Don't forget that the new beta(really, we should wait for it) has save combos, combo flag attribution, mutiple warps, and whatever else there is.
Don't forget that the new beta(really, we should wait for it) has save combos, combo flag attribution, mutiple warps, and whatever else there is.
The name might be missleading, I'm not jigglypuff.
"...A Bible! A Bible! We have got a Bible, and there cannot be any more Bible."
Second Nephi 29:3
the best tileset to use would be my edited zero tileset. It has every item and misc/eaopons (including Nayru's Love). But I'll have to post it up when i get my cord back...
Dlbrooks33, you'd probably need to post screenshots. Gashin, (*b*) you too, please. By "Tileset," *b*, I'm imagining your Hyrule Fantasy tileset. However, that's yours, and probably isn't as available as my imagination makes it out to be. :p Screenshots of anything anyone has to offer would be most prime. Otherwise, we'd probably go with a somewhat modified Minish Cap Tileset, including tiles from Freedom's Adventure Tileset. He graciously offered up the use of many of his tiles.
Nick, a Shadow Temple would be a great idea. The use of the Lens of Truth would be a wonderful tool for backtracking. Very, very much. We'd need an infinite source of magic though. Perhaps a "pool" link can walk under which would contain an infinite amount of Magic(Large containers under a layer 3 canopy? That would be nifty. :p
Anyone who plans to offer their tileset to this should keep in mind that it's going to get packed with ZC. Think twice if you don't want it to be freely rippable, because there will be people asking "How can I use this set?!@!11".
~Dart Zaidyer
We must also remember that the tileset will become "The New Newfirst." Everyone and everything that breathes, lives, and sort of thinks as well, will want to work within that tileset.Originally Posted by Dart Zaidyer
Therefore, it'll probably need to rely less on the graphics, and more on the ZC Tricks. The quest will be openable in ZQuest, and everything and anything can and will be used for everyone else's benefit. (The quest, in essense, will be Z-scavenged/|24|°3|).) So, it stands a good chance of becoming the new standard, or what NewFirst was.
The layering will need to be simplistic at most, since not many people know about it. Therefore, lots and lots of combo aliasing needs to be used, but without that much layering either. Trees can be layered, obviously, but weather effects, .. eh. Probably best to reply on palette changes for that. (Like the graveyard in TMC. That was mostly just ... purple.)
I'll offer my LTTP tileset up, if someone wants to complete it and get it ready for 2.11 use. However, I don't know if it is gunna suit the needs for this quest, but I thought I'd offer one way or the other.
Otherwise, I vote Minish Cap set, since it really hasn't been too overused yet. Whatever works best for the quest, just make sure you find easy/convenient ways of showing off the new features. After all, what your talking about is really the flagship of Zelda Classic. Keep that in mind when you decide what to put in it, how complex to make it, and who/how many people you have working on it. We all know what having too many people work on one thing does..
Link to the Past Tileset for ZC available here: http://www.filespace.org/bam200308/lttptileset2.4.zip
"Lie? Me? Never. The truth is far too much fun."
The tileset should probably be a variant of the Pure set. I'm sure that the folks over at PureZC can easily whip together something borrowing from all the excellent tile artists there.
I'm happy to help out on this, but you might just want to assign two or three dungeons + bosses to me so that I can work autnomously. My design philosophy is a bit more eclectic that the suggestions so far. For instance, if it were up to me, I'd nix the Forest Temple, Fire Temple, etc. cliches and go with more unusual levels. Just off the top of my head:
Marshmellow Factory - Use triggered combo animation to set up "bouncy" walls and barriers, use fire to melt some things, use combo animation for convayer belts on which marshmellows move around the plant. Probably a boss that you need to melt as the battle goes on.
Birdhouse Courthouse - Block puzzles representing the bird jurors in various rooms that need to be organized in the proper pattern, moving hookshot targets, some sort of overarching schtick involving finding which one is guilty of stealing birdseed or something equally innane. Boss perhaps a Judge or something.
Porcupine's Brain - Moving spikes, traps, triggered combo animation traps, timed screen warps on EVERY screen that move you between several daydreams (General layout remains the same, but subtle differences let you progress depending upon which daydream you're in) together with the actual biological appearance of the Brain. Boss some sort of giant tumor that changes form in each daydream.
Laboratory - Level involving changes in the four states of matter - solid being blocks, liquid being water, gas creating bubbles or something, plasma being explosive. Set it up so that some item or device activates state changes. As more water is created on each screen, water level rises through multiple levels. Boss some generic monster with four forms.
Venetian Ruins - Venetian-style architecture, level premised around translating alien symbols into the mathematical concepts they represent. Ridable gondolas running through canals throughout the ruins. As you uncover more of the ruins, it slowly becomes more and more repaired. (Done with strategically placed permanent triggers that move the character to another version of the dungeon). Boss perhaps some ancient monster that had destroyed the city in the first place.
Frozen Tsunami - Dungeons carved in a giant tsumani wave that was frozen by some old spell or something. Items and enemies frozen in blocks. A large oceanliner frozen into the Tsumani can be entered and activated, with moving parts.
Triforce Palace - A final level made out of a three-dimensional, four-placed triangle. Player can walk around each side of the outside of the triangle, and then can enter the inside. Inside, the triangle can be rotated in variety of ways that will shift the player around. Player needs to realize how the triangle works to get to the core, wherein lies Gannon or something.
-C
Perhaps we really shouldn't use a tileset that's been done to death already. What we should probably do is build a new one from scratch, using themes from an existing Zelda game, much like the way Newfirst was done. That way, we'd be able to skirt around the inevitably tedious work involved with breaking it apart and rearranging it to suit the needs of the quest, especially if it's supposed to utilize all these complicated tricks.
~Dart Zaidyer
it seems the place I use to upload images and junk is down, so I really can't show a screenshot, but it isn't Hyrule Fantasy's tileset. that one is so complicated, I can hardly use it properly. no, this tileset is based directly off of the first Zelda's graphics, modified to fit the new style of mountains that are so common in the recent 2D games
using Pure or the Zero tilesets would be a mistake, to me. they don't utilize the full capabilities of what ZQuest can now do with graphics. plus, the previous demo quest had a unique tileset made simply for that game, which was also based off of Z1. then again, this might just be my ego talking
Actually, a tileset based off a Z1 ala Demo quest would be great.
AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
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