Steveman

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Posted 29 October 2012 - 08:08 PM

Using 2.5RC3 with "Zelda 3" rules
Stock tileset
Overworld Dmap, haven't done anything more with it than that. (Dunno what to do since I can't find an instruction manual for 2.5)
Dmap number is 0, but thats the intent, since its an overworld problem.

How do I set Link's initial spawn point? I try using the green warp button and it tells me that option is obsolete now. So, please, what do I do?

#2 Russ

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Posted 29 October 2012 - 08:37 PM

You use the blue warp A instead. Basically, that warp does it's own job and the green warp's job now. The green one's obsolete; it's only there so old quests that used it still work.

#3 Steveman

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Posted 30 October 2012 - 12:47 AM

And how do I go about doing that?

I can't find a "getting started" type tutorial for 2.5 anywhere. If there is a starter guide you could point me to that covers the basics like this I would be incredibly grateful.

#4 MoscowModder

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Posted 30 October 2012 - 12:55 AM

You know where the green tile is? The blue A tile should be in the row right below it.

You can also set what DMap Link starts in in Quest -> Init Data, and set the screen Link starts in in Quest -> DMaps -> {Starting DMap}.

#5 Steveman

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Posted 30 October 2012 - 12:56 AM

Oh god. I do feel like an idiot now. Thank you very much.

#6 MoscowModder

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Posted 30 October 2012 - 01:13 AM

That's fine, ZQ can be very intimidating to new users and it has a steep learning curve.

Speaking of which, a belated welcome to PureZC! Enjoy posting and whatnot.

#7 Thomas G. House

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Posted 30 October 2012 - 06:10 AM

Here's a tutorial:(It's unfinished, but helpful.)
http://zcguides.cele...ials/main/start

#8 kurt91

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Posted 01 November 2012 - 02:10 AM

I've been wanting to ask, why does it work that way? What is it about this method that's so superior that using the green one is obsolete? I still use the green one just because it seems easier. Is this going to hurt my quests in any way?

#9 MoscowModder

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Posted 01 November 2012 - 10:02 AM

It's just that the green one is redundant. There's nothing it can do now that the blue returns can't. Just place the "A" return point wherever you'd place the green one, and it doesn't matter if you place both.

I'm not sure, but I think if you enabled the quest rule to use the warp returns (blue) instead of the entrance (green), it will completely ignore the entrance and put you on the "A" warp point instead.


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