Alright the beta's done now. It's only here for beta testers so the story isn't being posted yet. It will be with the finished product though. This is an extremely challenging quest, so don't be afraid to cheat beta testers 😉(You can open it with zquest to find the cheats, it's not passworded). Any reports should probably be done in this thread or to me via PM.
Things I want beta testers reporting to me:
- Legitimate, unintended bugs and anamolies.
- Challenge inconsistancies(was level 10 easier than level 5?).
- Bland, boring stuff that needs to be livened up.
- Feedback on good design, and bad design alike. Did the gameplay style make sufficient use of the superbombs or no? Or was the terrain all wrong? Did the overworld feel like an overworld or just a huge collection of screens, etc.
Things I do NOT want beta testers reporting to me:
- Every single bug no matter how minor. I think we can deal with it if walking left 10 times, then going up, down, up, down, up, down causes a slight visual anamoly. Use common sense when reporting bugs.
- Very minor challenge inconsistencies. I don't care if room 5 in level 11 was slightly easier than room 4(as it is, room to room challenge level flucuates a lot in dungeons), or if zora is easier to evade on some screens than others.
- Good/Bad. By this I don't mean good/bad design. I mean what's good or not good about the game. The reason is this is extremely subjective. Bland is too to an extent, but much less so.
- Known issues, specifically the following:
1. Zoras and shooters sometimes disappear, I do not know how to fix this. You are more than welcome to PM me with a solution, but don't just report it and expect a fix.
2. There are minus worlds, they were intended. If you encounter a bug in the minus world don't report it, just stay out of the minus world.
3. It is possible to get into level 13 from level 12. This is intended and is a reference to the "huge hidden world" above ridley's hideout in metroid. Which was actually the rooms of regular norfair.
4. There are some graphical anamolies intentionally left in the game, make sure they aren't a hint at a secret before reporting them.
5. Certain gohmas in level 5 don't make the sound effect they usually do, but rather are silent. I don't know how I would fix this, but it's not too serious a bug either.
6. You warp to an unwalkable tile in the boss room of level 6. This was to prevent worse problems. You can use your hookshot to get off of it.
7. Certain damage tiles in the boss room of level 8 disappear while the lens is active. Unfortunately due to the functionality of the lens it is not fixable. However, they were at least left in an easily memorized pattern.
8. Wealth medal 2 and 3 were not placed in the game due to an oversight, I fixed this.
9. Maps display wrong in some rooms, this is just a side effect of using DMAPS for strings.
10. Last minute slip up allowed a super bomb to be gotten before level 10. Replaced with red medicine.
11. Bug with lock blocks on middle-right room of level 11 center causes the tiles they change to partially not to act like water, despite classification as such.
12. The design of level 11 made it easier than intended. This was fixed by removing the exit at the start. In the final, you will have to beat the level to leave it. This is so that you can not get a red medicine, get the boss key, unlock boss lock blocks in center-right room, then leave to get another red potion before comming back. You are more than welcome to do so while beta testing though 😉.
13. Monsters start bugging in level 11 after you warp to center platform out of the water. Dunno how to fix this but it's pretty minor considering that things revert to normal after you quickly warp to the boss area(there's a trick to easily evading the octorocks there anyway, so it barely, if at all effects the difficulty).
14. Impossible to avoid taking damage at times against the gohma 5 in level 13, fixed.
15. Possible to get to level 14 boss room from level 12 boss room. It isn't really a bug but rather a result of using instant death combos instead of walls on the perimeter of the room. In the final, it will no longer be possible to warp and kill the level 14 boss this way.
- Fixed bugs(Note that these were fixed after this was posted, and are fixed for the final version, they are not fixed in the beta version), check these before reporting:
1. Gohma in level 3 makes a gasp sound in addition to his normal one, this has been fixed.
2. Boss of level 3 always returned, fixed.
3. End room of level 3 was impossible to exit. This was actually an oversight as there was originally a triforce piece there, which would have taken you outside. This is now fixed. For now, just use the go to function of cheat level 4 to get back outside.
4. Dying in level 4 got you stuck in a wall, fixed.
5. Map in level 4 displayed first 2 rooms slightly wrong, fixed.
6. Not really a bug, but the heart container in the level 4 boss room was over the exit stairs, moved to upper right corner instead.
7. Player exits level 4 key room out level 5 entrance, fixed.
8. Player could not get the magic sword after level 4 due to the whistle being triforce peice dependant instead of dungeon boss dependant. I fixed this by using Whistle->dry lake in screen 3E. For some reason there are no visual effects, or sound effects to confirm you can walk through the water this way, but at least you can cross the lake this way. If anyone knows how to make this a little better please post it. For now, just use the no walls cheat to get there.
9. You get stuck in the upper left corner of the key room of level 5 after killing the boss, this is now fixed.
10. You can't escape level 7 after the boss is dead, this is now fixed, the room after the boss has an exit.
11. Compass location on level 8 was left 00, fixed.
12. Going to screen 75 in level 9 forces the player to get hit by a patra, now fixed by a side warp.
13. Heart container after level 9 boss did not appear, moved it to screen before the boss room.
14. Dying in level 9 boss room got you stuck in a wall, fixed.
15. Dying on level 10 boss got you stuck in a wall, fixed.
16. Can not exit the secret level from entrance, fixed.
17. Heart container on screen 3B was not gettable, it's fixed now. While beta testing just give yourself another heart container after beating and exiting level 10.
18. Various misaligns in the overworld, fixed.(-thanks to gleeok)
19. Super bomb shop in the graveyard did not appear, fixed.
20. Room 45 of level 13 has a damage combo that does not disappear when the enemies die, and blocks the room's exit. This is fixed.
21. Possible to go back to level 5 after getting the flippers and swim off the map. This is now fixed.
22. Dying in the level 13 boss room got you stuck in a wall, fixed.
23. Oversight on room 52 of level 15, all damage combos were supposed to disappear upon the death of the gohma 6, they did not, they do now.
Also, if you have any reasonable suggestions, don't be afraid to send them to me. I won't neccesarily follow it, but if it's good I'll at least follow it's direction.
You can download it now here:
http://www.zeldaclassicforum.com/#post52745#post52745
Note: You can send PMs or post replies on either forum.