Erock's Dungeon Designs 2014-2017

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Post by Puzzledude on Tue 7 Apr 2015 - 2:33

Nice. Of course you need to be very careful with the multi-pushable block (it seems to be half the unit left if you bring it to the switch). I solved this by putting the floor onto the type which has small squares (to see all possible block positions).

I can also give you a puzzle with your upper room: can you erase the small vertical middle fence with the pushable block (it can be done).

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Post by Erockbrox on Wed 8 Apr 2015 - 1:26

^ I don't see how anything can be erased in the above design.

Here is another infinite block puzzle.

I could provide the solution, but I would rather see people guess this one. I did however, make a slight mistake. The room needs to be 1 tile wider since the block won't properly aline with the pot which its supposed to do. Hopefully you get the idea.

Also an upper door or warp needs to be placed since you can lock yourself in this room forever.

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Post by Puzzledude on Wed 8 Apr 2015 - 5:46

I don't see how anything can be erased in the above design.
Push the block down, then right, then up to the pot. Now push the block left. It is then half the unit from the vertical fence, which allows you to push it left and "cut" the fence. (You can test this if you like. I use this strategy of "cutting" fences in the IQ hack). If you repeat the process (push it right again, one unit up, and left again), you can "cut" the entire middle-vertical fence.

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Post by Erockbrox on Sun 12 Apr 2015 - 1:27

Infinitely pushable block. Pushing the block on the switch opens a closed door.

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Post by scawful on Sun 12 Apr 2015 - 1:51

I like this. Moving block puzzles are one of my favorite things in Zelda. Requires a lot of thinking and the only penalty for messing up is wasting time.
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Post by Erockbrox on Mon 13 Apr 2015 - 2:25

This is a one time single pushable block puzzle.

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Post by Erockbrox on Tue 14 Apr 2015 - 0:19

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Post by Erockbrox on Wed 15 Apr 2015 - 2:28

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Post by Tompala on Thu 16 Apr 2015 - 9:49

In many of these examples, keep in mind that part of the puzzle can easily be skipped using the hookshot to shoot through the block.

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Post by Erockbrox on Fri 17 Apr 2015 - 0:10

^ Actually I didn't even think of that exploit while creating these. Thanks for reminding me.

While its true that you can use shortcuts and exploits using this trick I'm counting on the average player to not know such things and for them to play as normal.

Speedrunners like you can show off by exploiting such things. I don't think people exploiting these things is all that bad due to it being not so easy to pull off.
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Post by Tompala on Fri 17 Apr 2015 - 11:36

I just see it as a clever solution to the puzzle =).

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Post by Erockbrox on Wed 22 Apr 2015 - 15:21

Here is a video of me making one of the above designs.

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Post by Erockbrox on Sat 25 Apr 2015 - 2:28

This one is like a zig zag puzzle. You must "zig zag" the block within the constraints. If you push it too much it will become stuck for sure.

Ideally it is to be placed in a room where there isn't enough room to push the block outside and around the design and so the player is forced to take the inner zig zag path.

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Also here is the fixed version of an earlier design.

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Post by Erockbrox on Sun 26 Apr 2015 - 0:11

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Post by Erockbrox on Mon 27 Apr 2015 - 1:18

Here is a design. The player is supposed to light the torches to make the chest appear. I have already placed the chest where it is to appear. Originally that chest spot is an open path so you can access the top door.

If the player comes in and lights the torches first then they can get the chest.

But if the player explores first and goes into the top door they can explore a secret because once you light the torches and get the chest the chest now blocks your path and so you can't get the secret!

It could also be made so that if a player requires a new item they can return and access the secret room later in the game so that its not just a one time event. Because once that chest is opened its permanent.

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The player enters the room through the bottom door.


Last edited by Erockbrox on Mon 27 Apr 2015 - 1:51; edited 1 time in total
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Post by Tompala on Mon 27 Apr 2015 - 17:44

In the case of that layout, it's possible to hookshot the top torch on either side, hold up and take damage a couple of times until you get through.

Of course, this can easily be avoided by increasing the gap between the torches and the spikes by another step.

Though having the bottom blocks that close to the spikes means you can first hookshot the torches, the block and then be inside the spikes to just move upwards.

I guess you could technically have this type of puzzle too, where you simply walk straight through lots of spikes. As it is something I don't think too many know that you can at all. Could also force the player to have to get a red potion or something because of lack of health. Just an idea.

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Post by Erockbrox on Tue 28 Apr 2015 - 3:09

^ the layout may not be perfect, but the idea here is that you can close off a part of the room for good by making the chest appear and getting the chest.

so to get the secret (like a special room with rupees in it or something) you would have to explore first before sealing off the room.
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Post by SunGodPortal on Tue 28 Apr 2015 - 14:09

^ the layout may not be perfect, but the idea here is that you can close off a part of the room for good by making the chest appear and getting the chest.

That's a cool idea.

I also like the one you had somewhere around here about having to choose your path and not being able to go back after you've made your choice. I know there's one dungeon I'm gonna have in my hack that uses that concept as a sort of theme. I figured I'd give the player the mirror and one key in an introductory area of the dungeon with a bunch of locked doors. Behind the doors would be one way paths that require you to use the mirror to get back to the entrance. If it wasn't the right path you just choose another locked door with a key you found along the way and see where it takes you instead.
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Post by Tompala on Tue 28 Apr 2015 - 15:19

Yeah, I know what your intention with the idea was. Just pointed out ways of possibly breaking the puzzle anyway, so you know when you put the idea into reality =).

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Post by Erockbrox on Wed 29 Apr 2015 - 1:36

I can't remember if I ever posted this idea before, but here it is anyway.

I always envisioned being in a dungeon where at first you don't have the invisible cape. So you go exploring the dungeon and such and see a room like this. The Red Orb is really the Blue Bumper.

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So you don't really think much of it because you don't have the cape yet. Now finally after much work you finally obtain the big key and the big prize in this particular dungeon is indeed the invisible cape!

So after you get the cape you are wandering around and can't find any new areas to explore and then you remember...... oh remember that pit? And so you use the cape and go down the pit. Now this is where the rest of the dungeon exists.

So the dungeon is like split into two parts. 1st part is getting the big chest which contains the cape. The 2nd part exists after falling into the pit which requires the cape.

The best part is that if the pit with the bumper in front of it is not too far from the start of the overall dungeon then if you ever die while trying to finish the 2nd part of the dungeon then you don't have to go through all the first part stuff because now you have the item that allows you to go straight to the 2nd part. This could eliminate possible backtracking.

Also the pit looks so innocent when you first see it, as if it really doesn't contain anything at all, but then you find out that there is a HUGE part of the rest of the dungeon down there so it makes for a big surprise. Smile

Like who would have guessed that the rest of the dungeon was actually accessed from this one tiny little pit.
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Post by Tompala on Wed 29 Apr 2015 - 10:35

A similar way could be to trick the person into thinking you need the Cape, but the solution is actually to use the hookshot to go through.

When you put the hole like that, I really think it's fairly obvious that it's something suspicious with it. Why else would a pit be covered by a blue bumper? Of course, it could probably be disguised in a different fashion.

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Post by scawful on Wed 29 Apr 2015 - 10:47

I particularly like the "not what it seems" secrets in goddess of wisdom. Perhaps block off the hole entirely and make the player super suspicious of it, but weirded out that they cant access it. Then later in the dungeon they get an item that reveals that part of the blockade is fake.

Of course, they could always turn off a BG layer with their emulator, but whats the fun in that?
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Post by Erockbrox on Sat 9 May 2015 - 2:47

Here is an idea that I've had for a while, but only now getting to post it.

The main idea works like so. You walk into a room and the door automatically shuts on you trapping you. This is one of those rooms where you have to clear out all the sprites an order to get the door to open.

So you walk around and don't see any sprites, but there is a message on the wall which reads:

"If you want to escape then you must find me and defeat me."

So you have no idea who is saying this because nobody is in the room. Then you get the idea to step on the floor tile which makes the pit in the center of the room disappear.

This now enables you to walk on part of the floor which wasn't accessible before where you can trigger the skeleton knight!

The skeleton knight normally isn't visible so you would never know hes there unless you walked under him triggering him to fall down.

Now that you have the knight out you can defeat him which opens the door to your freedom.

Note that I put a statue over the floor star tile in an effort to hide it, but then later remembered that statues are actually sprites too so this may not work because the door may not open since the statue is present.

So another method of hiding the star tile may have to be used.

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[edit]

I also just noticed that you can escape from the room by falling down the pit. LOL. Which defeats the whole purpose of fighting the skeleton to make the door open. Maybe it can see be useful though.

[edit again]

The pit could be removed and replaced with normal ground with a block barrier around it with the center open. If you place the invisible removable floor under this block barrier (which is not currently seen) then the blocks will just go away so there will be no pit. I swear I did this back in one of my old videos.
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Post by Erockbrox on Wed 13 May 2015 - 21:43

Here is a design that I've been wanting to make for a while, but never had the time.

The player walks into the room from the south door. The goal is to light all lanterns an order to open up the sealed door north.

The player then needs to create a platform with the cane and while riding on the platform use the fire rod to get all 4 torches. Once this is done the door opens, however you are still on the platform and need to get off but there really isn't a question mark block which makes the platform stop.

If the player continues to stay on the platform then the platform will glide off the "track" and you will fall in the pit.

But thankfully there is a message tile on the wall and you can hookshot off the platform and onto the message tile allowing you to go through the north door.

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Post by Erockbrox on Wed 20 May 2015 - 19:58

Here is an old idea I finally decided to make. The player enters the room from the left and then needs to leave the room at the right.

There are ice aliens in the room, but notice that I didn't put on where the player first walks in. That one is empty.

The idea is that the player doesn't have the fire rod yet and thus must come up with other ideas to avoid the ice men.

So you push them back where they came from using statues. This is untested, but hopefully it works and you get the idea. Also the doors should be open.

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