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Balance of Nature

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Balance of Nature LP- by MeleeWizard


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#1 ywkls

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Posted 08 September 2019 - 02:29 PM

Balance of Nature LP- Part 1
 
After a long wait, this requested playthrough has begun.
 
A little background on this quest.
The initial idea behind this was to revisit areas seen in only a handful of games, in a unique story.
More specifically; Holodrum, Labrynna and Termina.
However, I soon realized that cramming all of these areas into one quest would be nearly impossible.
This gave rise to a new concept: a series of quests centered around one storyline.
This is the first in that series.
 
There are quite a few scripted features that this quest shows off.
For example, those block puzzles that make sounds and stay solved were my invention.
(Mostly because I couldn't get scripts that were supposed to do that to work)
Although none of my original enemies have shown up yet, the Armos was made by Saffith.
 
In case you were wondering, the Gasha Seed and Animal Flute are part of a trading sequence.
It will be a while before you get to the next part of it, though.
 
The owl not giving you a reward until after speaking to him again was just how that was set up.
There are other npc's with rewards for 5, 10, 15, 20 and 25 Crystalline Flames.
 
If you pursue the trading sequence and Crystalline Flame rewards, you will get access to a secret final boss and ending. Not sure if you want to try, though.
 
Finally, getting the tunic early is part of the way I deliberately designed this to be easy.
I was tired of quests where you had to wander half the world to find a sword or the 1st dungeon.
I put the boss there to discourage a player from going too early, but where if they were capable enough; it was available right away.
 
Looking forward to the rest of the adventure!


Edited by ywkls, 19 January 2020 - 01:33 AM.


#2 ywkls

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Posted 11 September 2019 - 12:23 AM

Part 2
 

So, as Melee Wizard has guessed; every dungeon map is shaped like the item you get inside.

The designs get crazier as the quest goes on.

Also, the gimmick of level 3; the over-under map- was used in the vast majority of the dungeons.

So expect to see it a lot more.

 

The boss for level 4 is the first scripted boss I currently have in this quest, though I've been thinking about making all of them that way.

I just haven't quite finalized what I want to use and where.

 

Also, it isn't obvious; but the ladder in this quest is completely scripted.

I did this because of issues with the built-in ladder getting stuck on water and things.

 

Looking forward to the next part!



#3 ywkls

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Posted 12 September 2019 - 02:58 PM

Part 3
 

 

My original design of level 5 had a glaring flaw which got some players softlocked.

All of the LTTP style enemies inside (Pengator, Zazak) were scripts I wrote for this quest.

While a digdogger may seem inevitable for a dungeon where you get the Ocarina, I actually plan a Giant  Pols Voice as a replacement.

 

The timing of the acquisition of the 10th crystalline flame to the reward isn't coincidental.

I tried to be generous in this quest, dishing out new stuff fairly often.

If you're wondering about the many chests with bombs and arrows in them; it's due to the lack of an easy to reach ammo shop.

 

The Revival Potion is also scripted and is a one-time full heal. You can always buy more, though.



#4 ywkls

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Posted 15 September 2019 - 12:24 AM

Part 4
 

Two more dungeons down, many secrets found!

 

The odd locations of things aren't exactly intentional.

I designed things in a very haphazard fashion without thinking it through in this quest.

That's also why the world wrapping around is a thing.

 

The huge gap in sword upgrades will soon be rectified, by more swords than you'll ever need.

Also, early tunic due to no more of them until nearly the end of the quest.

 

I'm glad to see the warp zone coming in handy. It was a widely requested feature.

I will probably update the quest so that one wall in Dim Grotto isn't unmarked.

 

I originally intended more Crystalline Flames but ran out of places to put them.

The reason the dungeon count was so high was the desire to include nearly every standard item but have only one reward per dungeon,.

Of course, I break that rule a few times but it's the thought that counts.



#5 ywkls

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Posted 17 September 2019 - 12:21 AM

Part 5

 

I kind of had to stretch the imagination to get the items to fit the map here.

The boss of the Midnight Manor is another scripted boss, which I call the Darknut Prince.

Cheesing it as you did was intentional.

Also, the Gleeok in level 10 is the last normal ZC boss in the quest.

 

I sort of added the 4 stones for the seasons at the last minute.

I designed them to resemble both the 4 seasons symbols and in some cases, the spiritual stones from OOT.

They don't actually do anything, though; which is why I blocked off passage until you collect them.

 

I chose to name some areas based on famous OOT characters to imply a connection between the two.

Level 10 is the first of 3 such areas.

I should also note that except for level 12, every other dungeon in this quest will have multiple floors.



#6 ywkls

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Posted 19 September 2019 - 12:46 AM

Part 6
 

I really like how well the design for level 11 turned out.

I've tried to copy that design where you go inside and outside the dungeon elsewhere, without success.

The boss is intended to be Phantom Ganon (from Wind Waker).

 

Level 12 is stupidly long. And having the raft work underwater is kind of silly.

Arrghus turned out really well. Special thanks to Lejes for figuring out how to do that figure 8 movement.

Things are only going to be longer and harder from here on out.



#7 ywkls

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Posted 21 September 2019 - 12:23 AM

Part 7

 

The tiles that make up the walls in Saria's Shrine are all custom.

They're supposed to resemble a reddish wood.

The Giant Trap boss was added to the revised version of the quest.

If you run out of Super Bombs during the fight, more will drop from the ceiling.

 

I don't know how many other players didn't figure out where level 14 was, but I'm glad you did!

I'm not sure why you weren't getting hurt by the boss' attacks. I will have to investigate.

Getting the Shadow Hag to appear when the lens was used took some doing, but I pulled it off.

 

I have to wonder now if you will get the secret ending for obtaining the reward for getting all 25 Crystalline Flames and the trading sequence.



#8 ywkls

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Posted 22 September 2019 - 02:23 PM

Part 8

 

Just so you know, Agahnim is the worst script in this quest in my opinion.

Almost done with the Crystalline Flame gathering.

Hopefully, the last items in the trading sequence will reveal themselves shortly.,

 

I'm also surprised that the two dungeons a video trend has lasted until now; especially since every one after 12 is two floors long.

Also, is it obvious I find bait to be the most useless item ever?  :bounce:

 

Recognize the outside of Din's Sanctuary? It is where the title screen originates.

Says something about its importance in the overall scheme of things...



#9 ywkls

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Posted 25 September 2019 - 12:38 AM

Part 9
 

So much ground to cover and so little time...

 

The reward for the trading sequence is basically a Whimsical Ring with a 100 percent chance for a critical hit.

If this OP? Sure, but for a fairly specific reason which may be revealed in a later video. If not, I will share it when the quest is done.

This item is one of two required for a secret ending.

 

Looking back now, there are a few tiles in Ruto's Palace I need to change (and I now know how to).

Both it and Din's Sanctuary have a few unnecessary detours and backtracks which I've tried to fix as time goes on.

The main culprit is the bait which used to require going through basically the entire dungeon a second time to get.

Can you tell I never really use it for anything?

 

The boss is based on Hothead.

Credit goes to Orithan for the Ice Lynels in level 16.

 

The spinning Darknut in level 17 was made by Lejes.

The main reason all of the warps between floors in level 17 reset each time is because they're direct warps.

Thus, they reset to keep you from ending up in an infinite warp loop.


Edited by ywkls, 19 January 2020 - 02:18 AM.


#10 ywkls

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Posted 26 September 2019 - 02:04 PM

Part 10

 

Facade is the most annoying boss I've made and unintentionally so.,

When he was originally released, there was a chance to get yourself stuck in an infinite "falling down a hole" loop.

That was fixed by making the spot right in front of the door you enter at the start of the fight unable to have a hole spawn there.

 

The Temple of Seasons.

What can I say except that it was both more and less complex than intended?

Also, it is possible to both softlock and skip ahead if you use the keys obtained on floor 2 to head down the intended path to the Roc's Feather.

 

The sword of Crystalline Flame obtained!

This is the second item which unlocked the game's secret ending.

In addition to piercing beams, it has very high attack power.

How high? Try practically one-shotting everything but the final secret boss if you use it.



#11 ywkls

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Posted 29 September 2019 - 12:32 AM

Part 11

 

The end is in sight!

 

So, honestly; 90 percent of that sideview section was originailly skippable.

That switch at the end is what makes it required, removing the barrier to the last part of the level.

Also, the map is oddly deceptive, showing a room that doesn't exist.

 

Kholdstare used to have problems where he simply wouldn't die.

I had to personally rewrite someone else's script to fix him.

 

That last heart piece is accessed with an item from Onox's Lair.

There were a lot of things which got added in there.

Also, a ton of mostly empty and pointless rooms.

 

I really like making those path puzzles myself.

So, there are definitely a few more in store.

 

I enjoyed the Pegasus Fruit so much, I added it into the sequel at an earlier point.

I do wish those dash blocks looked better.



#12 ywkls

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Posted 01 October 2019 - 12:32 AM

Part 12- Final

 

And it's over. So a little commentary on the final area and ending.

 

First, yes; I did run out of ideas for stuff to put in Onox's Castle.

Squeezing those 2 strength upgrades in there was a bit forced.

Ironically, the only places you use it is to advance to the 3rd floor and get that last heart piece.

 

That last minute donation is exactly 999 rupees.

The purpose is to make it easy to get that last quiver upgrade.

You don't need it, but it is one of the two things which make that last optional battle easier.

 

You are definitely intended to have the best tunic, sword upgrade and the Hero's Might for that last fight.

In fact, without the last two of those; the game ends with the first Onox battle.

The extra scenes where Holodrum is restored don't occur.

Instead, you return directly to Hyrule.

 

As for the sequel, expect more of those path puzzles.

Also lots more scripted bosses, unique puzzles and items.

And a ton of secrets. See you there!


Edited by ywkls, 19 January 2020 - 02:20 AM.



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