Erock's Dungeon Designs 2014-2017

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Post by Erockbrox on Sun 4 Oct 2015 - 3:52

In this one the player enters the room from the south door and this is the only way they can enter this room. They walk in and see that it is a dead end. Visually it really does look like it has nothing to offer, but a view.

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After searching around the rest of the dungeon the player rethinks the room again. What if its not a dead end walkway after all?

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After the player pushes one of the blocks they find out that the blocks fall off the ledge and disappear out of sight. This now allows the player to hookshot over across the gap and get to the other doors for further exploration.
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Post by Erockbrox on Sun 11 Oct 2015 - 22:07

A way to prevent infinite blocks from being pushed into a door.

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Post by Erockbrox on Sun 11 Oct 2015 - 22:10

There are many ways to enter the room. The player could be warped to the bottom area or fall from above onto bottom area. Either way the south door is shut upon entrance.

The player then pushes one block off the ledge and thus allowing them to activate the switch which opens the door. However, they must not push both blocks off the edge since then there would be no way to get back to the now opened door.

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Post by Erockbrox on Sun 11 Oct 2015 - 22:12

The player walks into the room from the left door and sees a block. When they push the block a chest appears. But they must be careful since if the block is pushed to the right then there is no way to hookshot over to the chest.

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Post by Erockbrox on Sun 11 Oct 2015 - 22:14

This one is based off the "can't push a block while in water property".

Player walks in, but can't seems to figure out how to open the door. Only after lifting the pot can they push the block which opens the door.

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Post by Erockbrox on Mon 12 Oct 2015 - 5:22

Push block onto switch to open door.

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Post by Erockbrox on Thu 15 Oct 2015 - 23:13

In this design there is a statue which can be moved. After the player moves the statue the pit is now available. This innocent looking pit actually leads to another room which is a secret to everybody.

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Post by Erockbrox on Fri 16 Oct 2015 - 0:00

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Post by Erockbrox on Fri 16 Oct 2015 - 0:11

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Post by Erockbrox on Sat 17 Oct 2015 - 12:16

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Post by Erockbrox on Sun 18 Oct 2015 - 19:47

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Post by Tompala on Mon 19 Oct 2015 - 17:03

I find it funny that a lot of rom hackers have been against glitches like shooting items through moving blocks, but the glitches were you remove water and tiles have always been fine, lol.

Always nice with some block puzzles still, as long as they aren't incredibly long and tedious =).

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Post by Erockbrox on Mon 19 Oct 2015 - 23:30

The block acts like a mop. Smile
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Post by SunGodPortal on Mon 19 Oct 2015 - 23:36

The block acts like a mop.  Smile

Brilliant.
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Post by Erockbrox on Sat 24 Oct 2015 - 0:39

Magical water absorbing stones...

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uh, kind of messed up on the design. The first block you push shouldn't be push able to the end of the water. Also the block that gets pushed onto the switch need to not be pushable into the door.
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Post by SunGodPortal on Sat 24 Oct 2015 - 1:19

As always, I like your designs. I especially like this last one. It would be that much cooler if the water was made to be deep (if possible). Like if the player arrives here before they have the flippers. Then they couldn't go anywhere in the watery area unless following a block. Somehow that seems cooler to me.
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Post by Erockbrox on Sat 19 Dec 2015 - 17:20

In this design. The player walks into the first room most likely from a door or something and then has to figure out the fall down puzzle.

I'm not going to give away how to solve it, but rather let others figure it out. The thing I don't like about other drop down puzzles is that you have to randomly guess holes an order to find a solution.

In my design you can instead figure out the pattern and follow that. The warp at the end just warps you back to the start of the puzzle for a quick retry.

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Post by SunGodPortal on Sat 19 Dec 2015 - 17:58

I put about 4 floors of drop down puzzles in my hack but on each floor there was a room next door with a warp so if you made the wrong choice you only had to redo the last selection, not the entire thing. I decided to do it that way because I found the similar puzzles in the IQ hack to be very tedious. I don't mean to be down on Puzzledude, but many of his designs are very unfriendly to the player in that fashion.
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Post by Trovsky on Sun 20 Dec 2015 - 2:31

SunGodPortal wrote:I put about 4 floors of drop down puzzles in my hack but on each floor there was a room next door with a warp so if you made the wrong choice you only had to redo the last selection, not the entire thing. I decided to do it that way because I found the similar puzzles in the IQ hack to be very tedious. I don't mean to be down on Puzzledude, but many of his designs are very unfriendly to the player in that fashion.
The hack was good but there were certain things that didn't seem to be about intelligence and more about trial and error. If it weren't for savestates, playing it would be annoying. No offense puzzledude but offense.

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Post by SunGodPortal on Sun 20 Dec 2015 - 3:44

The hack was good but there were certain things that didn't seem to be about intelligence and more about trial and error. If it weren't for savestates, playing it would be annoying. No offense puzzledude but offense.

I've noticed that part of Puzzledude's style seems to be having no regard for the player's level of patience. That probably sounds like a dig, but I don't mean it that way. It's just that as I mentioned above, his designs are incredibly "user-unfriendly" because they tend to follow this pattern: make one mistake and you must do everything over again or: brace yourself, this is going to be an incredibly long, drawn-out process.

I may have mentioned it on the forums before but I'll never forget playing Puzzledude's Quest, having nothing left in a dungeon but the boss battle, saying to myself "I have two hearts, there's no way I'm gonna pull this off. I'll go restock on fairies and then come back". To my horror, despite having already done everything in the dungeon I had no choice but to once again trek through nearly every room in said dungeon because nearly all of it was effectively a part of an incredibly long one-way path.
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Post by Erockbrox on Sun 20 Dec 2015 - 4:04

So I hope everyone figured it out. The correct hole is always the one across from the small fence boarder (juxtaposition).

Its not too hard to figure out yet at a glance it isn't obvious. I was also thinking about making the fence open at one end (similar to how they look in the last image) where the opened end points to the correct hole.

For these drop down puzzles there should be some type of clue or something that if you can figure it out then you know where to go.
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Post by Erockbrox on Sun 20 Dec 2015 - 4:17

હેદρમ™ wrote:I personally hate trivial puzzles like nabooru's hole where you have to guess which hole is the right one.

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Post by SunGodPortal on Sun 20 Dec 2015 - 14:22

Certain designs are such by nature, that they can not assume, that you have already played them through before. I also can not assume, that you would quit just before the boss. When I tested, I didn't quit, and had more than 2 hearts and have beaten the boss. I then obviously didn't go into the same dungeon for the second time to see, what needs to be repeated.

I feel that this is a good oppurtunity to point out that in Zelda III hacks there is a serious lack of anti-fairies in dungeons that can be turned into fairies with magic powder. In the original game this prevented anyone from needing to leave a dungeon to retock on health. The hacks I've played have tended to overlook that.
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Post by Erockbrox on Wed 6 Jan 2016 - 18:39

Here is my Re-Re-Work of puzzledudes puzzle.

Original

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My version

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In my version the block that makes the chest appear is made such that the player has no choice, but to move that one first. Even though this block looks as if it cannot be trapped once the chest appears this first push-able block is indeed trapped for good.
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Post by Erockbrox on Wed 6 Jan 2016 - 18:51

This design is basically like a mini-game!

The player falls in or warps in from another area into the center of the enclosed block square. They notice some switches on the floor and some of those pig enemies that follow you. At first glace there are no pits.

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But then after hitting a switch pits appear. The goal now is to get rid of the enemies with timed switch stepping attacks to make them drop down!

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After they have all been killed with the floors appearing a chest appears.

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Opening the chest creates an opening so the player can escape.

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