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  1. The following list is Evan's notes on the hack overall. Since he wrote out such diligent ones, I decided to just paste his and add my own comments highlighted in paranthesis
  2.  
  3. as "Team edit." This may or may not be the new norm for co-commentaries in the future.
  4.  
  5. - Hyrule Castle's design is quite solid. Introduces core mechanics of the hack very early and familiarizes the player with the key placement style.
  6. - Nothing to write home about in the sewers, but switching the levers to open the sanctuary was a nice touch.
  7. - There's no good reason that the shield store is closed off until post Misery Mire.
  8.  
  9. - East Palace is very well designed.
  10. - Shortcut chest to Moldorm is considerate.
  11. - Drops where they need to be.
  12.  
  13. - Tower of Hera is decent.
  14. - Tower establishes the trend of using the hookshot to get to specific parts of a pit; something that comes into play in later dungeons.
  15.  
  16. - Desert Palace is still the weakest of the 3 pendant dungeons, with the numerous eyegores bordering on being tedious to kill, but is still good.
  17. - Lanmola boss room is still extremely odd, but I can accept it's an engine limitation.
  18. - Light world has too many damn Lanmolas. There's like 6 in Desert Palace alone. I get that you don't have a lot to work with when it comes to minibosses, which is why I feel
  19.  
  20. like the whole miniboss thing overall doesn't work. The quantity of the lanmolas (and later Vitreous) highlight this problem.
  21. - Lots of the secrets and puzzles in the hack require intimate knowledge of LttP's 2x2 room structure setup. I'm not sure if this is a good or bad thing, but this definitely
  22.  
  23. isn't a hack for those unfamiliar with the engine's inner workings.
  24. (Team edit: Don't assume the player has intimate knowledge of how any game engine works unless you're specifically advertising a hack / quest to hardcore players. Keep
  25.  
  26. concepts exclusive to gameplay. The vast majority of your players are just fans of Zelda who are looking for a new way to play one of their old favorite games.)
  27.  
  28. - Eye laser room in Sahashrala's House requires knowledge of how the 2 cooldown timers of the beams work to do without taking massive damage. Very unforgiving at this state of
  29.  
  30. the game.
  31. - The first boss gauntlet seems a bit redundant with the Pyramid boss gauntlet much later.
  32. - The enemies in Sahashrala's House seem disporportionately powerful at this point in the game.
  33. - Not a fan of the helmasaur room edits.
  34. - Light World is really good aside from Sahashrala's House.
  35.  
  36. - Dark Palace is really nicely done.
  37. - Moldorm in the kill room tends to get stuck. (Team edit: The big 2x2 room to the right of the entrance.)
  38.  
  39. - Thieves Town is mostly good.
  40. - Blind Room edit is one of the better boss edits
  41.  
  42. - Shooter/Heavy Block room in Misery Mire needs to die.
  43. - Don't drop the player on spikes in the same area as you need to also fall down pits to progress. (Team edit: You're punishing the player for guessing, basically, when you as
  44.  
  45. the creator already know what paths and where to fall down.)
  46. - Arrows show you what you need to do in dark rooms. Good show.
  47. - There's a path in Misery Mire you need to do twice, once with and once without the Fire Rod. Maybe the first key could be removed so you only have to do this once?
  48.  
  49. - HOO BOY SKULL WOODS REEEEEEEEEEEEEEEEE
  50. - Way too many small keys.
  51. - You can get stuck if you enter the dungeon without the hammer down the pit near Vitreous? (Team edit: Add hard Hammer and maybe hard Fire Rod checks on the Overworld if you
  52.  
  53. really intend for this to be a late game dungeon, if possible. More teleporter exits would also go a long way.)
  54. - That Vitreous fight needs to go. Just no. Stahp.
  55. - Shooting the random wall decoration to open the wall. AAAAAAAAAAAAAAAA
  56. - If you somehow beat Vitreous without having opened the wall, you have to do it again.
  57.  
  58. (Team edit: Intim has already acknowledged most of the Turtle Rock issues and has hopefully fixed them.)
  59. -Turtle Rock has too many keys
  60. -Otherwise the design is solid save for a few things;
  61. -Softlock is possible with bad usage of the keys?
  62. -Some rooms have too many fire bars/chomps
  63. -Why are some of the pokeys blue? (Minor thing)
  64. -Pipes are kinda broken. (Team edit: Hyrule Magic limitations most likely. I've seen an explanation for how these work and it's very silly.)
  65. -Retract southern spikes in boss room with Trinexx by 1 tile?
  66.  
  67. -Swamp Palace is a really good dungeon.
  68. -Keys are on random enemies in a lot of cases. I'd suggest moving some of them to pots or removing them.
  69. -Gimmick is well executed and not overdone.
  70. -Not a ton to say, but that's because there isn't much to complain about.
  71.  
  72. -Ice Palace. I really want to like this place. I do. But it has some major issues that need to be addressed.
  73. -Ice Palace has a really neat premise behind it and very effectively uses its' gimmick.
  74. -Too many Freezors. The freezor surprise is effective in the original LttP because of how many inert ones there are, so that when one springs to life it shocks you.
  75. -1 tile wide ice paths are no. Make them doublewide.
  76. -Chocolate basement. What? (Team edit: Maybe Hyrule Magic limitations?)
  77. -Dungeon is actually pretty good about keys
  78. -Please for the love of god, put some magic before Trinexx if not outright remove him.
  79. -Good item hardchecks at the start of the dungeon
  80. -Like Skull Woods, you have the barebones of a really good dungeon here, but it needs some work.
  81.  
  82. -Gann's Tower is really, REALLY good. However, it has 1 godawful room with the spikes below the layer.
  83. -Throwing Somaria over the statue of Ganon is creative, if not slightly unintuitive, but it's cool enough that I can give it a pass.
  84. -The enemy gauntlet that you can fall back into and have to do over should be only 1-time. I'd suggest making each room locked with a key that one of the enemies has to open
  85.  
  86. the doors for the gauntlet or just leave the doors open.
  87. -The irony of actually advocating for more keys after bitching about too many keys for the rest of the game is not lost on me.
  88. -Wallmaster on F7. NO.
  89.  
  90. -Boss gauntlet shouldn't have to be done twice for 100%.
  91. -Other than that, not much to say about the boss gauntlet other than it exists?
  92. -Gold Sword is really goofy in how it's given out.
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