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Thread: NeoFirst Dungeon Tracker

  1. #1
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    NeoFirst Dungeon Tracker

    Consult the map to locate most of these dungeons.

    Winter Garden 90% complete
    Music:
    L'inverno (Vivaldi)

    Themes:
    This is a cave of perpetual winter. There is some floating ice, but, owing to a lack of weather, no snow covering the bare soil. A "secret" entrance to Moon Tower is here.

    Motifs:
    As the Spirit of Winter possesses an element, various elementals (in this case, of wind) wander around. As the Spirit of Winter is a great fairy, various mischievous fairies are also wandering around.

    Treasures:
    * The Bee Smoker is used to defeat (or otherwise annoy) enemies in lieu of the sword.
    * A Bomb Flower grows in a locked room, to be used in lieu of the bomb bag.
    * The Hero's Charm unlocks the Boss Life Meter, but you can skip it if you wish.
    * The Deku Stick is the goal item, but it's technically in Moon Tower.

    ▲ L1 - Forest Temple (tentative name?) 90% complete

    Themes:
    Well... the first floor consists of outdoor woodland screens, with two rivers running throughout. Somehow, there's an indoor temple in the floor above (?!), as well as a second tier of woodland. If you swim up the river to its source, you'll reach Zora's Spring, which is where the Spring Element can be collected.

    Apparantly, the central boss's tendrils extend through the soil into every screen of this dungeon. (Maybe the amount of Tendril enemies you defeat influences the boss's HP?)

    Motifs:
    * Eye Statues are apparantly important to whatever this Temple was made to worship. On several occasions they are stabbed to trigger secrets, pushed into holes, and/or exploded. (Are they depictions of the dungeon boss itself?)
    * Fairies seem to have taken to dwelling in this dungeon. One of them greets you as you enter, and others come to your assistance during the Enemy Rush.
    * Finally, two pushblock puzzles require one to match four colours to the Four Seasons. This knowledge is utilised later in the game when one needs to gather one or more of the Elements.

    Treasures:
    * The Hookshot is used to cross a few bottomless pits. (Could be replaced with a scripted item?)
    * The Candle is used to burn the red trees and dry brambles, and its flame is of assistance in battling the faster-moving Tendrils.
    * The Triforce of Courage is the goal item.

    Bosses:
    * Enemy rush: Tendrils.
    * ??? (This boss is damaged with the sword, and evaded by crossing gaps with the hookshot, and possibly burning obstructions to the hookshot points.)

    ▲ L2 - Stonewater Cavern (or is it Stonewater Grotto?)
    2006 plan here!

    Themes:
    This dungeon serves several purposes for several races. To the Subrosians, it is their ore mine, and as such most of the rooms resemble a rough-hewn excavated cave. To the Wizzrobes, however, it is their base of operations, and as such the important rooms (containing Temperature Orbs and/or Treasure Chests) are walled and floored in stone.

    It is called Stonewater Cavern because it can assume one of two states: the volcanic state, where "stone becomes water", and the dormant frozen state, where "water becomes stone".

    Motifs:
    * Treasure chests contain recently-mined ore chunks instead of rupees. Once these are exhausted, you can trade your bombs to a Subrosian miner in exchange for ore chunks.
    * The Wizzrobes' magic most commonly manifests itself in the form of magical orbs. Five Temperature Orbs exist in certain screens, and are used to change the state of the dungeon between volcanic and frozen.

    Treasures:
    * The Stepladder is used to cross single gaps of both lava and water.
    * The Deku Leaf is used to cross water (in lieu of the Flippers).
    * The Hammer (Ice Hammer?) is used to break rocks and change red Temperature Orbs to blue.
    * The Triforce of Power is the goal item.

    Bosses:
    * Ice Volvagia: A long ice dragon. Damaged by burning its head.
    * Imposter Zelda: A warrior lady who thinks she is the Princess Zelda. Homes in on Link. Damaged by bombs. If Link is close enough, uses a hammer attack. Otherwise, uses a charged hammer attack which always stuns Link if he's not in midair.
    * Trinexx: A long rock dragon. Appears from the north wall after Imposter Zelda's HP reaches 0 and, while moving south, catches her in its mouth.
    * Orb of Chaos (form 1): a 2x2 floating orb containing the chaotic Triforce of Power. Moves randomly. Vulnerable when both escorts are disabled. Damaged by the hammer.
    * Red Orb: Moves randomly. Constantly uses either fire-trail attacks, random falling debris attacks, or fireball attacks. Disabled by the hammer.
    * Blue Orb: Moves randomly. Constantly uses either ice magic attacks, random falling debris attacks, or sword slash attacks. Disabled by the hammer.
    * Orb of Chaos (form 2): a 2x2 floating orb containing the chaotic Triforce of Power. Moves randomly. Vulnerable to the hammer. Constantly uses random falling debris attacks. Lava, water and ice combos hinder the player's movement, requiring the stepladder.

    Fort Aquatius

    Themes:
    This is an old Zora fortress, now overrun by Octoroks. Water hinders your movement.

    Motifs:
    * Typical Atlantean motifs, such as fine statues and thick stone blocks.
    * Owing to water erosion, the building has fallen into a state of disrepair. Watch out for falling ceiling tiles and weak floors! And don't bomb the load-bearing pillar! (Even if it does cause several pushblocks to fall from the ceiling...)

    Treasure:
    * The Zora Scale is given by the Zora at the very end.

    Sand Labyrinth

    Themes:
    A sand-coated stone maze, hidden deep in the Endless Desert. Many assume it is an abandoned, ancient ruin. But is it really correct to assume that a dungeon is abandoned, just because there are no creatures living within its walls?

    Motifs:
    * It seems as if every brick and tile in this place is infused with the spark of life - as many of them will slide or lunge from their places when you draw near!
    * Many statues can be found here. Some of them will, at a certain event, rise and pursue Link. Others will simply monitor and respond to Link's movements.

    Amicus Palace 70% complete

    Themes:
    This is essentially a re-interpretation of a Zelda Challenge: Outlands dungeon. It was originally a fairy palace, but since King Dim ruined the world, it has been the residence of yet another Moblin gang. Though, further inside, the Great Fairy still dwells within.

    Motifs:
    * The favourite decoration of fairies is flowers. As such, many patches of flowers still bloom, even in the musty torchlight.
    * Fairies also love water - in particular, fountains.

    Treasures:
    * Nayru's Love is given to you by the Eight Fairies when you defeat the Wizzrobe Quartet.

    Bosses:
    * Enemy Rush: Dodongo x 3.
    * Wizzrobe Quartet: A 1x1 floating orb, with four Wizzrobes rotating around it. Constantly shoots fireballs. The Wizzrobes are invulnerable until the orb is shattered by the hammer, at which point they are released.
    * Enemy Rush: Darknut x 10. When only one Wizzrobe remains, all 10 of the Darknut statues suddenly transform into Darknuts.

    Ocean Labyrinth 90% complete
    Themes:
    A reinterpretation of Level 1 from Third Quest. Its entrance faces the ocean, and the sounds of the sea can be heard even from its first room.

    Motifs:
    * The majority of its guards are either Goriyas or skeletons. Is it some kind of pirate lair? Hmm... not really.

    Bosses:
    * Enemy Rush: Aquamentus Kid x 5.

    Treasures:
    * A hidden shop sells the Whisp Ring L1 for 205 rupees.
    * After beating the boss, you get 20 rupees.
    * After beating the boss, you get a Boss Key that unlocks a chest in a room that is only accessible from a hidden stairway elsewhere in the overworld. That chest contains 50 rupees.

    Hidden Labyrinth 50% complete

    Themes:
    A short dungeon hidden below Wicked Wilds that has been forgotten by the outside world.

    Treasures:
    * A Magic Container lies in a hidden chest, locked by an equally hidden Boss Key.

  2. #2
    Gibdo bluedeath's Avatar
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    Re: NeoFirst Dungeon Tracker

    I can't wait for neofirst to be completed.

  3. #3
    Keese
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    Re: NeoFirst Dungeon Tracker

    Could I make one of the optional dungeons? If I could, I would like to have the Lakeside Labrinth.

  4. #4
    Keese
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    Re: NeoFirst Dungeon Tracker

    Okay then, I'll try writing out a description of the dungeon I want to design.
    Lakeside Labyrinth
    Themes: The dungeon is old, and apparently hasn't seen permanant inhabitants in a long time. The only enemies will be Keese and Gels, with the primary opponent of the player being the level itself.
    Notes:
    *Many areas of floor have given way, making liberal use of the hookshot required.
    *The player will not be able to go back after getting the longshot, owing to a one-way shutter.
    Treasure:
    *The Longshot will be able to cross the largest gaps in the labyrinth and will be able to trigger certain switches, indicated by a certain symbol.

  5. #5
    Keese
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    Re: NeoFirst Dungeon Tracker

    What screens should I build on? I don't want to start until I know which screens I'm allowed to create the dungeon on.

  6. #6
    Wizrobe
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    Re: NeoFirst Dungeon Tracker

    First of all, do not triple post. Second, nobody really said you could make the dungeon, although I think what you have is a good idea, except for the enemy limit. There is an enemy editor that could be of use. I say try to make the dungeon. If the developers don't like it and won't put it in, that you can just use it for your own quest or something.
    Quote Originally Posted by rock_nog View Post
    Well of course eveything's closed for Easter - don't you know of the great Easter tradition of people barricading themselves up to protect themselves from the return of Zombie Christ?


  7. #7
    Developer
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    Re: NeoFirst Dungeon Tracker

    Make it on a separate Map altogether. That should make it easy to coalesce with future NeoFirst files.

    P.S: I decided in here that the hookshot/longshot switches would be represented by cogwheels. Those graphics currently don't exist yet, though.

  8. #8
    Keese
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    Re: NeoFirst Dungeon Tracker

    Thanks. I'll just make a placeholder graphic until someone makes a suitable one.

  9. #9
    Octorok Dan Furst's Avatar
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    Re: NeoFirst Dungeon Tracker

    I have (what I think is) a great idea for Stonewater Cavern. There are a couple regular pushblock puzzles in the hot version, which are generally easy. But then, in the cold version, the pushblocks turn to ice and the puzzle becomes an ice pushblock puzzle! (Using the script I wrote, found in the showcase.)

    Perhaps the hot side puzzles could be made a little more difficult by putting some lava geysers (damage combo cycling) where you would have to push.

    I would offer to create some demo puzzles (hot & cold) if this sounds good to the group.

  10. #10
    Wizrobe Pineconn's Avatar
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    Re: NeoFirst Dungeon Tracker

    You know it sounds good to me. Anything to get this project going along, which it seems to have stopped stone cold. (Pun intended.)

    (Stone. Stonewater cavern. Eh.)
    My quests:
    End of Time - First quest, uses classic graphics (Help/discussion thread)
    Link to the Heavens - Second quest, uses Pure tileset (YouTube LP | Help/discussion thread)
    End of Time DX - Remake of my first quest (YouTube LP | Help/discussion thread)

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