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Souls of Wisdom 2: Darkness Within

158 replies · 57,530 views · Started 04 September 2012

NewJourneysFire wrote:Yes, Zelda 2 palaces, but like I said, they don't play a predominant role in this quest. They serve to be explored after each level, almost like a final segment to each level. Palaces are overdone, and I assume will be featured in all Zelda 2 remakes. Since the Souls of Wisdom series takes elements of the first two games, the palaces and their guardians are certainly featured in this loose remake of Zelda 2.

This explains why you get 6 crystals in the temple of time. Returning crystals to the palaces is one of te main objectives of the quest, but finds itself overshadowed by the quest's mysterious and interesting plot. You will not be disappointed? Unless of course you wanted to explore these palaces.


All the other Zelda 2 remakes are kinda...dead. I was looking forward to someone with a solid completion track record finally remaking them. I'm sure however you decide to handle the palace aspect it'll work out, though.

Thank you. But unless somebody else volunteers to take charge of temple creation, they more than likely won't be anything but a simple puzzle than big boss routine. Full palace creation is what makes Zelda 2 remakes so hard. Palaces are too strict, and needs too much commitment, and kills creativity. Palaces are way too strict for me to recreate, and that is why this quest is more capable of completion. Palaces might be overkill as well, nothing worse than a player think "when am I gonna reach te end of this part?".

I'd be open to implement "Classic Palaces" just like I did with "Classic Temples" in SoW1, but I won't be doing them myself.

Found you Cole! Ok, so I sent you a PM or 2 on purezc with some bugs I found. But I'm sure it was an older version of the Demo, so I might need to update the version I have so I'm not repeating things you have already fixed.

Sorry I haven't responded. I have been really sick these holidays, been bedridden the past few days.

What bugs have you found so I can attempt to fix them if they haven't been already. Also, this current quest is being built on RC3. I'm gonna update to the full version of 2.5 soon.

After what could be an excrutiating amount of hours put into this quest tonight, I am proud to say that the next level is almost completed. This level is huge, though fairly basic considering it is just level 3. There are no elaborate puzzles, but a fun block puzzle.

You'll either love or hate level 3, because there are creeper Stalfos around every corner ready to nab you of you ain't being careful. Anybody who's following this quest wanna give it a test run?

Happy New Years, and to celebrate, I proudly reveal beta 3.2

In this beta, the complete 3rd level finally accessible to fans. Though still in its primitive stages, it is fully functional and operates as it should. This level took me alot of will power to even start, let alone finally finish. It was just such a difficult level to create that I actually skipped it and worked on the overworld for the rest of the game. Now finally, over a month or two ago, I finally stepped in to create this level, and here it is. I am very proud with how this level came to be, as it meets 95% of how I originally imagined it to be. Something I believed that was near impossible. Please download and enjoy what this level has to offer. 😊

http://www.2shared.com/uploadComplete.jsp?sId=ciTEGsRiyJJHw2Kx

I also would like to announce that Souls of Wisdom 2 is now 2.5 (official) compatible. But still built with RC3, after I test that this quest is fully workable with the official version, I'll be transitioning to the official release to build this quest further on.

Finally another part coming out, but I think I'll take my chances with the 'official' release now; don't wanna spoil too much, after all. Still, glad to hear you're making so much progress.

Something else, though; I like the idea that the Dark Sword deals very low damage to the monsters. After all, using a dark weapon to attack dark creatures is usually a bad idea, unless you have no other choice in the matter.

The sword is the weakest item in the game because its the only item that doesn't use magic.

Magics are certainly superior, but of course forces you to always eye your magic meter. But of course you noticed by now how generous enemies are with magic replenishing. Over time, enemies will be more generous on rupees and less on replenishing magic and health.

Also, even if the sword is weak, when levelled up it becomes much more powerful.

Uploaded the quest again, I am doing 2 versions, depending on your circumstance.

Pick one of the the following choices:

- I have either not played this quest yet, or deleted my old file and I want to begin at the entrance of level 3, and I want to try out the added perks of the fully upgraded equipment.

http://www.2shared.com/file/fLs-fT0q/darknesswithin.html

- I currently have the quest file and want to try Level 3 using the equipment that I've collected in my journey.

http://www.2shared.com/file/Kr8TBNq2/darknesswithin.html

I went with the quest file that's a continuation of what I have so far, which is a level 2 sword, level 1 heart (?) ring, and not much else (I don't want to make things too easy by grinding). Good thing I had that heart ring because the early going was tough with no weapons.

As far as issues, I noticed that the locked doors re-lock themselves when you get your gear, which makes it possible to get stuck if you go the wrong way after the cannon part and unlock a door that requires a small key before getting your gear since the key doesn't reappear if you already got it. That same locked door also reacts to being slashed when it's locked, changing one of the tiles.

In the chase cutscene, it's possible to switch screens by moving left/right at certain times.

Thanks Colossal, I just fixed the issues I believe. I will test it later. I will also work on finishing the boss battle, along with the first Palace. (I am including palaces now, but they'll be more like mini labyrinth styled stages featuring puzzles and traps and enemies that are similar to that of Zelda 2. But don't expect these Palaces to overshadow the levels because they serve as an extension to the levels instead.

Looking forward to this game, but I think I'll wait for the full release to play any of it. Still working on Souls of Wisdom 1 and many other quests.

A little update to say nothing new for now. I've taken a small break which I normally do which is how I prevent burning out. Burning out is what causes most quests to fail, despite how ambitious.

But rest assured my breaks are never non progressive because I am always seeking unique ideas, and imagining the next step in my quest. I am hoping to clue up North Faron soon, and introduce South Faron, which is an entirely new overworked map. So that will be exciting because South Faron is already half complete from earlier work, and I can immediately begin working on Level 4.

Progress Report and Updates:

Finally got back into it, after taking a break to play fallout and some other games, I return with more progress reports.

As my skills with Zquest improves, so does my ability to create in good time. Once again I skipped the next segment to work on future areas. With the level 3 boss and the first palace giving me a mental block, I decide to jump a few notches and work on level 4 instead.

I am very proud to announce that in level 4 I am introducing something new to the Zelda series. Level 4 will be the first level to contain "parts", and it will express further my indoor/outdoor temple potential. Level 4 is a ruins level which will feature 3 parts. The first part will be a rocky swampy ruins area with indoor and outdoor rooms co-existing. This area will include a mini boss. After completing the area you'll reach area 3 of the level which is much more foresty but will maintain the swampy feel, in the second area you'll find an abandoned village which I plan to make it similar to Lost Isle's village, finally you'll reach old Hyrule Castle which will be the third segment of this level. Than finally the palace, which will be labyrinth style like all my palaces will be.

The reason I am breaking my levels down into deprecate parts is to create a brand new way to play Zelda. No more will you feel "okay, found the temple, lets beat this". Because the real levels is before the palaces, you don't know where it begins or ends.

Another example I will use with this format is the Dream Stage I am making. Which features travelling on a ship, getting swallowed by the wind fish who brings you to Koholint (spelling) island, only to find it only has a light house, than of course the light house tower, and upon reaching the top you find a bed which takes you to dream Koholint which is this messed up looking island in a dreamy space like location. Which than the palace is located.

Another purpose for such large and oddly designed levels is to create another large game that is interesting and fun. My goal is to make this game even larger than Souls of Wisdom, I want the overworked bigger, and players to have more hours punched in. But what makes this challenge difficult is that Souls of Wisdom is one of the largest quests ever built. On average the game takes more than 20 hours to complete, and to make another 20 hour hit, well, just call me masochistic by nature.

But it will be worth it, no matter how long this quest takes to complete.

How delightful! Today I punched some serious time into this quest so I can finally clue up the Papara region, with nothing left but the boss battles, I am happy to announce the Horsehead battle is complete, and the fight itself brings players right back to Zelda 2, as it is necessary to practice good timing in your jumping attacks.

Horsehead is the real deal, the peak of pain that will surely make you wanna throw your controller down in rage, but come back for more. His flaming waterfall attack is beautiful, top it off with an attack that will surely bring you to tears. He's the boss you'll love to hate, and you certainly will feel a lot of accomplishment kicking his butt. Only the most expert of players should attempt to challenge Horsehead with low level gear, so level up before you encounter him so that the battle can be much less painful.

I like the idea of the Dream Space Koholint Island, and I randomly thought of an idea that may work well with it. Don't want it to get out in case that's what you're doing with it, so I'll just PM it to ya. Also, Horsehead looks like he'll be fun. At least Link'll be nice and toasty XD

Introducing Souls of Wisdom 2: Darkness Within (beta 4.1) now playable on Zeldaclassic 2.5 (official version).

Download Instructions:

Click the link and than click on "download" (as indicated by the image below).
http://www.2shared.com/file/ndHJaTQp/darknesswithin.html

Notes:
- Beta 4.1 includes 3 complete levels and 1 Palace, after the 1st palace you get a little more overworld exploration before you are stopped at a dead end with a young singing gentleman indicating that the beta has ended.
- This beta works best when starting a new file. Those who have played the previous beta and has progressed through level 3 a bit may experience some minor bugs.
- Those who collected the boss key in level 3 in a previous beta may be able to skip the Palace and fight the Palace boss early. (Try not to do that).

User posted image

I'm interested in this quest, but for some reason the Roc's Feather doesn't show up in the latest revision and I die in the first cave.

Enemies that split into themselves... and that one room where you apparently can't let them catch you... interesting trick there.

In one of the hookshot rooms, you have to hookshot to the right and walk downward onto walkable ground so you can go through the door, but the hookshot often doesn't put you too far north to do that. I thought I'd mention that because it can take multiple tries to get it right and running out of magic is a possibility.

I'm up to Horsehead now. Haven't beat him yet, but I'm working on it. Maybe I should have upgraded my gear. It's tough with a level 2 sword and level 1 pretty much everything else.

There is a small bug with Horsehead that I need to fix.

The bug is that the battle restarts at Horsehead, I need to fix that because you should be able to return to town and upgrade at this point in the game. I can give you a temporary warp out of the battle if you want so you can upgrade your gear.

That's alright. I didn't save during the battle, so I'll go back and do that now.

EDIT: The level 3 defense ring is very overpowered for this point in the game. Horsehead was easy with that. I also had the level 3 wallet to make full use of the P bag that was dropped.

I'mm playing the demo, I'll post things along the way.

-The first screen's text is not centered. It's off to the left. Should be fixed.
- "I seen his ashes burn" should be "I saw his ashes burn."
- "I seen his lifeless body" should be "I saw his lifeless body."
- "That's" (in the next line) should be "That was". That's is basically saying "That is" (Which is present tense), when what Link saw was in the past.

-Most of the small trees in the forest have the wrong bottom, as if the trees are merged between two different kinds. Fix that.
-

Thanks Lynker. This is exactly what I want to hear out of bug testers. Pick out the nitty gritty, even if its sometimes brutal. I still can find bugs or blunders from my last quest which was either skipped or ignored.

Btw, I was new to the graphics pack, so you'll see a lot of mistakes in the rock tiles, but as you progress you'll see how quickly I learned to improve on that.

No problem! It's my pleasure. 😊

And that sounds good. But I think you should go back and fix the trees, maybe the mountains as well. I'm currently in Eldin Cave.

I used this exploding thingy: User posted image
outside of Eldin Cave, and appeared here. Continuing also leaves me here. Luckily I didn't save.