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Posted: Sun Dec 04, 2011 3:07 pm
Got Relic!
You guys played Oracle of Ages? The Relic comes from that: Mermaid Suit! This essentially increases your speed when swimming in the water, and in the games acts as an upgrade to the flippers.
Tell me if this is part of your synthesis thing banshee, so I can get a heads-up whether to change it.
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Posted: Sun Dec 04, 2011 3:58 pm
On the kraken or leviathan thing... I'm not sure, they're both awesome types of monsters. I'd say just go with your gut. Mermaid Suit is a suitable (hah, I kill me!) Relic, but since you're planning on making this a biiiiig one, you might want to put two Relics in it. This is going to be a common practice among many dungeons in the RP. Also, if this one is going to be visited by the party sometime after Lakeside Laboratory (that's what it seems like to me, at this point), you might want to incorporate the Relic from there, the Magnetic Gloves, into the puzzle scheme of the place in some way. You could have more of those magnetic walls and whatnot, which they'll be able to cross with the Iron Boots as well as the Magnetic Gloves, if any of the heroes have them at that point... and since this will be a later-on dungeon, I'd say it's quite possible. Anyway, incorporate the past water-dungeon Relic along with the two in this one, and voila, you have badassery! XD
The second Relic could be the Switch Hook, Hookshot or Clawshot, if they all aren't already in another dungeon. I'll have to read some lists again, but I'm sure one of them will do. The Ice Rod is another possibility.
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Posted: Sun Dec 04, 2011 4:40 pm
Hm, interesting on the magnet gloves bit. I'll probably think about it (and have to do a bit of remodeling) if I'll have those.
Well my gut is telling me kraken, and I've had a few idea flashes about it when the party encounters it.
Edit: So the titular items here, are as follows: Prereqs Zora Tunic/Armor and Iron Boots Relic Magnet Gloves from Lakeside Lab Relics Mermaid Suit and Clawshots (come in a pair)
I've incorporated all of these into the boss, whom I posted in the app thread. The names for the crew are taken from their biological family names. (like those you learn in biology wink )
Now to build the dungeon! (I'll add Clawshot Marks to the Legend; magnet blocks will be the same as depicted in Lakeside Lab)
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Posted: Sun Dec 04, 2011 6:46 pm
I imagine I'll be working on Hylia's Keel over the next few days, just to make it insanely awesome and worthwhile. I've only got the first 7 rooms mapped out, but not filled with anything (except climbable cargo)
Edit: Holy crap, I'm already up to Room P, and I haven't even got to the mid boss yet! O.o There's even two sectioned rooms, like in King's Chapel! Not only that, but I haven't even started on the stern yet, OR placed anything in from the legend. I HAVE plotted out where you'll find the Clawshots, (since there's no mid-boss for them) but trying to work on the puzzle for it.
I also said there's going to be a lot of back and forth in this dungeon. Right now, I've only gotten to the first "forth".
How's that for a huge dungeon? From what I know of you so far, Banshee, I take it you'll put this as a "later" dungeon, possibly close to King's Chapel?
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Posted: Sun Dec 04, 2011 8:48 pm
Banshee Coffinnightmare The second Relic could be the Switch Hook, Hookshot or Clawshot, if they all aren't already in another dungeon. I'll have to read some lists again, but I'm sure one of them will do. The Ice Rod is another possibility. I probably have no ideas for the Ice Rod, but could I suggest using it in one of the fire-themed dungeons? Like, insanely fiery?
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Posted: Sun Dec 04, 2011 9:16 pm
Wow, lotsa stuff. Awesome! XD
First, the only thing I have to say about the first post is, about the Clawshots: There can be only one. (Highlander, gwahahahahahahaa!!!) At first, anyway. There will be an upgrade (Double Clawshot), like in TP, and since this is, as you said, going to be a much-later dungeon, that's plausible.
Not exactly sure when the Ice Rod will be found (in which dungeon, I mean), but yeah, it'll definitely be useful in Fire dungeons.
Aaaand.... This dungeon keeps sounding more and more intimidating and badass. XD You can make it as big and complex as you want to. After all, this is, as they say, your party. ^_^
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Posted: Mon Dec 05, 2011 9:26 am
So all I have to do is dim it to one? Sounds fair.
Looks like we need another dungeon to make use of it somehow.
And thanks for the comment! I wish you could make a Janus cosplay too.
Oh, and came up with two types of Magnet Blocks, with an all-new Magnet Panel (like the ones in TP's Goron Mines, but more colorful) The first type, which includes said panel, is for Iron Boots only, and will be marked with an "I" (I'll probably color the lettters different so you guys can tell them apart from the room letters) and the second is the classic Magnet Block, strictly for Magnet Gloves, and they'll be strewn in various locations around the ship, marked with an "M".
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Posted: Mon Dec 05, 2011 10:47 am
Okay quick question: how are we going to roleplay something that suddenly appears (like a chest, more specifically) far off or out of sight? Because one idea I have follows this logic.
Edit: Two words came into mind when thinking of some common fodder enemes you'll face down here: Pirate Shrimp.
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Posted: Mon Dec 05, 2011 12:47 pm
Building rooms in the stern is difficult, not to mention confusing as hell.
Since the stern is sitting vertically (refer to panorama) one room crosses multiple floors (though labeled differently; don't ask me why I'm doing that) So there's going to be a bit of rise and sink for the second-to-last stretch in the stern half. I've completed everything (so far) in the bow, though intend to make one or two more trips back there before heading to the stern for the boss.
I'm still in the mapping stage too. (Why did I think of this dungeon? emotion_facepalm )
Edit: 2 days. 2 WHOLE DAYS of working on Hylia's Keel, and just now finished the mapping stage. Placement's gonna be a b***h.
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Posted: Mon Dec 05, 2011 3:37 pm
You don't have to dim it down to one; I meant, the Relic could definitely be the Double Clawshot, since it'll be a later dungeon and the Clawshot is bound to be found by then.
And yeah, I'll be working on Janus and Vaati cosplays for a long time now, but I'm not sure when or if I'll succeed. XDDD
Love the idea for differing magnet blocks, also. Ought to add more challenge to dungeons.
As for the question about treasure chests and whatnot, well, I'll be playing the dungeon master when characters are in a dungeon (except for dungeons I didn't create or aren't the main creator thereof; that will be that person's job) by posting with a location tag that just reads the name of the dungeon, then posting something such as "After falling down that hole instead of using the ladder, thereby causing severe pain in your legs, you find yourself in an ancient stone temple that's hot as an oven."
Or something like that. Except usually with more detail. And I'll also make DM posts when chests appear.
Wow, I feel your pain, Kal. Some of the dungeons I've been working on are horrendous...I don't even know where to begin. If you know anyone who's not too busy and could lend you some help, go ahead and ask. Meanwhile, Iz and I have been trying to reel some new people in with our recruitment thread in the Charter and Barter forum. It hasn't really worked so far, but we're stubborn old bastards... Except we're not old. XD
WE SHALL HAVE MORE PEOPLE YET! Gwahahahaha!!!
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Posted: Mon Dec 05, 2011 3:59 pm
So, with the dungeon's I've created, that would permit me to be the DM?
Not to pry, but what's your method of creating them? I use Paint.net to help align the floors via the layers, and go from there.
I just now finished putting in the Magnet Blocks (on 4 floors) and looked at all 8 layers meshed together. It looks like chaos to me. (moreso than Lakeside Lab or King's Chapel because of the constant borderlines of the ship's exterior)
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Posted: Mon Dec 05, 2011 4:08 pm
I seem to be good at making some of the later, more interesting dungeons.
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Posted: Mon Dec 05, 2011 4:17 pm
I draw with pencils and pens, on paper, and scan the pictures. ninja
I'm so old-school, I taught Mario how to throw Koopa shells. What! rofl
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Posted: Mon Dec 05, 2011 5:05 pm
Ha, lol.
Working on F2's Placements, going through them how you would if you were playing through it, so it's gonna be long for me, so I've got a long way to go.
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Posted: Mon Dec 05, 2011 5:26 pm
Oh! Thought of some interesting takes on some oldschool triggers.
Now I know you said Bow and arrows are standard weapons, correct? However, I was thinking that you could light some torches like in the games that act as a switch.
Now I also realize that this entire dungeon is submerged, so "lighting" them would be null and void. However, I have 2 solutions: The first uses the bow, and instead, takes ice arrows to trigger (frozen flame deal) You could also use an Ice Elemental to light them, if the first one isn't available.
However, I'm not too keen about your Element thing though, so I thought I'd run this by you first.
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