Anyway, the plans are as follows with tentative improvements to each:
Level 3 - The original had a flaw with key placement and you could "steal" a key from level 3 for use in level 4. The key was used to open a hint room. However, that lock will be removed and with all keys in this quest being either Boss Keys or Level Specific Keys, that wouldn't matter as much. Another issue I'd like to address is how depressingly boring the level is. It's just another enemy gauntlet after all. Perhaps adding a Boss Key shortcut near the start?
Overworld to Level 4 - Oh dear God. THIS was the epic failure of the original Adam's Quest. It was basically a 10-12 screen long raft ride to the mountain, which was basically just one gigantic flat rock. The outside parameter was literally just me copying and pasting the exact same screen over and over again with the EXACT same 4 Blue Goriya + Zora formation. How boring! After that, you'd bomb a fairly obvious spot, climb up the "mountain" for hours, then just have a boring trek down to level 4. This time around, I plan to have a bit of a junction cave and separate the icy mountain overworld section from the rest of the overworld (at least until the Flippers come into play). Hopefully that will make the mountain much more interesting.
Post Level 4 Dungeon - Plain linearity? Check. Too many bosses? Check. Full of boring near empty rooms? Check. Basically, this is one of those mandatory mini-dungeons where you have to get the item in order to get more than a few rooms into level 5. However, a better idea I've come up with is to make the item required to get into level 5, rather than have you go in and be like "Oh crap, I don't have [insert item here]."
Level 5 - My friend found a very fatal flaw with level 5; ti's possible to steal 2 keys out of this due to bad design. Again, using level-specific keys, it's not as major of a deal, but bad design is bad design. I also am wondering if one can get perma-stuck in the original. Regardless, level 5 would remove a bulk of the bosses. In the original, there was a Manhandla, three Digdoggers, a BS Patra (that you could get cheap shot by if you go the wrong way no less), a pair of Aquamenti, a Gleeok and Moldroms on top of the boss which was a Manhandla 2 with a pair of its lesser breathen for backup. Trust me, the later dungeons had even MORE boss spam. Luckily, that's where 2.50 comes into play; I have more enemies to pick from and can tweak others to be more fair for level 5.
From this point on, I'd like to make some polls and get feedback from YOU. Since I don't seem to be able to make polls within quest projects, I'll just have to rely on posts and the quality of one's arguments for/against the items in the questions. If the opinions are 50/50 or I get no feedback at all on certain questions, my own personal judgment will be used.
Question 1 - Should I make an effort to make the overworld less flat and boring looking?
Question 2 - When should I add the Slash ability into the quest, if ever? Please note that you will not start with it; DO NOT SUGGEST that I start the player with it. Give me a rough level span (i.e: around level 4 to level 5).
Question 3 - How many bosses would you consider to be "too many" for a dungeon? I am asking this mostly because the original's biggest flaw was spamming the hell out of them.
Question 4 - Should I keep Trap damage nerfed from 1 heart base damage to 1/2 heart base damage?
Question 5 - In the original, you had to clear out an item cave filled with Blue Wizzrobes for the Magical Sword. Should I keep it the way it is, or make a small mini-dungeon to fight through to get the Magical Sword instead?
Question 6 - Should I keep the classic Rupee exploit in the quest? See spoiler for details.
Thank you for your feedback and time,
RedmageAdam