[CLAIM]
1 screen massacre
#796
Posted 02 March 2019 - 10:14 PM
- Deedee likes this
#797
Posted 04 March 2019 - 12:28 AM
Map 58, Screen 34.
A new type of puzzle has been introduced. The solution is not meant to be clear here - the hint or solution to this is to be placed somewhere much later in this dungeon.
Additions/Changes:
- Added the Bomb Drawing Puzzle Script. This lets you create puzzles like the one on this screen. You have to bomb specific tiles and no others in order to trigger secrets. The full usage instructions can be seen in the script file.
- Added magical dust cloud combos. These are dust clouds which use the Hookshot Only combo type and are placed on layers above 2. They immobilize Link if he attempts to jump or fly through them. Layers 3 and 4 are in range of Link's Launch Feather height, which I recommend to place them. For variety in visuals, there are two blank combos nearby which cycle into their own versions of the animation.
- Updated a few screens in Arid Cavern to include them, stopping Link from breaking them with the Launch Feather.
- Deedee likes this
#798
Posted 05 March 2019 - 07:28 AM
{Claim}
#799
Posted 05 March 2019 - 08:17 AM
Just a little miniboss room. Which you can get to much earlier than you can fight the miniboss.
Both entries get you a small key.
https://www.mediafir...58-s02.qst/file
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#800
Posted 07 March 2019 - 08:16 PM
This screen gives this dungeon a whole new approach. You actually walk inside the boss room at the very beginning on the dungeon, and the triforce (or what ever this quest uses as a triforce) room located below.
Wait!?!? There are six different Zeldas in here.
Ok, lets get the boss key and free the Zeldas. Oh snap, they are all werewolves and this was one big trap.
After killing the werewolves a heat container will drop. Walk to the bottom door after the enemies are defeated and it will open. This is the boss to Level 5 Monstro Carnival Cave.
https://www.dropbox....51-s43.qst?dl=0
Edited by Yloh, 08 March 2019 - 02:05 AM.
- TheRock and Lüt like this
#801
Posted 08 March 2019 - 03:49 AM
[CLAIM]
#803
Posted 10 March 2019 - 12:52 PM
Here is a puzzle screen for Level 6 Horizon Factory. In involves push blocks, switches that flip blocks up and down, and enemies to keep you distracted. I slightly changed the laser sentry large as it only does attack 31 instead of 16 and 31. Look at the Newbie Boss script in the data base for more info. It is possible to complete this puzzle without taking damage.
https://www.dropbox....30-s33.qst?dl=0
Edited by Yloh, 10 March 2019 - 03:56 PM.
- Anthus likes this
#804
Posted 12 March 2019 - 05:17 PM
[CLAIM]/Done
Map 51, Screen 45
Quest file download
Updates:
- The LttP Goriya script is now in and operational, as are two basic Goryia enemies.
- The trigger on the adjacent screen is placed one combo to the left to avoid Link being able to snipe it with Arrows.
Edited by Orithan, 12 March 2019 - 10:56 PM.
- Anthus likes this
#805
Posted 14 March 2019 - 07:10 AM
[Claim]
#806
Posted 14 March 2019 - 08:17 AM
Doing the connection from Ares Lighthouse.
Just a reminder, current plans for this dungeon are:
- Go up Ares Lighthouse to get Spider Key for Arid Cave.
- Go to Arid Cave and get the Hookshot.
- Hookshot lets you access a new part of Arid Cave from Ares Lighthouse (and other parts inside the cave as well)
- Boss at the top of the tower, probably
http://www.mediafire...58-s41.qst/file
- Anthus likes this
#807
Posted 15 March 2019 - 10:00 PM
Here is some love for Misery Dungeon.
You first enter this room and it looks like it has some enemies to take care of. You may notice a button in the lower right part of the room. Maybe I should go press that after clearing this room. I wonder if it will lower that grey block in the upper middle part of the room.
Oh no. It was a trap! Those darknut statues turned into darknuts! Gotta take care of them before they finish me off. That grey block is a red herring.
Rest easy, this room does provide a key when every enemy has been eliminated.
https://www.dropbox....16-s4E.qst?dl=0
Edited by Yloh, 16 March 2019 - 12:23 AM.
- klop422 and Lüt like this
#808
Posted 19 March 2019 - 04:24 AM
[ClaiM]
#809
Posted 19 March 2019 - 05:12 AM
Just the little Tower Basement. Connects to my previous screen. Those blacks are solid and on layer 6.
EDIT: Oops. Corners are all black, but can't be bothered to reupload
http://www.mediafire...58-s5B.qst/file
Edited by klop422, 19 March 2019 - 05:13 AM.
- Lüt likes this
#810
Posted 20 March 2019 - 08:31 PM
[CLAIM]/Done
Map 51, Screen 25
Additions:
- Added a new script that causes the FFC to change between old and new combos depending on wherever he has a specific item or not (ChangeDataOnItem). D0 is for item to check, D1 is for the new combo number, D2 is for the new CSet.
- Added in another new script that stops the player from pulling the boss key until it has three items (MonstroCarnivalPedestal). D0 is for the item it gives, D1 is for the X coordinate where its hitbox begins (extends 16 pixels right from position), D2 is the Y coordinate where its hitbox begins (extends 8 pixels down from position). D3 through to D5 can be set to the ID of the items Link needs in his inventory if you require the player to have them to pull the pedestal.
Edited by Orithan, 21 March 2019 - 09:30 AM.
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