Erock's Dungeon Designs 2014-2017

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Post by Erockbrox Thu 21 May 2015 - 21:57

The idea behind this one is that the bubble enemy travels around the chest area. It spends a lot of time in the walking area to the chest. So this mean you have to plan when you go and get the chest item so that you don't get hurt. Another bubble could be added for an even more challenge.

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Post by Erockbrox Sun 24 May 2015 - 1:57

The idea in this one is as follows. You enter the room by falling into it from an above floor. Depending on where you choose to fall from the above floor level will determine where you land on this room.

If you land in the back of the room then you can push the infinite pushable block onto the switch to open the door. If you land in the front area of the room then you are locked out and must fall again to go to some other part of the dungeon.

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Post by SunGodPortal Sun 24 May 2015 - 2:51

Yeah. I love this thread. I especially love the puzzles that are simple. I personally don't enjoy big long complicated puzzles, but I do love the ones that are simple but clever. This last one is a great example of that.
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Post by Erockbrox Mon 25 May 2015 - 1:28

Here is an idea. Imagine a situation where you fall from a floor to a floor below and you fall twice because one pit is directly under the other pit.

Now imagine preventing the second fall so that you only fall once and not twice. See images for the details.

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Post by Erockbrox Tue 26 May 2015 - 19:56

Regarding my last post you could also make it reverse. So that the floor actually prevents you from double falling which you want to do. So you can remove the floor to do the double fall to get down to a lower level which is desired.

Here is a another idea. This idea involves fighting the boss, but you don't have any bombs or hammer to break the bosses shield. Thankfully some guard is either helping you (or maybe trying to kill you too) but he throws bombs while standing off to the side and those are the bombs that are needed to break the monsters face shield.

So your trying to position yourself in the right spots so that the guard will throw the bombs in those areas.

Was just trying to think of new ways for sprites to interact. This is untested though.

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Post by Erockbrox Tue 26 May 2015 - 20:26

Here is one where the whole room is a booby trap. You walk into the room and the chest is blocked by the blue pegs. If you hit the crystal then you can get the chest, but however if you do that you set FREE 4 Lanmolas! So what do you do?

You push the 1 time pushable blocks over the blue pegs (the blocks will push over pegs regardless if they are up or down) so now the Lanmolas are trapped for good. Now you can get the pegswitch crystal and not have to get hurt.

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Post by SunGodPortal Tue 26 May 2015 - 22:57

As usual, they are all great. You truly are a "Puzzle Master".

I so hope that the boss/bomb one here works. That's just too cool. I can't get over that. The only reasons I can think of for it not working would be a GFX set issue.
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Post by Erockbrox Wed 27 May 2015 - 22:12

Here is something that could be interesting. Does the blue archer's arrows trigger the arrow target?

If so then you could have a dungeon where link doesn't have his bow and arrows yet and then hes fighting some archer and then the archer shoots an arrow while missing link and then accidentally triggering some secret room by hitting the special target!

I'm looking forward to someone testing this and letting me know what the results are. Smile

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Post by SunGodPortal Wed 27 May 2015 - 23:31

I'm looking forward to someone testing this and letting me know what the results are.

Tested. Unfortunately it did not work. The arrow would stick in the statue but would not trigger the secret wall. I made him do it at least 3 times (which wasn't easy but was a fun challenge). Too bad. A brilliant idea none the less.
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Post by Erockbrox Thu 28 May 2015 - 4:45

It's a mad damn roller who is trying to kill you. The spike roller travels up and down. If you don't want to take damage then push a block inward to create a safe spot and then wait until the roller has passed then make your get away to the top of the screen.

Could also be done with pegs and a pegswitch.

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Post by Erockbrox Sat 30 May 2015 - 6:07

The idea behind this one is that you are restricted into confined space and there are hidden enemies. Your first instinct is to use your sword, but this is your greatest mistake. The 4 way shooter is able to get you in almost every direction. So either you are dumb and use your sword and don't figure it out or you start using alternative weapons like hookshot ect that doesn't trigger the 4 way shooter.

You could place these 4 way shooters regularly in some dungeon an order to add a twist to the game play so that the player is discouraged to use their sword and must use something else as a primary weapon.  

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This also gives me an idea. Remember those dwarfs who temper your sword? What if at the beginning of a dungeon you have some character who takes away your sword. Really its being tempered because its the dwarfs, but he doesn't say that. He just takes it away like a thief. After this room the door shuts behind you permanently. Now you have to do this current dungeon without your sword. Then after you finish the dungeon you can return to the beginning of the dungeon and access the "temper" room and then not only get your sword back but an upgraded sword.  

So basically its using the dwarfs in a whole new way. They remove your sword for an entirety of 1 dungeon and then you get it back once you finish the dungeon.
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Post by Erockbrox Sun 31 May 2015 - 1:33

Here is one. You walk into the room from the south door and you see a pegswitch, however the pegswitch is underneath the chained floor. So you create a red brick with the red cane and throw the brick onto the first floor then destroy it. Now the fireball hits the pegswitch making the blue pegs go down and now you can access the north door.

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Post by scawful Sun 31 May 2015 - 4:20

Oh this one is awesome, I love any cane of somaria tricks :] :] :]
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Post by SunGodPortal Sun 31 May 2015 - 13:46

I have to agree. That's something I wanted to focus on with my hacks because I think it's a cool item that doesn't get enough attention/use.

As always, I love the simple ones and this one is no exception. Simple but clever is my favorite.
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Post by Erockbrox Tue 2 Jun 2015 - 0:52

Here is a design were you walk into a room where the doors shut on you and you must kill all the enemies an order for the door to open again. However, the enemy is trapped under the chained floor so you can't get him with standard weapons.

So you have to use bombos or quake.

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In this design there is also a door which locks and will not open unless you have killed all the enemies. The enemy here won't come down unless you walk under the sprite. You can't walk under it if you are on the bottom floor so you must walk on the top floor.

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In this design you walk into the room from the right and trying to exit going to the door in the left. When you enter you make a red brick and throw it over the pit and destroy it in mid-air hitting the pegswitch. Now that the pegs are raised you can hookshot over the star tile which makes the pit go away.

Now you can make a red brick throw it onto the new area (former pit) and then stand in-between the orange and blue pegs and then destroy the red brick. This allows you to pass to the door on the left.

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Post by Erockbrox Wed 3 Jun 2015 - 1:58

The player walks into the room from the north door and can't progress until the pegswitch is hit.

But the blocks stop the player from hitting the pegswitch. Fortunately there is a switch, this is actually the "bad" switch, but here it helps us.

The switch drops a single bomb near the pegswitch making the pegs go down so that the player can exit through the south door.

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Post by SunGodPortal Wed 3 Jun 2015 - 2:29

I wonder if these switches work the same in big rooms...? If so, this idea could be really cool in a larger room where you have to go through a little bit of trouble to even make it to the switch.
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Post by Erockbrox Sat 6 Jun 2015 - 18:08

Untested.

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Post by Erockbrox Wed 10 Jun 2015 - 1:16

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Post by Erockbrox Wed 10 Jun 2015 - 23:02

Can someone test out for me what happens when you hootshot and glide over a whir pool on the overworld. Does it warp you or not?

thanks
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Post by Erockbrox Fri 12 Jun 2015 - 3:28

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Post by Tompala Fri 12 Jun 2015 - 5:12

You'll warp if you hookshot over a whirlpool. But as you never entered the water, you'll be standing on water after warping. Though drop into the water as soon as you move. However, while standing, you are still able to use items, such as the Hookshot. This way you can hookshot an object to make it "out of" the water without ever being in it, or light a torch with the rod, kill an enemy etc.

You can only face the direction you had when entering the warp, which can also be part of the puzzle.

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Post by Erockbrox Sat 13 Jun 2015 - 3:05

Interesting results on the whirlpool. I guess maybe if you wanted it to look nice make a whirlpool inaccessible unless they have the hookshot but then after warping with the whirlpool make them just arrive in the new location on just regular land. AKA change the graphic tile of the other side of the whirlpool to just a land tile or floor tile.

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Post by Erockbrox Sun 14 Jun 2015 - 2:24

assume all blocks are movable.

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Post by Erockbrox Tue 16 Jun 2015 - 1:23

You fall into the room from the above floor. You fall on the south side of the room by the switch. Your goal is to use one of the infinitely pushable blocks to make the switch open the door.

You can also double the room for another puzzle. Not only could the blocks be used to open the switch, but they could then also be used to push them off into the pit on a lower level to then do something with them there.

So you could make a 2 out of 1 puzzle so to speak.

It can even be solved without the spikes so you could replace the spikes with more blocks.

[edit]

here is a better version.

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Last edited by Erockbrox on Wed 17 Jun 2015 - 20:31; edited 1 time in total
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