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It's Dangerous To Go AT ALL: Let's Play Zelda Classic

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  #301  
Old 08-20-2013, 06:05 PM
Red Silvers Red Silvers is offline
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...maybe...

Actually, come to think of it, his 3rd Quest maps might still be there somewhere.
  #302  
Old 08-20-2013, 06:06 PM
Falselogic Falselogic is offline
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Havent we talked about this before? I'm sure Dart made a thread where TT discussed making our own Zelda just like we did with Mario...

And we decided then that the current tools were awful and we were waiting for I think an editor for Link's Awakening. Did that tool set ever get released?

If not then I don't see much hope of anything coming from this...

I still yearn for a LoZ game where the mechanics are based on Link's luxurious beard... *sigh*
  #303  
Old 08-20-2013, 06:08 PM
Red Silvers Red Silvers is offline
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If someone wanted to try organizing a 5th quest attempt, I would be happy to help with a dungeon or two.
  #304  
Old 08-20-2013, 07:03 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by Red Silvers View Post
If someone wanted to try organizing a 5th quest attempt, I would be happy to help with a dungeon or two.
Same here, except I would less "help" and more "horribly mangle".
  #305  
Old 08-20-2013, 08:37 PM
Din Din is offline
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Ehhhhhhhhhhhh...

Yeah, Falselogic is right. Zelda Classic isn't really built for a group project setting. As far as I know, it's nigh impossible to exchange files with one another, which will leave you needing to implement each dungeon every guy does by hand on a single file. If you guys want to try that again, then sure, but last time things got far too hectic to follow which resulted in the first Talking Time quest's death. I kinda get the feeling that the same thing would happen if this were attempted again.
  #306  
Old 08-20-2013, 08:54 PM
McClain McClain is offline
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There has to be SOME way to do it, since they combined one dude's dungeon with another dude's overworld for the fourth quest.

The biggest challenge is planning, assuming you can combine people's work. You have to make sure that the levels work with each other and the items progress logically. And basically one dude has to do the overworld (which shouldn't be too bad if it's using the original again).
  #307  
Old 08-20-2013, 09:32 PM
aturtledoesbite aturtledoesbite is offline
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Oh, it's possible to combine work. But you can't combine maps between quests. If we're going to do this, you'd have to get one person to put everything in the program, while all of the contributors basically just provide 'blueprints' to their dungeons.

EDIT: Theoretically, this means we only actually need to have one person who knows what the hell to do with ZQuest.
  #308  
Old 08-20-2013, 09:40 PM
Zaidyer Zaidyer is offline
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ZQuest lets you export single Maps instead of the entire Map Table, unlike virtually everything else. A single Map has more than enough space for one Dungeon and a finished quest can hold up to 255 Maps.
In a NES Quest contest where the graphics and rules can't be greatly changed to accomodate new stuff, this won't be the problem it was in all our previous attempts. Contributors simply build dungeons, and the leader can simply import them one by one into the final quest, tying up any loose ends and re-writing any custom text so it fits in the finished String table.
All we need to do is set up a Devkit Quest and a hard list of rules. All the items and monsters and graphics would be set in stone before anyone is allowed to build, and from there on it's a simple matter of just building Maps according to the rules and writing occasional custom text for Cryptic Old Men.
  #309  
Old 08-20-2013, 09:43 PM
Red Silvers Red Silvers is offline
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Would it stifle creativity to pick a theme for dungeon maps?

Since the 3rd Quest used Zelda items and the 4th used not Zelda items, the 5th could be something silly like Mario items.
  #310  
Old 08-20-2013, 09:46 PM
McClain McClain is offline
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If you guys want to do this for real you should probably make (or resurrect) a thread for it over in creating time. Not that I'd mind keeping my sweet LP on the first page while you discuss this, or course, but it might be more organized
  #311  
Old 08-21-2013, 10:36 AM
Falselogic Falselogic is offline
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Yup time to move things over folks!
  #312  
Old 08-21-2013, 04:01 PM
Red Silvers Red Silvers is offline
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Thought I'd see if there's any response.
  #313  
Old 10-11-2013, 10:40 PM
McClain McClain is offline
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*Uses bottled fairy on thread*

Guys, the monster person who made this quest commented on my last video!

Quote:
LOL. Ganon II... I never thought of that when I was making the dungeons for this quest. The whole key shortage was completely intentional, as was the blue wizzrobe death hole. Also, there is a red ring, and yes, its in level 9, behind a walkthrough wall. Its really difficult to find since there's no obvious sign of where to look. Testing this quest was a hellish nightmare too. It was nothing but fail after fail every time. I got murdered by that blue wizzrobe in level 3 at least 100 times.
The designer. Had trouble. Beating his own game.
  #314  
Old 10-12-2013, 01:45 AM
Red Silvers Red Silvers is offline
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That's because he didn't have the power of Brickroad and Nodal on his side.
  #315  
Old 10-12-2013, 01:45 AM
Googleshng Googleshng is offline
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The real monster is whoever suggested this thing was "easy" and "puzzle based without a major emphasis on combat" to you.
  #316  
Old 10-13-2013, 07:09 PM
Zaidyer Zaidyer is offline
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It is compared to Third.

Ahah hah hah hah

heh

hah

hoo

*SOB*
  #317  
Old 10-13-2013, 09:29 PM
McClain McClain is offline
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Quote:
Originally Posted by Dart Zaidyer View Post
It is compared to Third.
Right. I was told that the fourth quest was "better," not that it was "good."
  #318  
Old 10-14-2013, 09:26 AM
McClain McClain is offline
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So the designer replied back to my question of if my experience was more-or-less what he wanted/expected:

Quote:
I would say it was. My plan was to make something that was challenging, but not as outright hard as the third quest is. I did kind of go overboard on a few things, especially those ropes and the black worm.
Also, the black worm respawning is a glitch I just noticed after watching this. I forgot to set the "Never respawn" flag on that enemy. Its entirely accidental.
Is it weird that I'm almost disappointed that the Black Worm wasn't on purpose?
  #319  
Old 10-14-2013, 05:28 PM
aturtledoesbite aturtledoesbite is offline
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Quote:
Originally Posted by McClain View Post
Is it weird that I'm almost disappointed that the Black Worm wasn't on purpose?
...hey, guys, does anyone know how to treat Stockholm Syndrome?
  #320  
Old 10-14-2013, 06:24 PM
Torzelbaum Torzelbaum is offline
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Quote:
Originally Posted by McClain View Post
Is it weird that I'm almost disappointed that the Black Worm wasn't on purpose?
Quote:
Originally Posted by aturtledoesbite View Post
...hey, guys, does anyone know how to treat Stockholm Syndrome?
Please refer to my previous suggestion:
Quote:
Originally Posted by Torzelbaum View Post
Alcohol, drugs, therapy.
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