Erock's Dungeon Designs 2014-2017

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Post by Erockbrox Thu 7 Jan 2016 - 0:14

The room is only enterable from the south door. Once the player enters they think they accessing the other doors is impossible since if they hookshot over to the blocks to avoid the first pit then they will fall into the other pit at the top. However when the player passes over the star tiles while hookshotting all the pits are removed and they find out they actually can access the other doors.

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Post by Erockbrox Thu 7 Jan 2016 - 0:50

Welcome to Erock's class on making a fun Zelda hack. In this lecture I will be explaining how to create something "fun".

What is considered fun? Who the hell knows, what's why its so hard to create, but if you make something and play it and then later say "boy, that was fun" then maybe you created it.

When the player walks into the room the door shuts on them. This is one of those trap rooms where you take a wrong turn simply by exploring and get trapped and must defeat some monsters an order to open the door (because dungeons are self aware and keep track of these things all on their own).

Here we have those pig enemies, but they are almost being pushed off the edge due to the convener belts. All they need is just a tiny shove and off they go plummeting to their deaths.

So what does the player do, well these pigs aren't effected by too many weapons, but bombs work wonders. Just lay a bomb and throw it near then and "booooom" off they go. Its fun because they aren't of any threat to the player and its just so satisfying to see them fly off.

Class dismissed.

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Post by Erockbrox Thu 7 Jan 2016 - 1:25

This one exists for the sole purpose of making people feeling like idiots when they push the block against the pot and get stuck. j/k

Pushing the block on the switch opens the door.

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Post by Erockbrox Thu 7 Jan 2016 - 5:52

Here the player gets warped from one room into this one and as soon as they can say D*&%wad they realize that they got to get the freak out of this spiral maze thing all while a chain of fire rotates towards them from behind. Got to move quick to the door on the left to escape before it burns your arse!

The fire should go counter clock wise.

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Post by SunGodPortal Thu 7 Jan 2016 - 19:00

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I like this one (and the others too). While looking at this one I was thinking that it would be cool to make something similar where the player warps into the middle and must make their way out via either a treacherous path or finding which block to push, all the while one of those floor drops could start outside the pattern so that if a player does not find the correct path out in time they have no choice but to jump down.
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Post by Conn Fri 8 Jan 2016 - 14:06

Why do I feel theres a pissing competition going on ?!

Don't ask me why but I get a similar feeling Embarassed 

Relax guys, it's a game. A f* awesome game, but still a game. Give constructive critique, without giving readers the feeling you're pissed off Wink

SePH, make sure you always have a teleporter or something to reset paradox situations
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Post by Erockbrox Fri 8 Jan 2016 - 15:59

Thanks for finding all the paradoxes. Hopefully this fixes them all.

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Small fence corners are placed where the chest appears eliminating the paradox where the player can hookshot through the chest.

The upper and lower boarders prevent the block from cutting into the wall graphics.

You can disregard the small rail/fence on the right that was only there to mark the boarder of the official room.

The solution is a little tricky. Only if you push the block on the bottom route can you make the door open.

I will probably be doing this a lot during the rest of the games development. This is not to try and cause delays, but this is simply my take on certain room designs and because my main skill is designing things I simply can't help that I do this.





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Post by Erockbrox Fri 8 Jan 2016 - 16:20

Here is another version. The members here making the game can pick whatever version they think is best suiting for the game.

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Post by SunGodPortal Fri 8 Jan 2016 - 18:53

Actually... I just found an actual paradox in my version...
...its tiny but Can you see it?

-I'll go fix that right away...

Are the "paradoxes" that important when you have a staircase so close that can reset everything?
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Post by Erockbrox Fri 8 Jan 2016 - 19:00

હેદρમ™ wrote:Actually... I just found an actual paradox in my version...
...its tiny but Can you see it?

-I'll go fix that right away...

you can push block in front of staircase. fix is to put a small rail corner on both sides of reset stairs.
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Post by Erockbrox Fri 8 Jan 2016 - 20:22

Okay here is the paradox free version. 100% no paradoxes.

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Post by Conn Fri 8 Jan 2016 - 21:02

Jupp working as team is wanted and mandatory. Seph can be lucky to have so many talents supporting his project. I'm also happy that Euclid is part of the team and we share the tasks seph concepts. indeed very happy.
I'd drive crazy if I had to do it all on my own, maybe the both of you can see it similar. Though I can also understand puzz when his puzzle is replaced by a worse one
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Post by Erockbrox Mon 11 Jan 2016 - 21:34

Now normally trial and error puzzles aren't my favorite, but here is one and I don't think its all that bad to solve although it looks complicated.

The star tiles swap revealed pits (visible) with unrevealed ones (transparent). I made this with a particular solution in mind, however there may be more than one solution, which makes it not that bad to do.

The warp, warps the player to the start of the floor puzzle. The way to look at the puzzle below is to look at the rooms from right to left and top to bottom.

If its still too hard it could always be reduced by a room or two.

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Post by Erockbrox Mon 11 Jan 2016 - 21:56

Here is shorter version which is probably better. Also that door on the second image isn't supposed to be there.

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Post by Erockbrox Tue 12 Jan 2016 - 0:32

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Last edited by Erockbrox on Tue 12 Jan 2016 - 0:35; edited 1 time in total
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Post by Erockbrox Tue 12 Jan 2016 - 0:32

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Post by SunGodPortal Tue 12 Jan 2016 - 0:53

Cool. I especially like that last one. I'd like to make more use of moving floors.
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Post by Erockbrox Tue 12 Jan 2016 - 1:45

seeeeeeeeeph wrote:Agreed. I'll come up with something. It would be awesome to have other bosses beside Mothula who made use of this effect.

That sony substation boss might be the perfect canaditate. Why? Because without the moving floor you can just cheat the boss by hitting fast and standing still.
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Post by SunGodPortal Tue 12 Jan 2016 - 1:55

Agreed. I'll come up with something. It would be awesome to have other bosses beside Mothula who made use of this effect.

I bet Moldorm would be hell with a moving floor.
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Post by Erockbrox Tue 26 Jan 2016 - 21:57

Here there is a statue and block. Normally these can't be used at the same time as I believe the game freezes. This design only works going from south to north.

The player walks in and pushes the statue up and then gets stuck. Then they eventually start pushing everything and realize that there is a block that is pushable. This 1 time pushable block doesnt interfere with the statue because it only gets pushed once, but again this only works for 1 way south to north.

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Post by Erockbrox Wed 27 Jan 2016 - 0:32

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Post by Erockbrox Sun 31 Jan 2016 - 18:24

The player falls into this room from above. They fall south of the high wall. They think, the only thing to do is to fall again, but if they use bombos or quake and kill the enemies the chest appears making the room more than what it originally appears.

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Post by Erockbrox Mon 7 Mar 2016 - 0:41

Try not to ruin the carpet. lol

Break the pot with the sword to free the pushable block.

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Post by Erockbrox Thu 10 Mar 2016 - 22:42

The player walks in and the goal is to fall down the hole. If the player hookshots over to the pit they hit the first pots and get knocked backwards by the spikes.

So the player has to have the pot breaking sword ability and they have to break the first set of pots. If they get sword happy and break all the pots then they can't hookshot over to the pit.

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Post by Erockbrox Sun 13 Mar 2016 - 23:06

In this one the player enters the room from one of the side doors and sees the big chest. They think "I wonder how I get to it?". Later on in the dungeon they find a pit which lets them fall into the enclosed area giving them access to the chest and also escaping with a push able block.

This could be a good design to use to avoid backtracking when the player has to follow a long path to get the big key and instead of backtracking they just fall down and return to another part of the dungeon.

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