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Overworld Map Items


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#1 Reflectionist

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Posted 21 March 2018 - 06:59 PM

Hey, guys. In the interest of giving my quest more useful items and upgrades, I created minimaps for all my overworld areas based on existing tiles in ZQuest.

My overworld sections are all BS-Overworlds, and I believe I'm in 2.54.

In the DMap editor, the before and after maps are in place. I set down the map item, believing it to be like in Dungeons, where you pick it up and it changes, but nothing ever actually changed.

I know this is probably a stupid question, and pretty basic... but I'm trying to figure it out a step at a time.

#2 Deedee

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Posted 21 March 2018 - 08:17 PM

Are the overworlds different levels and higher than level 0?


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#3 Reflectionist

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Posted 21 March 2018 - 08:55 PM

Oh! No, i didn't know I was supposed to do that, thanks, man!

Okay, I'll have to make a separate map item for each overworld, yes?

L10-village
L20-earth
L30-fire
L40-water
L50-air

Will this work? I shouldn't need to have any type of subscreen graphics since it already just changes the minimap. If the minimap is useless, you don't have the map. Yeah?

Okay, I did the above, it didn't work.

Edited by Reflectionist, 21 March 2018 - 09:04 PM.


#4 Deedee

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Posted 21 March 2018 - 09:50 PM

Oh, no, you need to set the dmap level. You know, the dungeon level? You can use the regular old map for that.


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#5 Reflectionist

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Posted 21 March 2018 - 10:17 PM

Oh!! Okay.

I was making a level 10 map item, wasn't I?

Okay, so I did that, and it didn't work either. I'm feeling a bit lost.

Thank you for helping me out, Dimentio, I really appreciate it. Heh, I must sound a little dense. I'm convinced this is easier than I'm making it.

Edited by Reflectionist, 21 March 2018 - 10:22 PM.


#6 Anthus

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Posted 21 March 2018 - 10:22 PM

Yeah you only need the regular, stock map item. Just give each 'overworld' d-map its own level number that is unique to it.

The map will show maps on any d-map with the same level number, iirc.

#7 Deedee

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Posted 22 March 2018 - 09:26 AM

Alternatively, you could try using the interior dmap type. I'm fairly sure that's identical to the BS Overworld and there's no difference other than it can have maps.



#8 Anthus

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Posted 22 March 2018 - 12:10 PM

Oh, I didn't see Reflectionist's edit. Hmm, yeah if it can't work with BS overworld maps, try "interior" like Dementio said. :P

#9 Reflectionist

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Posted 22 March 2018 - 10:17 PM

Yep, i needed to have them set to interior. Does this fundamentally change how it plays? I organized my world into 4 64 screen maps, just set them to interior?

I mean, if warps can be between any DMap, it doesn't matter that much except for the minimap...?

Guys, I'm really happy with how far I've gotten on designing a custom Zelda quest, but I am ZQuest illiterate as hell.

Thank you guys for your patience. I really want to give you all a great quest. I'm studying in depth how to design for nonlinearity and linearity at the same time, using a lot of tricks from other games I love, straight up stealing and adapting big plot moments from other Zelda games. I'm proud of it.

But I have a working rock maze in ZQuest! :-P. But i made this in Tiled.

https://drive.google...ew?usp=drivesdk

Its open world, with objective based gameplay, but with minimal metroidvania elements. There's really only one big checkpoint type block--you gotta have the Master Sword before you can do earth, fire, air, or water. Other metroidvania elements are just for secrets and shortcuts. You have lots of freedom at the start, but the world design should lead you to the first three dungeons just from exploring naturally. Insofar as I can inform the player without having to straight up tell them.

(I'm actually hoping to get enough conceptualized that maybe someone with more knowledge of ZQuest will be willing to fully collaborate with me on it. Moosh is doing a great job with the scripts and helping me keep things balanced out.)

And I did get the map to work, thank you guys so much!

Edited by Reflectionist, 22 March 2018 - 10:29 PM.

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