Log In
Name:
Pass:
Online Members (0)
No members are currently online.
Current Interguild Time:
Sat Jan 16 2021 4:48 pm
Member Chat Box  [click here to enlarge]
Recent Posts and Comments
Awards:
2nd
All-Game Comp #1

Author: canadianstickdeath
Game: Zelda Classic
Date: Wednesday, June 3, 2009 - 12:27 pm

Part of the Series: A Moment in Time

[?] Karma: 0

Description:
UPDATE 06/10/14:
Made with ZC Version 2.5.

If you get swallowed by a like-like and lose your shield, there is no shop on the overworld (there is no overworld) where you can purchase another. I always put a shield or two in like-like infested dungeons, but they may be difficult to come across (there's one for free if you kill some enemies, and there's another in a shop for a fairly-expensive 100 rupees, and both are quite far in). I recommend that you save if you find yourself within earshot of the entrance and have made some significant progress (go file/quit, and choose the save option), so that you can restart if you get swallowed by a like-like, and getting another shield (or going without) would be hard or impossible. Also, spam the boomerang like crazy.

The Quest is password protected, not because I don't want you to steal it or anything, but because I don't want you cheating, lol. If, because of a bug, you find yourself forever-stuck (through a method besides the one I just warned you of), then I'll give you the password so you can activate the level-4 cheats.

... Continued in first post.

User Rating: (Log in to rate)
5 out of 10
Mediocre
2 votes
Difficulty Rating: (Log in to rate)
None
0 votes

Link to File:
Note: You are downloading this file at your own risk.

Link to this page:
ShareThis
Jump to nearby level:

Show/Hide Options

User Comments (136)
« Forum Index < The Other Games Board
«Previous | 1, 2, 3, 4, 5, 6 | Next»

dabigkid
[?] Karma: 0 | Quote - Link
Sunday, August 23 2009, 3:09 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
What's Aeon? I only do classical stuff, and I can only give you MIDIs. The only program I have is Finale 2007.
Isa
[?] Karma: 0 | Quote - Link
Sunday, August 23 2009, 3:14 pm EST
No. I'm an octopus.

Age: 28
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
Aeon is our game that Livio is working on. Basically, it's HatPC 2.0. Classic music could be pretty cool for it, I think.
jellsprout
[?] Karma: 0 | Quote - Link
Sunday, August 23 2009, 3:14 pm EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
pm | email
It's this flash game were developing here at the Interguild. It's a platformer with HatPC in the back of our heads, but improved in any way we can.


Spoiler:
dabigkid
[?] Karma: 0 | Quote - Link
Sunday, August 23 2009, 4:12 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
Oh no haha I don't think my style would fit that... well I'll see, but I really don't think it'd work out.
dabigkid
[?] Karma: 0 | Quote - Link
Sunday, August 23 2009, 10:12 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
I for some reason didn't save where I was, so I have to do the whole level all over again (I don't have the hookshot D. And yeah, this level is WAY too hard. Mainly, it's the blade things near the end of the first part that are really annoying me.

You are an unbelievable level designer... I played the top rated quest on PureZC and got bored of it rather quickly. I also got super lost in the first level, too. And I got annoyed because the heart pick-ups weren't restoring any of my health for some reason. And the music was pretty annoying.

Your levels are way better... But really, bro, sometimes you make some of the parts of your level too hard.

OK, so after redoing the first part-- took me a bajillion tries to get past the blade things--, let me bold all the changes I like on your list:

Quote:
- Take down the number of slimes in the first room by 1 or 2.
- Switch the block puzzle with the easier one from later
- Take the "enemies always return" flag of off the room after. (alternatively, get rid of the like like. But I'm not sure if I would do both of those things.)
- Switch out the darknut for another enemy.
- Change out the room with the bomb wall for something easier yet more interesting. (If you can make it more interesting, go for it. But all I would do is get rid of the eyeball)
- Maybe some sort of hint about the bomb wall, such as, four torches, and when you kill the enemies, the east one lights while the others don't. Just some sort of hint that something's up.
- Maybe a push-block to optionally block one of the traps from the second room of worth them. Hopefully there's room enough to squeeze that in.


One last thing. If you're going to do pushing blocks, I'd do it like this:

http://img529.imageshack.us/img529/6144/awefufwef.png
canadianstickdeath
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 2:37 am EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
For the push-blocks in the traps, I was thinking the first one that you encounter that you mentioned, but I never thought of the second. At first I though, nah, but then I realized that, in order to make use of it, you'd have to make the trap move in order to have it help you, so I could have that too (assuming the trap doesn't go back to its initial position...).

"And I got annoyed because the heart pick-ups weren't restoring any of my health for some reason."
There was a bug not too long ago where health in quests made before 2.5 were not having their hearts take affect. Go to www.shardstorm.com and read up on all the changes since your build, so that you know a little more the types of bugs you'll be dealing with. Actually, I keep up on the bug reports on the zc forums; sometimes I report them too, lol. You never did tell me what build you were using, though. Anyway, probably don't download the current build, if you're looking to update. Mainly, you'll wanna wait for this change: "Fixed all, if not most, of the 30-something items whose default template values were swapped around since about three builds ago. Previous messages indicated fixes of specific instances, but not the majority of problems. My thanks to the testers for their thoroughness."

And what quest was the top-rated? I haven't played too awful many of the quests on there, but my favourite of the ones I have tried is "A Link to the Heavens" which I do recommend. Also, I remember you saying that my quest was harder than the main game... but have you played the main game? I mean, played through the first and seconds quest of the original Legend of Zelda? I remember getting RUINED by that second quest. The blue wizrobes show up in droves somewhere around the 6th dungeon of the second quest, and then there's the red bubbles and the mountains of like-likes.

And I wrote the music for both of those dungeons... I mean, I didn't write them -for- the dungeons... anyway. I didn't write the music for the boss rooms, which are both boss themes for Twilight Princess.

So those bad tiles, they happen just sometimes? I may be doing things unconventionally... I not really sure how you're supposed to do it, so I just tried a few things, and I got it to work. I probably should be using the bomb's secret combos instead of using secret flags... I could probably fix it, if I knew that what you're seeing is the intended behaviour....
dabigkid
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 3:33 am EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
never played the original... played LTTP though.

Yeah the bad tiles just... happen... weird. One time it didn't, though.

Anyway, after going through the second underground part I realized something that might be a problem.... at the end, you need to use a bomb to get through one of the walls. I don't see much of a good reason for this, and personally, by that point in the dungeon I only had one bomb. If I had none I would have been extremely frustrated.

The music is good, yeah. It's ambient and it works. Same with the water level's music.

Did you write the overworld music too? For the record it gets really bad after a while. Seems to just degenerate and get super annoying. Which is a same because most of it is really good.
canadianstickdeath
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 3:58 am EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
No, that's Hyrule Field from Ocarina of Time. And IMO LTTP is easier. If you wanna try the original, it's included with ZC. Just, create a new file and play, skipping the selecting of a custom quest. Register your name as "Zelda" to start right away at the second quest, lol, but don't do that.

Lots of enemies drop bombs, and they're for sale in the shop after the first underground section (lots of enemies drop rupees, and there're quite a few patches of them hidden around the level). You bomb that wall for the same reason that you had to bomb the wall to get into the first underground section, whatever that reason was I don't remember. Something to do with it being a house or something.

I've yet to see a "bad tile". I know what it looks like though; when I've forgotten to put a secret tile, that's what shows up...
canadianstickdeath
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 4:46 am EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
OK, I made a few changes. I'll probably never upload these, lol, so you'll just have to use your imagination:
- I took the shutter off of the return trip through this Zol room.
- Took the "Enemies Always Return" flag off of the room after the puzzle.
- Added two blocks to the second room of traps. You suggestion for the down one doesn't work, 'cause the trap returns to it's original position, regardless of anything I might have put in its path (it'd work if the trap was constant, but I don't want to put constant traps in this room). It still helps, since it gives you a place to hide, but that's not really how I wanted the blocks to help you. I decided the second half of that room didn't need help, as least as much as the first, so I added a block that, if you push it, makes it so that you have to hit a trap in order to get out the room (so don't push it). Don't hurt me, lol. I think it's for the best anyway.
- I made the dirt extend a little close into the direction of the fence-post maze.

Removing the overhang from the entrance to the maze, changing the invisible bomb-wall room, and adding some sort of effect to the maze room and solutions... Those are all projects that I'm too tired to tackle tonight.
dabigkid
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 1:08 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
sounds good

in all honesty the part I didn't need as much help with was first half of that room... I did that one or two times without getting hit... the second part was a lot harder.... but ok!
dabigkid
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 1:36 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
The boat maze is annoying.

It seems like I tried every way possible... and I still don't know how to do it. And then I die a lot because the longer I stay there the more I lose health to the enemies.

Some ways that might make it better:

1) Here's my favorite one: First, make each island so that it has a dock on each side of the island. Some islands have two on one side, so just move those. Anyway, sometime before the maze, leave a message somewhere with a list of cardinal directions that's the solution to the maze. I'm not sure where you should put it.... maybe by the first fairy? Maybe you could put that on the way to finding the solution to the boss key room?

2) Make some of the routes a little more direct... waiting for the boat to get to each location when you're completely lost as to what you're supposed to do is VERY annoying, because it drags out this stretch of the level-- one that is inherently long in the first place-- way too much. Yes, I know you can click F1. But how many other people know that? Even then, that's annoying, and I'm using a gamepad to play this game.

3) Less enemies, or make it so that the enemies drop hearts at a higher rate. Doing this in conjunction with bullet #1 might make it too easy for your tastes? I don't know.

--

Concerning the bomb thing in the second underground part, is it possible to make an enemy in the previous room (which is basically empty and pointless anyway) have a 100% chance of dropping bombs in the case that the player doesn't have any? If that's too specific, could you just make an enemy with a 100% chance of dropping bombs, and make him never respawn again? Because really, in the off-chance that the player has no bombs, he would be very very ticked.
canadianstickdeath
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 6:25 pm EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
I think you're forgetting that you have the hookshot. I told you not to forget that! Watch just after I get the hookshot in the video of the first part, and see if you can figure out what it is that you're missing.

There's no changing that raft maze, at this point. It's VERY hard not to have the raft flags overlap each other. The reasons the paths are the way they are is because they're the only places I could find to fit them all in.

If there's room, I could add a few bushes, which you can slash to get a 15-or-so% chance of getting a heart. I don't know if there's room, though, 'cause I really packed that section pretty full of stuff...

Making an enemy that just drops bombs? That's require both the enemy editor and the item drop set editor (which I'm not even sure exists in build 743). Of course, I could just set the room item to bombs, and check the enemies->item screen flag.

I find that the first part of that trap room is way harder... The timing is pretty rough. In the video, you'll see where I actually get hit by the first part of that room, but that I complete the second half without really breaking a sweat. Maybe your not doing it the easiest way? Either way, at least it's a little easier now... unless you push that other block, lol.
canadianstickdeath
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 7:56 pm EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
OK, I added two Goriyas to that room with all the Zoras, and set the item to bombs. It shouldn't be too much harder now, if you already have bombs. I'm not sure if you'd think to kill the enemies if you didn't have any, but at least they're there now...

"Maybe some sort of hint about the bomb wall, such as, four torches, and when you kill the enemies, the east one lights while the others don't. Just some sort of hint that something's up."
It just occurred to me that this is impossible. Since the secret carry-over is what causes the bomb walls to work on both sides... The only way to do it, then, is to change this over to an NES dungeon room, and use bomb door combos instead. It's a bit of a major change, so I guess I'll make a quest back-up before continuing... *time passes* OK, it worked, mostly, but for some reason, the dirt on the ground that appears after you bomb a wall... It's showing up when I kill the enemies? Is that supposed to happen? Screw it, I'll just leave it in. It works otherwise...

I removed the overhang from the entrance to the maze... I don't care for the way it looks, but I'll leave it anyway.

Now I gotta look for fog around the interwebs before giving up and using the rain instead...
dabigkid
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 11:13 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
Oh crap, you can seriously do that?!

If you had introduced to the player that you could latch onto dead trees sooner, that would have saved me a freaking ton of trouble...

OK, one complaint. Near the top right corner of the map there is a boat port that sends the player RIGHT BACK TO THE START. That's just cruel, dude. Like, I spent a million hours and half my health getting to that point and... you're just gonna send me back to the start? And all I can think is, "thanks, you jerk, now I have to do that ALL OVER AGAIN." And at this point the player is really ticked. I mean, go ahead and send him pretty far back if you want... but the beginning? What?
canadianstickdeath
[?] Karma: 0 | Quote - Link
Monday, August 24 2009, 11:45 pm EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
I was hoping that putting it in the room where you got the hookshot would make it more likely that you'd figure it out... That's the hint, anyway. You can also hookshot those small trees and the white blocks, but you figured that out already.

Hehehehe....
I see which one you mean. It wouldn't be so bad if the path were longer, but it's just like "REJECTED!". The dock right below it... takes you back to the same place. From where you are, it's another time where you have to use the hootshot, but there's a couple of decoy-trees that take you back to places you've already been... I think there's a few more hops to go, but you're getting closer... Oh, and with how are into the maze you've come, you should have picked up a forth key.

Anyway, I've added a whack of slashable bushes and grass, and now there's a ton of health just lying around. Way easier, lol. I also added rain to the raft maze screens... It stands out, probably too much.

I was also working on a new screen for level 4, but I can't get it to work, because of a limitation I temporarily forgot would apply. For some reason, non-bracelet requiring push-blocks don't make secret permanent, even if you push them onto a block-trigger. That's usually work-around-able, except when you need the combo type to be something other than Push (Heavy) and it's related combo types. So, I can't push a hookshot grab combo onto a block trigger and then come back and hookshot to it at it's new position...

Oh, and I fixed a mistake I noticed while looking at the rafting section, where there was a tree right at the edge of the screen, and if you came through into it, you'd end up standing inside the tree? Anyway, I moved the clump of trees over to where I think I must have intended to put them.
dabigkid
[?] Karma: 0 | Quote - Link
Tuesday, August 25 2009, 12:31 am EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
no but seriously, that "REJECTED" is not nice to have in games... to be quite honest I stopped playing for the night at that point. Probably would have continued otherwise.
dabigkid
[?] Karma: 0 | Quote - Link
Monday, August 31 2009, 3:20 am EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
OK, I am legitimately stuck on the boat maze. I can't do it. It's annoying me and it's simply not fun. I'm about ready to quit right now...
canadianstickdeath
[?] Karma: 0 | Quote - Link
Monday, August 31 2009, 3:35 am EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
Lol. I've recorded parts 2 and 3 of the walkthrough, and it'll be uploaded within two weeks, probably. Here's directions anyway (note, compass directions indicate screen changes, excluding those that occur while rafting):
Spoiler:


The whole thing takes me just over three minutes on the video. Let me know if these leads you astray, 'cause I always get my lefts & rights mixed up. And I highly suggest that you DO NOT die on the room right after the fairy. If you start hurting, turn around and head back for the fairy -- if you killed an amount enemies, that amount of enemies will probably be dead when you reenter.
dabigkid
[?] Karma: 0 | Quote - Link
Tuesday, September 1 2009, 9:39 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
3.5/10
Bad
Gave up somewhere in the dungeon... Care for me to write a long-winded review explaining my low score?
canadianstickdeath
[?] Karma: 0 | Quote - Link
Wednesday, September 2 2009, 12:27 am EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
Uh... I'm honestly not really sure... Go for it?

When I recorded a video the third act of this dungeon, from the raft maze out, I didn't die at all... I've played the raft maze where I took all the wrong paths, just to see what a worse-case scenario, as long as you keep track of where you've been and gone before, would look like, and it took me 3 tries (this is before I added a bunch of bushes)... I've taken all the wrong paths inside the dungeon too, and I didn't die... *sigh*

The hardest part is the boss, so you might as well spam the cheat to get to it, so that you can lower the score even farther.
dabigkid
[?] Karma: 0 | Quote - Link
Wednesday, September 2 2009, 2:03 am EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
Lol it's ok. I gave up there and I won't go any further. In my eyes this level already hit its low.

Really, it's disappointing. The level has many redeeming qualities, but there are also many problems with it and the problems are too hard to ignore. If you released the game, I assume many players would quit playing the game sometime during this level. Unless you don't mind whether other people absolutely love the quest,* then this level would ideally require some major revisions. Which is a shame, because if they didn't complete this level then they wouldn't get to play level 5, which is for the most part a great level.

* It's ok if you don't care much what other people think! I presume that you're making the levels mainly for your own enjoyment, regardless of if many people play it or not, and redesigning a level can be a total #%$&@ sometimes.
canadianstickdeath
[?] Karma: 0 | Quote - Link
Wednesday, September 2 2009, 3:00 am EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
Lol, the triforce screen is nice...

Someday soon, I'll tone back the amount of craziness in this level, and then I'll get back to you.
dabigkid
[?] Karma: 0 | Quote - Link
Wednesday, September 2 2009, 6:46 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
Yeah this level is just way too hectic at times. I think it would be amazing if it were easier.

My biggest complaint and the reason why I quit is the boat maze. I mean, consider the island you have to hookshot to after going around the entire outer rim: there's a 1/3 chance that you actually guess it right the first time. If you don't, then you have to go ALL THE WAY BACK. And it's extremely frustrating when the player has to go all the way back. On the second to last island, there's a 1/2 chance. And on the third to last island, you have to hookshot your way off, and you're likely to have tried both the docks before you realize that you have to hookshot to the other island. The result is that it makes the game laborious to go through. If the boat maze part were easier, or were replaced by something else, I probably have gone on to complete this level, even though the third underground part with all the keys is extremely difficult.

Oh, and speaking of the keys... imagine that the player misses one key in the level. One measly key. Well first of all he's going to assume that it was somewhere in that third and last part; maybe he forgot to kill all the enemies in one of the rooms? Hmm, nope. Well, darn, it's somewhere in the level?! And now the player has to go back and find the key. Very frustrating experience. Oh, and then he has to go back through the boat maze just to get to the third underground part again. This is also the case if the player dies in that part normally.

So what you've basically made is a level that hates the player.

I'm all for challenges, but you can't make the cost of failing a challenge immense. (e.g. failing to find a well-hidden key and having to look through the level for it... or choosing the wrong dock and having to start the long and enemy-ridden maze all over again)
canadianstickdeath
[?] Karma: 0 | Quote - Link
Thursday, September 3 2009, 12:28 am EST

Age: 31
Karma: 350
Posts: 2990
Gender: Male
pm | email
"there's a 1/3 chance that you actually guess it right the first time'"
There's 100% chance if you remember which islands you've been to already.

To reiterate: I'm pulling back the difficulty of everything*, like I said, and I'll get back to you once I finish. I'm getting a little closer; there's only a couple of things I still need to do before I'll just have the final dungeon area left to go. I might not change that yet, since I don't really have any feedback to go off of at this point. I know it's too hard, but I don't wanna waste energy on fixing it if it'd suck even if it were easier.

But, yeah, thanks for actually playing them. Jell, Isa, Catta, and Livio all played them a little too, but I got hardly any feedback out of them, lol.

*Stuff that's stupidly easy might get harder.
dabigkid
[?] Karma: 0 | Quote - Link
Friday, September 4 2009, 12:00 pm EST

Age: 28
Karma: 7
Posts: 109
Gender: Male
pm | email
canadianstickdeath said:
"there's a 1/3 chance that you actually guess it right the first time'"
There's 100% chance if you remember which islands you've been to already.

No >_>; How are you supposed to know where each port goes to?

« Forum Index < The Other Games Board
«Previous | 1, 2, 3, 4, 5, 6 | Next»

In order to post in the forums, you must be logged into your account.
Click here to login.

© 2021 The Interguild | About & Links | Contact: livio@interguild.org
All games copyrighted to their respective owners.