[claim]
1 screen massacre
#721
Posted 01 October 2018 - 03:42 AM
#722
Posted 01 October 2018 - 04:27 AM
I kind of like the idea that the majority of the dungeon is one big hole, but it's got a bunch of actual rooms in it as well.
Speaking of which, I love the fact that levels 1-4 are variations on the standard Z1 dungeon aesthetic, and then levels 5-8 really aren't.
In other news, there was an undefined layer for each of the last two maps that were in use, and there were two empty maps at the end. Fixed that in this file.
http://www.mediafire...lop422.qst/file
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#723
Posted 01 October 2018 - 05:16 AM
[CLAIM]
#724
Posted 01 October 2018 - 09:17 AM
Map 2 Screen 6A
Introduces the player to the transformation system. This screen shows some applications of the Zol transformation.
NOTES: The screen's Screen State Carryover is set to affect Map 2 Screen 69 (screen West of here) - This is because a bridge rises when screen secrets are triggered. On addition, the tile warp should be set to something completely optional.
Changelog:
- The little holes in the walls have Flag 100 as their inherent flag now. Flag 100 should by no means be exclusive to these combos, but other elements using said flags may be incompatible with the Transformation obstacle script on screens where both are included.
- Modified the Transformation Obstacles scripts, bringing two additions to the table.
- D0 can now be set to negative values, to check to see if Link is not in the specified transformation. A fair warning, the transformation value being read when set to negative is equal to the equivalent positive number -1. Setting it to -1 will check to see if Link is not his usual self, -2 to check if he is not a gel, etc.
- D3 is now used to determine how many combos forward or backwards in the combo page to set the targeted combos to when it changes combos.
- Fixed a small graphical error on another screen.
Edited by Orithan, 01 October 2018 - 09:19 AM.
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#725
Posted 01 October 2018 - 05:06 PM
[claim] because I kind of have an idea
#726
Posted 01 October 2018 - 06:27 PM
Truly the dankest dungeon.
I don't want to inundate the quest in map screens, but I thought this one would work, especially in Forbidden Woods.
http://www.mediafire...lop422.qst/file
- Anthus likes this
#727
Posted 02 October 2018 - 06:01 AM
[CLAIM]
#728
Posted 02 October 2018 - 09:09 AM
Map 2, Screen 7A.
2 Ropes, 2 Octoroks, 2 Fireball shooters. Do you have what it takes to avoid getting massacred?
Small changes were made to the screen above.
Edited by Orithan, 02 October 2018 - 09:10 AM.
- Anthus likes this
#729
Posted 02 October 2018 - 04:39 PM
[claim]
#730
Posted 02 October 2018 - 05:23 PM
'nother Peppermint Peak screen. Just in the mood for it, I guess?
http://www.mediafire...lop422.qst/file
- Anthus likes this
#731
Posted 02 October 2018 - 11:30 PM
[Claim]
Map 44, Screen 42. Every Level 8 needs at least one semi-low threat room, with some doors in all directions.
- Shane likes this
#732
Posted 03 October 2018 - 05:00 AM
Map 2, Screen 79
The little maze one of the Gel will have to move through to reach a switch.
Additions
- New script, GFX changer by Kurt91 is in the file. It has an edit of mine.
- Green Baba Buds shoot seed bombs whole Red ones spew fire.
Edited by Orithan, 03 October 2018 - 08:06 AM.
#733
Posted 03 October 2018 - 08:23 AM
#734
Posted 03 October 2018 - 09:33 AM
Links to 4F on the same map.
Ideally, the access through 69 should also be doable without the hammer. Maybe make the access to 6B from underneath also doable without the hammer (i.e. the route would be coming in to 7B from the left and up to 6B. Access to 7B from the right would be some other thing).
http://www.mediafire...lop422.qst/file
#735
Posted 03 October 2018 - 02:33 PM
[Claim]
Map 71, Screen 64.
I used the same conveyors from the screen below. They aren't set as conveyors, but I left this as is, for now in case there was a reason. The gels enter from the side, but they won't enter on the conveyors cause that's ass.
Also, someone plz help this poor Wizzrobe, he hates his job.
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