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Death Mountain Trail development

47 replies · 7,980 views · Started 23 March 2008

Seeing as how the AGN Expo is now closed and there's a lot more I'd like to share as development continues, this is a new thread for discussion of my quest Death Mountain Trail

First what was listed previously:

This is a quest that I've been working on in my spare time for a little while now in 2.10.

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Story
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Ganon has been a relatively small threat for a short time now in Hyrule since Link last defeated him. But recently him and his minions have been on anuprise. The local wildlife notices this recent uprising and begins to stir. Eventually the local creatures, once kind and even sophisticated, began to turn into ravaging beasts. With creatures attacking the town and Ganon's army as well, the villagers of Kakariko need a hero's help. Ganon knows of the power of the Hero's bloodline, and has fled to the summit of Death Mountain to escape danger, sending his army to defend the hillside. Now Link embarks on his longest journey yet, climbing the highest mountain in Hyrule to reach the ultimate evil...

The quest itself is not very far along, though I have some ideas straight and planned. As this is my first quest, I began it in the Classic tileset, though have already started a concurring version using the BS tileset.

I'm looking for people to design the dungeons for this game for me, as I've discovered that I have both problems and am not very skilled at, designing and drawing dungeons. Please post here or PM me if you are interested.

The idea revolves around climbing Death Mountain, with a basic design of a winding path, moving left and right along the length of the entire overworld, much like and elongated S shape.

Of course, things have changed since then. I no longer need any help with dungeon design, as I currently have Amaster42 officially signed on to work on at least 2-3 dungeons, as well as Master Maniac as a fall-back once Amaster42 makes his last dungeon. The development of this quest has long since switched to 2.5 betas, instead of 2.10. And of course, things are looking better since the quest was first started.

Here are some screenshots to show off Amaster42's first dungeon that he's made:

User posted image
User posted image
User posted image

(Sorry, but since the dungeon is not 100% playable at the moment, I had to use ZQ, and Large has been made the default now so I couldn't make this any smaller)

EDIT: COUNT-DOWN TO DEMO:
To-Do:
1)Test dungeon for all bugs, tweak minor errors- some small wall things may be changed- Amaster42 has said that he was un-experienced with BS's perspective walls.
2)Finish with the 'House System', making everything look more professional, as well as adding music to the houses.

The overworld for the demo is completely done and tested, except for the house system, the dungeon is all that's left! Keep in mind 758's item bugs, so there won't be 10 rupee drops in the final version, though for now have been replaced with dark green rupees.

Those shots look good. I see great things coming from this quest. Especially with somebody like Amaster doing the dungeons.

russadwan wrote:Those shots look good. I see great things coming from this quest. Especially with somebody like Amaster doing the dungeons.

Bobrocks95 must be so flattered. 😃

Anyway, I'm looking forward to this quest. I can tell this will be a good, solid quest.

bobrocks95 wrote:I know. It makes me feel like I need to improve the overworld so much now...

I know how you feel. Joe123 an I are working on a project together. Every time he releases an overworld screenshot, I keep thinking my dungeons are going to bring the quest to disaster.

We're almost ready to release a short demo that would encompass a short overworld area and the first dungeon. There's been some problems with the dungeon, though, causing secrets to not be permanent, making the dungeon impossible. I also need to set up the houses on what I call the "House System".

You guys are putting together a nice quest, I looked it over a bit when I was checking out that perm secrets bug.
Thumbs up!

For the love of god. Add -small to the shortcut :/

The shots look okay, considering they're BS dungeon shots, and you really can't do anything much more complex with that without changing a bunch of crap (Which, considering it's BS, isn't worth the effort). Speaking of which, if I were you, I would either ditch trying to use freeform dungeons with the BS walls or switch out dungeon walls. I've tried it, it doesn't work, asthetics-wise or from a level-design standpoint.

Also, I don't know whether that's supposed to be dirt or what, but either make it brown or ditch it completely. Right now it looks like someone dumped blue slime all over the floors.

I've tried it, it doesn't work, asthetics-wise or from a level-design standpoint.

Believe me, thats what took me so long. Some screens I spent ten minuets or more just on the walls, making them not totally butt-ugly.

Revfan9 wrote:For the love of god. Add -small to the shortcut :/

And yet I have tried that. It doesn't work. I add -small after the full target in parenthesis, and the program doesn't open. I write it like this:

"C:\Documents and Settings\Dylan\Desktop\758-windows\zquest-w.exe" -small

try removing the space in front of -small

And you can do freeforms with bs dungeons, but you will need to make some more tiles to fill in here and there to get the walls uniform and alligned.
I did some in one of my quests a while back, if you want them I can try and dig them up, I did these for the tiles Radien did (the smooth walls, which I believe you are using).

Without the space, windows just pops up with an error message.

And You'll have to talk to Amaster about those tiles, he would be the one wanting them.

Yeah, that would be awesome if it's not too much trouble. There are some of spots where I had to hope that the player wouldn't try to really look at and understand the walls.

I didn't say remove the dash, just backspace it over so there is no space between them.
You have space between exe and -small

Amaster.
You can download my Link to Tortuga quest on my site in my sig.
The BS dungeon was level 4 on map 14 and the password is 1cocopuff.

Thank you kindly. I'll go check it out, see what I need to rip. You may want to edit out your password now that I've got it.

Been there, done that. I've already checked it out with 2.5 b737, which allows you to open any quest, even if it's passworded, with ZQuest. 😃

bobrocks95 wrote:The overworld for the demo is completely done and tested, this is all that's left! Keep in mind 758's item bugs, so there WILL be some glitched 10 rupee drops, as those are NOT intended to be in the quest.

If you didn't, you should create yellow Rupee sprites anyway so that we won't have to pick up lovely garbage tiles for money. 😉

Pineconn wrote:Been there, done that. I've already checked it out with 2.5 b737, which allows you to open any quest, even if it's passworded, with ZQuest. 😃

For the love of all that is good, send me that build! I just want to open HoD and see how many screens those boss battles used up. :tongue:

I'm 90% sure that Pineconn was being sarcastic with that statement. Even still, if you really want them, quest passwords aren't that hard to get ahold of...

Actually, I personally don't even see any real point in Quest Passwords. Are people THAT afraid of getting their graphix stolenz?

Nope. I'm not redistributing b737. It's evil.

And seriously, b737 overrides the password prompt. I can open virtually any quest for 2.5 b737 and lower (including 2.10, etc.). DD realized the error quickly and replaced it with b738, so only a handful got to grab it. I was one of the lucky ones. 😊

Need proof?

User posted image User posted image

Even still, so what? Just about every quest in existance can already be broken into with THAT program, so having 737 isn't that special really. Unless you REALLY wanted to break into Lost Isle for some inhuman reason :/

Revfan9 wrote:Actually, I personally don't even see any real point in Quest Passwords. Are people THAT afraid of getting their graphix stolenz?

I agree. Although, it seems anybody could go in and edit your quest to ghet around puzzles they are stuck on. I say, password a quest, and then give away the password during the credits.
Pineconn wrote:Need proof?

User posted image User posted image

You are an incredibly lucky person Pineconn. I'm about to cry about not getting that build.

Amaster had a suitable quiver sprite, plus we fixed the permanent secrets bug. Now just the house system and final testing.
By the way, I'm interested in future testers for later versions. I was hoping some regulars like Russ and Pineconn could help out if possible. Anyone who wants to can send me a PM.

bobrocks95 wrote:I was hoping some regulars like Russ and Pineconn could help out if possible. Anyone who wants to can send me a PM.

I'll beta test. But, I won't be able to get to it until after my vacation, which I will return home from on the seventeenth.

Well, it's mainly for future purposes, so I'm sure that won't be a problem.

Completely off-topic, but does anyone know of a good guide for ripping tiles from a picture? Or at least some technique so that using the grab function doesn't make the color all garbagey?

EDIT: Or how to do a palette rip?

I think when your grabbing if you hit R, ZC will take the closest aproximation to the picture your trying to rip for your quests pallete. It stands for recolor.

Thanks, though before you posted I found out how to do a palette rip, which works well because BS has so little palettes- plenty of room.

User posted image

I imported this, then had to combo the whole thing. I'm planning on making this the title screen, but I need to find a good Legend of Zelda title overlay, yet generic so that I can just insert some text underneath it to make my full title.
I think I'm done with ZC for the night.