Hi everyone!
Terribly sorry for the long wait. ![]()
One of my playtesters pointed out that the eastern end of my Underworld was bland. I didn't realize it during my playthrough, but he was right; in the map of my playthrough save file, there's a big white area on the eastern underworld because I hadn't put much over there worth finding. So, I hope you can understand why I'm currently in the process of spicing it up.
Update:
Thanks to the great suggestions here on the forums, I've got some great plans going. I'm making it an underground desert with a ravine in it.
Yesterday, I finished "chopping down" all the trees in that area and began "pouring" sand on the ground in many of the screens. A day or a few ago, I finished inverting what was cavern wall into a ravine, as well as imported a new midi and completed setup of the DMap.
Also, just yesterday, I made a modified Underworld palette by adding a touch of red to the ground color, as well as created a new CSet 9 based off of one of the existing Classic level palettes that I hadn't touched. So now, there are "Desert Moblins" inhabiting the area instead of the Black Moblins found elsewhere.
Currently, I've only finished a couple of screens out of about 20 screens that this area takes up. I still have to add sand and desert plants to most of them, as well as finish the part where Link can descend into the ravine.
(That will be another area I have to work on.)
To illustrate the palette change, here are some screenshots, one of which I previously posted at the end of the above-linked thread:
Old screen:
New screen - before new palette; after new palette:

(Okay, so the first new screen has Red Moblins. So sue me. If you don't know what a Black Moblin looks like, ask me. The point is that the second new shot has the Desert Moblins.)
As you may notice, I recently changed the elevation of the small plateau in the middle. I hope it's obvious that the elevation is different...
Let me know what you think of any of this. ![]()
Edited by Lightwulf, 08 May 2014 - 10:37 AM.


