Erock's Dungeon Designs 2014-2017
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Re: Erock's Dungeon Designs 2014-2017
Player falls on the switch side of the block barrier (south side of room) from an above floor.
Must push infinite pushable blocks an order to open the door with the block on the switch.
[edit]changed to a better version
Must push infinite pushable blocks an order to open the door with the block on the switch.
[edit]changed to a better version
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
The player drops in from the floor above south of the spikes. The player then moves the block in front of the small barrier. This way when the player hookshots onto the pot (switch) they have something to hookshot back onto to get to the open door. Pits exists if the player fails to do this and lead to another area.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
The player enters from the left and must push an infinitely pushable block onto the switch to open the door on the right. It may be better in a slightly bigger room.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
This one is interesting. The goal is to simply hit the switch to open the door north, but the problem here is that the pushable blocks are only 1 time pushable and cannot be pushed onto the switch under the pot.
Another way to opening the door is then to use the red brick, however there is the horizontal spike sprite which moves back and forth and will eat the red brick away.
So the goal is to push the block(s) at the right time an order to trap the spike block so that the spike will no longer pass over the switch and eat the red brick.
The horizontal barrier was added to prevent the player from trying to stand at the door and throw the red brick onto the switch and try and open the door that way.
Another way to opening the door is then to use the red brick, however there is the horizontal spike sprite which moves back and forth and will eat the red brick away.
So the goal is to push the block(s) at the right time an order to trap the spike block so that the spike will no longer pass over the switch and eat the red brick.
The horizontal barrier was added to prevent the player from trying to stand at the door and throw the red brick onto the switch and try and open the door that way.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
In this design the player falls from an above floor to this room south of the barrier. Even though the sprites say rocklops they are really the mimmicks.
There is no way to shoot at them with the bow and arrow because of the barrier so the red orb (blue bumper) is your weapon instead.
Simply navigate yourself in the room such that you make the mimmicks purposely run into the bumper an order to get knocked back into the spikes and the spikes are what kills them.
Killing all of the enemies in the room opens the locked door.
Untested.
There is no way to shoot at them with the bow and arrow because of the barrier so the red orb (blue bumper) is your weapon instead.
Simply navigate yourself in the room such that you make the mimmicks purposely run into the bumper an order to get knocked back into the spikes and the spikes are what kills them.
Killing all of the enemies in the room opens the locked door.
Untested.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Here is another mimic room design. As we know the mimics are killed by arrows and they follow your opposite movement.
I wanted to create a design where something else allowed Link and the Mimic to be lined up where without it, that alignment would never happen.
So you can walk into the room from the south door (possibly the door shuts behind you) or drop in from the top floor just past the closed door. If you walk to the right an order to get a clear shot with your arrows the mimic will go the other direction where there isn't a clear shot.
The only way to get the mimic is to walk in and go left which makes the mimic go right for the clear arrow shot. Then hop onto the conveyer belt which takes link (without movement of the right button on the d-pad) to the correct place for the shot.
The only thing I don't know is if the mimics follow the players controller movement or if they follow links x,y coordinates. Maybe someone could test it out and let me know which is true.
The conveyer belt goes right in this design.
I wanted to create a design where something else allowed Link and the Mimic to be lined up where without it, that alignment would never happen.
So you can walk into the room from the south door (possibly the door shuts behind you) or drop in from the top floor just past the closed door. If you walk to the right an order to get a clear shot with your arrows the mimic will go the other direction where there isn't a clear shot.
The only way to get the mimic is to walk in and go left which makes the mimic go right for the clear arrow shot. Then hop onto the conveyer belt which takes link (without movement of the right button on the d-pad) to the correct place for the shot.
The only thing I don't know is if the mimics follow the players controller movement or if they follow links x,y coordinates. Maybe someone could test it out and let me know which is true.
The conveyer belt goes right in this design.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Alright, I finally tested this. I actually forgot how the mimics behaved. They control like so:
Mimics Up/down is opposite as yours
Mimics Left/right is the same as yours
This means that if I wanted the above design to work then I would have to turn the entire room 90 degrees!
It would look kind of like this.
I've very happy to see this working though. Also I confirmed that the spikes do actually kill the mimic when they bounce into them from the blue bumper. This is awesome because the mimics have never been killed by anything other than arrows before.
Mimics Up/down is opposite as yours
Mimics Left/right is the same as yours
This means that if I wanted the above design to work then I would have to turn the entire room 90 degrees!
It would look kind of like this.
I've very happy to see this working though. Also I confirmed that the spikes do actually kill the mimic when they bounce into them from the blue bumper. This is awesome because the mimics have never been killed by anything other than arrows before.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
A couple of things about the mimics too:
They have a slower walking speed than Link. Moving at a steady one pixel/frame (not counting diagonally) while Link moves at 1½ pixels/frames. Which means you could design a puzzle where you are barely able to catch up to the mimic.
You can also use Sword, Bombs, Hammer, Cane of Byrna, Cane of Somaria and the Good Bee to kill the green ones, apart from spikes and the Bow.
If you dash, the mimics won't move while you are in midair, unless you hold the D-pad in midair, in which case they'll move by Link won't. You can also bump into a blue bumper to be moved while the mimics stay still.
You can hold you sword and walk into wall to have them move while you push against the wall. Will not walk if you face the wall with the sword.
While you are using an item, such as the Bow, Boomerang or Hookshot, you can use the D-pad to move the mimics without Link moving.
They have a slower walking speed than Link. Moving at a steady one pixel/frame (not counting diagonally) while Link moves at 1½ pixels/frames. Which means you could design a puzzle where you are barely able to catch up to the mimic.
You can also use Sword, Bombs, Hammer, Cane of Byrna, Cane of Somaria and the Good Bee to kill the green ones, apart from spikes and the Bow.
If you dash, the mimics won't move while you are in midair, unless you hold the D-pad in midair, in which case they'll move by Link won't. You can also bump into a blue bumper to be moved while the mimics stay still.
You can hold you sword and walk into wall to have them move while you push against the wall. Will not walk if you face the wall with the sword.
While you are using an item, such as the Bow, Boomerang or Hookshot, you can use the D-pad to move the mimics without Link moving.
Tompala- Witch
- Since : 2013-01-23
Re: Erock's Dungeon Designs 2014-2017
Thanks Tompala, I will see what I can do with this new information.
I want to nail all 4 mimic rooms for the Conker game.
I can also see why you would know this info because when you are speed running you simply must know this.
I want to nail all 4 mimic rooms for the Conker game.
I can also see why you would know this info because when you are speed running you simply must know this.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
All of that information is just from playing the game normally, before I got into speedrunning . Well, I suppose I didn't know about the Good Bee being able to kill the green Mimics, I never really used it for anything. And talking about the Bee... It is able to kill Mothula, only boss it works against, in case you didn't know =).
Tompala- Witch
- Since : 2013-01-23
Re: Erock's Dungeon Designs 2014-2017
Okay, I've thought of a neat idea for a level, but I haven't had time yet to actually make it and test it.
With the new info from Tompala, I now see that in my above design you can actually not use the conveyer belts, but instead dash with boots or press against wall with sword held outward. I haven't tested hookshoting yet, but i guess mimic wouldn't move with hookshot either.
But that doesn't mean you still can't use my design. it still works and most players wouldnt know such special info.
I did however try and find ways to eliminate such special tricks.
One method is to have walkways which have pits on all sides. This way link can't press against the wall and move the mimic, but thats another thing, falling.
I haven't tested falling yet, you could move and fall and reset and move and fall again to move the mimic but its not really a good idea to make the player take damage like that.
The best solution that I can think of is to put link in water and make him swim. He can't use sword or hookshot or dash boots. So I'm thinking that if you don't want any of these special tricks to be used swimming is the best bet.
So one of my designs involves water. I'll try and post it later but need to test it first.
With the new info from Tompala, I now see that in my above design you can actually not use the conveyer belts, but instead dash with boots or press against wall with sword held outward. I haven't tested hookshoting yet, but i guess mimic wouldn't move with hookshot either.
But that doesn't mean you still can't use my design. it still works and most players wouldnt know such special info.
I did however try and find ways to eliminate such special tricks.
One method is to have walkways which have pits on all sides. This way link can't press against the wall and move the mimic, but thats another thing, falling.
I haven't tested falling yet, you could move and fall and reset and move and fall again to move the mimic but its not really a good idea to make the player take damage like that.
The best solution that I can think of is to put link in water and make him swim. He can't use sword or hookshot or dash boots. So I'm thinking that if you don't want any of these special tricks to be used swimming is the best bet.
So one of my designs involves water. I'll try and post it later but need to test it first.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
One thing I forgot to mention: You can also grab a wall and press the D-pad while holding down the A button. Luckily, adding holes will work to prevent that as well.
Tompala- Witch
- Since : 2013-01-23
Re: Erock's Dungeon Designs 2014-2017
Finally had time to make the mimic room. Its not supposed to be hard, but just interesting. The water is shallow in the pic but it might be better to use deep water. I didn't have deep water in this tileset for this dungeon so i didnt use it.
I also found out that if you push on a wall the mimic doesnt move but if you push diagonally the mimic does move. I don't know if this is true in deep water so it would be great if someone could test this idea.
Also tested the hookshot. The mimic doesn't move when link moves on the hookshot. And does anyone think its a good idea to make the mimic Dark Link? I think its a cool idea.
I also found out that if you push on a wall the mimic doesnt move but if you push diagonally the mimic does move. I don't know if this is true in deep water so it would be great if someone could test this idea.
Also tested the hookshot. The mimic doesn't move when link moves on the hookshot. And does anyone think its a good idea to make the mimic Dark Link? I think its a cool idea.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
Mimics galore! So here are a few more designs regarding the mimics.
The Red one actually behaves different from the green ones. The Red one looks like it travels at the same speed as link. Also every movement is mirrored opposite than links whereas the Green Mimics only up/down is opposite.
The Red one actually behaves different from the green ones. The Red one looks like it travels at the same speed as link. Also every movement is mirrored opposite than links whereas the Green Mimics only up/down is opposite.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
After thinking about the mimics I then started thinking about the rocklops again. In this design the red rocklops is in an area that arrows (as far as I know the only weapon that kills them) can't be shot to kill him.
So you must wake up the rocklops first and guide him to the lower rails so that arrows now can harm him. You have to kill him to open the door.
So you must wake up the rocklops first and guide him to the lower rails so that arrows now can harm him. You have to kill him to open the door.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
I've always wanted to see something like this in a hack. The blue bumper is set so that you can only access the lower part if you have the cape. I just think it would be cool to jump off an edge like this.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
I think it would be a neat idea to see link swim in deep water then dunk under the water with the iron boots get a chest (or something similar) then have to come back up to the surface. Those blocks don't move by the way.
I also think it would be cool to see other normal stuff done under water with the boots. Like solving a block puzzle all while under the water.
I also think it would be cool to see other normal stuff done under water with the boots. Like solving a block puzzle all while under the water.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
This design is very interesting because it was one of my very first zelda 3 puzzle ideas. The original idea was to just throw a red brick onto the switch to open the door.
However I still don't think it is possible to just have a switch on the floor without a pot on it. So I remembered the sword breaks the pot asm that had been developed and put it to use.
So in this design you break the pot with the sword then create a red brick with the cane and throw the brick onto the switch which opens the door.
It could be a opening of a dungeon that requires the sword break pot an order to proceed.
Here is another with a key instead. Other items could also be used.
However I still don't think it is possible to just have a switch on the floor without a pot on it. So I remembered the sword breaks the pot asm that had been developed and put it to use.
So in this design you break the pot with the sword then create a red brick with the cane and throw the brick onto the switch which opens the door.
It could be a opening of a dungeon that requires the sword break pot an order to proceed.
Here is another with a key instead. Other items could also be used.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
In the original game there were some pots which existed under the 2nd floor out of view. I wonder if it would be fair to the player to hind a key or some other valuable item under a pot under the 2nd floor.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
In the original game there were some pots which existed under the 2nd floor out of view. I wonder if it would be fair to the player to hind a key or some other valuable item under a pot under the 2nd floor.
Wouldn't be too far removed from the way some of the keys were hidden in Puzzledude's Quest, but he had markers to serve as hints. I really liked that about his hack. I'd see one of those stars and think "Okay, so what's the secret in this room?". It was fun.
SunGodPortal- Since : 2015-01-26
Re: Erock's Dungeon Designs 2014-2017
In this design the room has some horizontal spikes sprites in it and its one of those rooms where there is either a good or bad setup which depends on the status of the pegswitch.
If the orange pegs are up then the player has the good entrance, but if the blue pegs are up then they will most likely not be able to get through without taking damage.
If the orange pegs are up then the player has the good entrance, but if the blue pegs are up then they will most likely not be able to get through without taking damage.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
In this design the player walks into the room via the north door and sees that they can't get to the crack in the wall to blow it open.
They eventually find the other entrance to the room via the right north door and hookshot around until they hit the star switch. The switch removes the two pits blocking the original path.
Now they can return to the north door and go to the crack in the wall. The new room that gets opened from the crack is a closed room so that this is the only way to enter the room. The room is a secret because this is the only way to access it.
They eventually find the other entrance to the room via the right north door and hookshot around until they hit the star switch. The switch removes the two pits blocking the original path.
Now they can return to the north door and go to the crack in the wall. The new room that gets opened from the crack is a closed room so that this is the only way to enter the room. The room is a secret because this is the only way to access it.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
In this design the player has to hookshot off of the platform an order to progress. For some reason I just think it's cool.
Erockbrox- Since : 2013-02-05
Re: Erock's Dungeon Designs 2014-2017
In this design, the player walks into the room and needs to change the pegswitch for another part of the dungeon. At first they cannot hit the pegswitch since the horizontal spike is bouncing back and forth too much.
Only after a pot or two are removed now the pegswitch has a clear shot for an arrow or another weapon.
Only after a pot or two are removed now the pegswitch has a clear shot for an arrow or another weapon.
Erockbrox- Since : 2013-02-05
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