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Thread: [5th Quest Entry] Imzogelmo

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  1. #11
    Floormaster Imzogelmo's Avatar
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    To have stumped you in the few places where I did makes me glad. I made a quest that I felt would surprise new and experienced players alike, which I hope adds to the fun factor.

    I poured my heart and soul (and body and mind... seriously, I OD'd on caffeine working on this thing) into it. I focused so much, some of the ideas came to me in my dreams. I wanted to include conveyor belts all along (and it had nothing to do with Gleeok's "Conveyors may be OK" comment, but that was reassuring). Of course the maze paths were something I was thinking of from the beginning too, since I even asked about it in the discussion thread. Beyond that, the ideas stemmed from asking myself "how can I do something unexpected within the rules?" I believe I kept within the rules very closely, maybe not the spirit of them, but the letter of them anyway. If it wasn't against the rules, I kept my mouth shut so I could use it. :)

    Spoiler: show

    Dungeons
    Dungeons may be made as large or small as one wants and with any room configuration one wants, but the design of any particular room must be consistent with the first four quests. This means one wall on each side, one door of any type at most situated on a wall. The contents of a particular room are left to the designs of the quest maker, but as with the graphics and added items/enemies, faithfulness to the NES design is paramount. Conveyors may be okay. Large superstructures that require the use of several items to destroy may not.

    Specific Dungeon Rules
    * One DMap per dungeon level! And all DMap Flags must be disabled for dungeon DMaps.
    * The Continue screen must be the dungeon's inner entrance screen.
    * The Compass Marker screen must be the Triforce Fragment's screen.
    * The Triforce Fragment's screen must warp Link to the dungeon's entrance in the overworld. (This is done by setting Side Warp A, by the way.)
    * The statue combos in the dungeon's inner entrance screen and the Triforce Fragment's screen cannot shoot fireballs.
    * No "Fall From Ceiling" enemy patterns.
    * All dungeon DMaps must be "NES Dungeon". So no Interiors with persistent secrets and non-functioning doors.
    * Don't use the "Treat as Interior Room" flag to bypass various limitations of the "NES Dungeon" DMap type, either.
    * There must be exactly 9 levels; no more, no less. Each level must have a map and a compass. You must use boss keys and boss doors. Each of the first 8 levels must contain at least one preprogrammed boss, one triforce piece, and at least one collectable item. The ninth level must only be accessible by collecting all eight triforce pieces. The boss of level 9 must be Ganon, and the
    final goal of level 9, and the quest, is to save Zelda.
    * Levels must use one of the NES dungeon palettes, and two or more levels can't use the same palette. Level 9 must use "White/Red".
    * One Ganon per quest, and one Zelda per quest.
    * A "Level 9 Entrance" screen must appear somewhere in Level 9 between the dungeon entrance and Ganon's screen, and can only be used once.


    My baby Dodongos were my first real attempt at original sprites, so I'm surprised you didn't trash them, lol. I actually made the concept of them before I went about setting their traits in the enemy editor, so that is probably why it feels more authentic than some other enemy editor creations. Even so, I still like the way the Moas turned out more. If I were doing an unrestricted quest, i'd probably make more Moas, in 3 or 4 flavors.

    Thanks for playing, and I'm glad you had a fun time. I'm surprised you enjoyed it that much, all things considered. :)
    Last edited by Imzogelmo; 12-27-2013 at 11:19 PM.

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