

~~~NOTE~~~

This set of tutorials is incomplete.  A lot of it is redundant with the other text doc included with this tileset. I'll be expanding this document and/or combining it with the other tutorial doc eventually, but for now I'm just including it as a document with incomplete (albeit accurate) information.  Please feel free to read this if you finished the Combo Index & Tutorial and want more details about this tileset.  :)






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| SECTION 1 - OVERWORLD | 
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 Part 1.0 - Ground Combos 
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A. - Terrain combos

The DoR tileset begins, unsurprisingly, with standard ground combos. This first combo section provides you with three terrains - grass, dirt, and sand - And various borders between them.

There are no combos for changing directly between sand and dirt, so I recommend you use mountain tiles instead. It looks better that way, in my opinion, and uses up FAR fewer combos.

Once you've laid down terrains on any given screen, you'll probably want to spice it up with some details, even if you want it all to remain walkable. For that purpose, we have ripples/divots in the sand, pebbles on dirt, and grass tufts for fields.

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B. - LTTP flowers

Right after the first few grass tufts are the LTTP-style animated ground flowers. These come in two color varieties. The first type will appear white and purple if you are in CSet 2. The second type will appear white and blue when you are in CSet 4. I recommend you use these two CSet combinations most of the time.

There are also two types of grass tufts: animated and non-animated. Animated grass tufts look best in windy areas. There are LTTP flower combos provided to match both the animated and the non-animated grass tufts.

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C. - Various

Following this section are some tall grass combos, and other various ground decor. Nothing really needs to be said about these combos.

Below these, you will see some combos with "X"s on them. The "X" portions mark the parts of each combo that are unwalkable. These combos are intended to help you with layering, particularly when you are layering combos that only partially obscure whatever is underneath.


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 Part 1.1 - Slashables & Shrubs 
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A. - Bushes

This section contains small bushes and similar shrubberies. Most of them are slashable.

Below the first four bushes, the first thing you will notice is the note that says "REGROWING" and points to four identical-looking combos with nothing but a slashed stump, which is obviously intended to be used for under combos. They may look identical, but don't mix them up: these stumps use combo cycling to "regrow" back into the bush directly above them in the combo list.

Regrowing bushes are only available in one color, and only for the "grass" terrain type. For all other bushes, use the "stump" combos placed next to the flowers directly below.

B. - Flowers

Next, there are a few slashable flowers you can use to brighten up screens. They are ready to be used in CSet 2, so don't worry about CSets 3 and 4. A few rows below, you'll also see some flowers with their own "stem" style under combos. Like the bushes, those combos will regrow as well. Make sure you always use CSet 2 for those combos.

All the other non-flower combos you'll see in this section can be used in whatever CSet you think looks best. :)


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 Part 1.2 - Ground Objects 
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A. - Town tiles

For lack of a better term, these are combos you'll find lying around on the ground, usually in town-ish areas. There are a ton of different types, but there's not much I can say about them that you can't find in the ZQuest help file, so just browse away. :)

B. - Fence tiles

The basic fence tiles are used the same as usual, but also included are some diagonal tiles. These require layering, and may look a bit confusing. This is because shadows are included for use on an opaque layer (either layer 1 or 2). You will need to use two extra layers to properly layer the shadows.


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 Part 1.3 - Ground Objects 
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Most of these objects are grey, and thus use overworld CSet 4. You'll find statues, cobbles, and large outdoor stairways among these objects. They are all pretty straightforward in their purposes. Not that the large fences can be arranged vertically as well as horizontally.


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 Part 2.0 - Trees and Brush 
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A. - Trees

At this point in the tileset, the combos start to become more forest-oriented. DoR trees use 2x2 blocks of combos for layer 3. This is to make it look more realistic, should an item pass through a tree.

NOTE: Most trees are given the combo property "Hookshot Grab." This is meant to be in keeping with the Ocarina of Time trend of making it possible to hookshot most wooden objects. The upside is that players will have to be more observant... the downside is that you have to pay attention to where you place trees and "Hookshot Over" combos.

B. - Tree entrances

After the Trees section, there are some entrances that can be used for the bottom half of the various trees found in DoR. There is also a "tree stump" entrance.  Please note that the tree stump entrance can also be used as the "doorway" for walking inside a large LTTP tree -- this requires the use of combos 1262 and 1263.


C. - Large LTTP trees

Link to the Past had some very nice larger trees, and I've edited their canopies to make them look more 3D.

There is a hollow tree stump which can be used as a hidden entrance. Simply layer a big tree canopy over it, and create some sort of trigger to cause the canopy to disappear.

You can place LTTP trees close together and side-by-side to make them "interlock." There are tiles made for placing trees close together, both in thick brush and on grass.

There are also tiles for trees that pop up out of the brush. This leads us to the next section.


D. - Brush

Brush is thick foliage that appears in densely forested areas; thick enough to obstruct passage. While brush in real life usually isn't 100% impassable, using it as a solid barrier in a Zelda game is a very realistic and convenient way to fence off the outer boundaries of any forest area.

Brush is available in two colors and all three terrains. At the end of the brush section, there is also a "cut-out" transparent version for layering, and some brush/water border combos.


E. - Hollow logs

These are great for screen transitions in forests: Link walks inside a giant log and comes out at the other end. Most of them don't even require layering to use; the "Overhead" combos will allow you to lay down the log normally, and it will work the way it looks like it should. The biggest ones, however, require the use of layer 1 or 3.


F. - Forest gate

This is a gate that you may want to make openable by adding secret triggers. Note that the lower gate combos use combo cycling. Combo cycling cannot be used on layers; hence, these combos have the combo type "Overhead."


G. - Canopies and canopy shadows

Use these on layer 3 or higher to make your forest seem even thicker. Canopy shadows should be on a translucent layer, and will simulate "light peeking in" through the canopy of a dense forest.


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 Part 3.0 - BIG Rocks 
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A. - Grey stone

These LTTP rocks are large, grey, and flat. They can be made to fit any shape, but are only intended to be one unit high.


B. - Brown boulders

These 2x2 objects make good obstructions. The cracked boulders are probably best suited as "Super Bomb" obstacles. Below the boulders are some "discoveries" you may want to have appear beneath a bombed boulder.

The last version of the boulders spews flowing lava. You can use these in overworld CSet 2, and if the lava isn't bright enough for you, try layering the bright red lava rivulets over it on layer 1 or 2.


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 Part 3.0 - DoR Mountains 
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A. - DoR Grassy Mountains

This is an important section, for several reasons. First of all, DoR's default set of mountains span a very large number of combos. However, this is because it is also one of the most versatile mountain sets you'll see in Zelda Classic. You can use them Pure-style, as mountains that go straight up and have a flat top (aka "cake layers"). Or, you can use them in 3D-style, as seen in LTTP. You can even mix combos of both of these types together!

I will rely mostly on visual aids to describe the use of these tiles. However, for further reference, here are a few explanations of specific sets of combos, sorted by combo number:

-LTTP STYLE-

2320-2323: These "pebble" combos each supply a single unwalkable square, which is useful for surreptitiously correcting "misalign" errors at the edge of a screen.

2324, 2327, 2328, and 2331: REAR-DIAGONAL rock tiles.

2329, 2330, 2332, and 2335: REAR TO REAR-DIAGONAL rock tiles (outward corners). Use these to transition between the back side of mountains and a diagonal side. Being outward corners, they will cause that corner to "jut out."

2380-2386: Various tiles with grassy tops. If you want to use "Grass" ground tiles atop your mountain, you will need to use these versions of the rock tiles to cap them off.

2396, 2398, 2400, and 2402: FRONT-DIAGONAL rock tiles.

2397 and 2401: FRONT rock tiles.

2405-2411: FRONT TO FRONT-DIAGONAL rock tiles (inward corners). These transition between the front side of your mountain to a diagonal side. However, "inward corners" cause the mountain to jut inward. Basically, if you use only inward corners, you'll have a valley (or a trench) instead of a mountain.

2416-2419: FRONT TO FRONT-DIAGONAL rock tiles (outward corners). Use these to transition between the front side of mountains and a diagonal side. Being outward corners, they will cause that corner to "jut out."

-PURE STYLE-

2432-2462: These mountain tiles function very similarly to Pure's "cake layer" mountains. They are usually square-ish, they go straight up, and they each have a flat top. However, since these use the same pattern as LTTP-style DoR mountains, you can have them interlock!

All of the remaining combos on this combo page are "Pure style" rock tiles, except for the caves entrances, ladders, which aren't exclusive to any particular style.


B. and C. - DoR Dirt Mountains and Sandy Mountains

The next two combo pages follow roughly the same organization as DoR Grassy Mountains, except they cater to the other two terrains available in the DoR tileset. These change the way the tops of the mountains are "drawn," slightly, so be warned that they aren't identical to the grassy version.

D. - Mountain Transparencies and Shadows

If you want to layer mountain tiles over something other than the basic terrain types, use the "cut-out" versions here and a little layering; that oughta do the trick. Also, there are optionally some shadows you can place on a translucent layer. These shadows should appear to be "cast" from the backs of DoR LTTP-style mountains.










-COMBO CYCLING DUNGEON DOORS-

Some of the door combos you see will automatically execute a "door opening" animation, and then combo-cycle into "open" doors. This isn't immediately obvious when viewing the combos in ZQuest. You won't see this animation in the combo list: instead, it will look as though two identical, unmoving closed doors are beside eachother in the list.

However, the second of the two is actually animated and combo-cycling. This is because the cycling combos it "targets" have been displaced FAR down the combo list, to make sure
 you don't accidentally overwrite them or try to "Move" them (the combo editor's "Move"
 function screws up combo cycling "targets" in version 2.10 and all previous versions of ZQuest).

To use combo cycling properly, look for text notes above each door combo in the combo list.

LOCK BLOCKS:

If the notes read "Lock Block" and "Cycling" alternatingly, that means they are pointing out which column of combos holds the Lock Blocks you need. ALWAYS use the combos marked "Lock Block" when constructing screens -- you don't need to worry about the animation.  The cycling combos will animate automatically when the Lock Block combo is unlocked by the player; all the other combo needs in order to work properly is to be in that spot on the combo list.

SHUTTERS:

If, instead, the notes say "Normal" and "Cycling," this usually means that the combos are designed as shutter doors. You should lay "Normal" combos on a screen whenever you need a door that stays closed and doesn't animate.  Place secret flags and assign the "Cycling" combos to the Secret Combo menu, and they will only appear (and animate as though "opening") when the secret is triggered.

Of course, you can always place the "Cycling" combos directly on the screen to make them open immediately without prompting, if that's what your screen requires.
