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IDK how dungeons work


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#1 Bokoblin

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Posted 28 February 2023 - 10:22 PM

I posted this in general but I realized this might be a better place for it.

 

A large part of TLOZ Expanded will be in dungeons. I will make some modifications to the original map (and I have by adding world bosses and blin camps), but most of the new content will be in dungeons or areas considered "dungeons" by the game.

 

First off, I need to modify the insides of existing dungeons. The changes to the dungeons will be small, though. Like making Stalfos stronger and thus making them less numerous, while introducing Green Bokoblins to fulfill the role the Stalfos originally did.

 

But, since the overworld of Hyrule is too small for me to create new areas while also keeping existing ones, I need to make new "dungeons" that function as extensions to the overworld. I am planning on making mini-areas such as the Hebra Peaks, a snowy region in the northwest, as well as the Faron Grove, a jungle in the south.

 

I am also planning on making an underground world where there is a city entirely populated by fluffy Darknuts, where it is revealed that the ones we fight are a radical group devoted to Ganon called the Pack of Mukade. The rest are just floofs that chill underground and fight amongst themselves.

 

You also get to buy the Hookshot here.

 

The underground is also filled to the brim with ReDeads, bug-like monsters that live in hives below the surface and love shiny things. They also eat corpses. Fun, aren't they?

 

 

But I'm having difficulties making all this possible. I can create the DMap, sure, but I can't make the area. How exactly do they work? How do I get inside the dungeons to modify the rooms? I can't scroll outside the map where the dungeons would normally be. Is a DMap more of a flag, like something you place on a room to say, "Hey, this is a dungeon."?

 

How do I make new areas like this? Can I create new rooms? How do y'all do it?

 


#2 Russ

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Posted 28 February 2023 - 10:37 PM

I posted this in general but I realized this might be a better place for it.

In the future, the mods are happy to move posts to a more appropriate forum for you. I went ahead and hid the old one.

Let's talk DMaps, since that's the key to it at all. You asked if DMaps are a flag, and they are... sort of. Think of a DMap as like... a set of rules. When you're on a given DMap, the engine will draw everything in a particular palette. It will play a particular song. It follows particular rules and displays a particular minimap. A map is a collection of screens, and a DMap is the rules the engine follows while on a given map. You can have more than one DMap per map, as you can see if you open the 1st quest and look at all the dungeons that are crammed into one map. Each DMap is tied to one particular map though.

In your particular example, scrolling off the map would be accomplished with a side warp, which you can bring up by pressing F11 or going to Screen->Side Warps. Specifically, you'll use the warp type "scrolling warp", which is just a regular screen scroll animation, but leading to a different screen than the adjacent one. You'll want to create a new map, then make a new DMap to go with the map. Then, you set up a side warp on each screen to connect the two. The player won't notice anything is amiss, as they walk off one screen and on to the next, even though behind the scenes, they've left one map (and DMap) and entered another.

In general, I'd highly recommend Nick and LinkTheMaster's ZC Tutorial. It's slightly out of date, but goes over all the basics of setting up a Zelda 1 style quest (which seems to be exactly what you're looking for). In particular, this page goes over some basics of setting up DMaps.
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#3 Bokoblin

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Posted 01 March 2023 - 01:15 PM

IDK how to tile warp between two maps though, theres no prompt to do that.



#4 Emily

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Posted 01 March 2023 - 03:47 PM

IDK how to tile warp between two maps though, theres no prompt to do that.

...Screen->Tile Warps is literally a prompt for that, which allows setting the warps from a screen. To warp with a tile warp, you must touch a warp tile, such as a "Stairs [A]" combo (for the tile warp A).

 

Side warps allow setting a warp to activate when you scroll off the edge of a screen. Additionally, you can set a side warp to a "Cancel Warp" to prevent scrolling in that direction.



#5 Bokoblin

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Posted 01 March 2023 - 11:56 PM

bros imma need a step by step walkthrough of how tf do i set up a working side warp/tile warp bc my dumb ass ain't getting it.

 

i need to know how to set up a warp between two maps, as well as cave warps and other stuff.

 

i don't know how to set it up, does a door count as a warp because there's a big ass green door to faron and i want to keep that door there.

 

does the other side need to have a dmap if you're warping between maps?

 

i've noticed big blue squares on the map, what do they do? are they tile warps?

 

i want to warp to a specific screen in faron, can I do that?

 

thanks,

boko




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