Part 13:
- Floor Numbers - Tip: If you didn't see a floor number, you haven't fully explored it! Only for floors 1-6, though; the top two do not have them in barrels.
- Basement - Yes, the other room is the one down from the kitchen with Dodongos and a Magic Container. I had to put it on a different DMap, though; I didn't have any in the right spot on that map.
- Little Corner (4th Floor) - Yeah. As I said before, I made this dungeon all on paper to begin with. Because of the floor progression and calculations for its size, I couldn't fit more in this room.
- Ringleader - In certain rooms, some have enemies that are all the same except for one that is different (e.g. color, size, etc.). Kill that one and see what happens!
- Big Island Sewerways:
- Entrance - Pixcalibur, you missed the map! Head through the wall to the right of the entrance screen to find it.
- Gohma Block - Yeah, it was originally a regular lock block. I think I turned it into a boss lock block because you could use a key from elsewhere; then I realized there was no purpose to the enemies in the next room. Sooooooo, I changed it to a secret trigger and made the boss key the item from the enemies in the next room.
- Floor Traps - D'oh! Leave it to pixcalibur to find and exploit flaws in my quest design! I'll have this fixed in the ZC 2.50 version; I can't spawn stationary traps.
- Returning to Level 8: Pixcalibur, you already hit the permanent step triggers. You didn't need to enter from the side entrance any more! You could've gone straight ahead through the front entrance! ... Of course, you might be used to how it was before I figured out how to make them permanent with Interior DMap type and side warps. It was a bit annoying; I'm glad I was able to fix that. I just wasn't able to fix the other rooms because of the lock block doors...
Well, I'm making progress! Hopefully I'll be able to review more soon.
Edit:
I suddenly found some more time! Here we go:
Part 14:
- Boss Key - The earlier you get it, the easier it is to navigate certain rooms/floors! I think that only those who don't know where it is would miss it by this point and hafta' go around.
- Secret Bombable Wall - Yep, it doesn't have the usual markers, but you should notice that one of the walls in this room has cracked tiles in front of it. It only opens a shortcut, though; nothing big.
- Rupee Item Missed - Not that it matters much, but this room on the 6th floor has a rupee item that you didn't get. To get to it, you slashed a barrel toward the bottom of the above room; if you had went past it and south, you could've bombed the cracked block on this screen to get rupees (20, if I remember correctly; I can't check when I'm at school...). I put another bombable cracked block in a different room on this floor, but it didn't block anything, so I guess the hint is easily missable.
- Room's Limitations - I can almost guarantee that those limitations won't be in the ZC 2.50 version of the quest!
- Conveyor Belt Floors - The rooms with these were designed without knowing you could walk completely against moving floors... I wanted you to have to choose the right conveyor path to get through, but, of course you can blow right by it. Not sure what to do about that...
Yeah, someone mentioned to me that my level 8 was comparable to levels in Lost Isle! (And yes, I've played Lost Isle, though I haven't gotten much further than post-level 2, so I know what they're talking about.) Compared to the previous levels, this is the loooongest of them all, maybe as long as them all combined! But, such naturally followed from my calculations and the fact that lighthouses can be pretty darn tall.
Can't wait to see more! Looks like my Ice Cavern's coming up next.
Edit2:
Part 15:
- Icy Water - Yeah, to make these, I had to leave the adjacent side walkable just so they'd damage you. ... I don't know why damage floors ignore rings, though...
- Magic Octorok - I didn't want to make the room too hard, so I purposefully placed the Magic Octorok in a tight squeeze so you can easily beat it.
- Keys - I was very careful with my key placement in this place. People can easily miss that second key. Make sure you defeat all the enemies when you come to a dead end.
- Gohma Room - I purposefully designed the room so that you have limited space to move. That's part of the challenge! I didn't want it to be too easy. (Besides, dodging in between is all I knew how to do when battling Gohma 3's.)
- Hidden Picture - Notice the changes in the floor in this room? It should look like a familiar symbol used in dungeon maps. If you don't get it, think about what's in the next room.
My luck had to end some time. To be continued (at 12:18)...
Edit3: (Part 15, cont.)
- Map - The original design of the cave is for you to go left at the crossroads and get the map first (or after going right to get the key) and, after getting the wand and (later) the mirror shield, backtrack to get the heart piece. But... that's mainly if you get the wand early. Either way, pixcalibur is efficient in how he chooses where to go!
- Compass - Ditto for the compass as well. You can easily find it well before getting to the boss.
- Using Super Bomb on Serpento Island - That secret is what the guy in the first house in Seafarer Island was talking about! But yeah, it's to be entered quite a bit later.
- Burntree Island - That's what I called the island where you (duh) burn the tree and find that secret. It's not that obvious, but the cave is called "Burntree Fairy Pond" hinting at that name.
- Fairy of Magic - If you look closely at her, you might notice that this is a fatter version of fairy than the regular Classic fairy. After you free her and come back again, she'll be waiting there for you just like in a regular fairy pond.
- Daniel Jardinage = Spaceman Dan on PureZC. He's the one who chose the in-game name. (If you search for "cameo characters" in the Quest Design Help forum, you'll see my thread where I offered people to request cameo characters and choose what they want their in-game name to be. Just in case you didn't already know. )
- Schala - Have you played Chrono Cross and wondered what happened to Schala afterwards? Now you know! (According to me, though; I haven't seen any official Chrono Trigger game that tells what happens after that.)
- After Getting Din's Fire - After getting Din's Fire, go talk to Schala and Dan again. They will say something different. Also, that 20-rupee item behind the bookshelf is back again, allowing you to get a total of 40 rupees here (that is, if you get the one pixcalibur got before talking to Schala the first time).
Okay, that's enough for now. I'll post a different post for the next one, when I get to it.
Edited by Lightwulf, 23 September 2015 - 06:25 PM.