- Joined
- Oct 24, 2007
- Messages
- 421
LEGEND OF ZELDA: A LINK TO THE PAST EPIC RPG
status: work in progress
author: gavdaman88
players: 1-4 suggested 2 at least
OVERVIEW
Firstly sorry about the brief overview I wrote before, I'll try to explain a lot more here. But as the name suggests I'm making a version of link to the past for wc3, something many have attempted in the past. Frankly from what I've played they're fairly poor recreations though, with unusable items, abilities with different names from old blizzard made ones and bogus stories.
This game will stick to the roots of the storyline, the only difference is the game will allow more freedom, the first three palaces will be made open at the exact same time, which allows for more fun multiplayer (teamwork isn't always fun, sometimes going off on your own and getting an item to show off is a lot more fun in epic rpgs).
PLAYERS
As far as who you chose to play as, so far I haven't worked on this aspect much, but it's probably going to be the choice of Link, Zelda and a few out of link to the past characters (I'm having trouble deciding). I was considering including wolf link or midna, but am not sure yet.
The only hero ability I have made so far is 'Triforce of wisdom', Zelda's planned ultimate. It summons a large triforce around Zelda, and she channels it while losing large mana amounts. It deals large damage to random points within the triforce, but the mana means you have to choose good moments to use this. Also most bosses will be spell immune so you have to use certain items and strategies to beat them instead.
Here's a screenie of zeldas ultimate so far.
ITEMS
Every item from lttp is in this map, and they all act as similarly to their old counterparts as I could make. I'll include a list of some items I've triggered that have non passive effects.
Bombs: Can be laid, and 3 seconds later explode taking out any nearby rocks, and damaging nearby units. They can be used by more than one player at once too, so a mad bomber game can be started (good fun). Heres some shots of the bombs and how they work and look in game.
Boomerang: When this is used it throws the boomerang out in short line in a straight direction and stuns any units it passes by. It then returns to the caster, just like it did in lttp.
Cane of Byrna: Summon an orb that surrounds the caster making him invulnerable, I'm considering giving the orb a 'knockback' effect just like in the original lttp, but this may cause units to go up walls which I definitely don't want.
(effect looks much better when seen in motion)
Cane of somaria: Summons an invisible block to place on switches, only this time you can move it around by commanding the block itself to make it a bit easier to use. I'm considering making it disperse sparks when it dies like the lttp one did.
Titan mitts: Around the map will be dark rocks, which cannot be blown up by bombs. Instead targetting them with this item will allow you to pick them up and throw them in a straight line at other units.
Ice rod: Like the lttp version it sends a projectile that freezes a unit if it collides. The fire rod serves more purpose, burning a unit for a random amount of time if it strikes before dissapating, but it can also be used to light distant torches, as can the lantern for ones within melee reach.
Hookshot: This item carries you across gaps (yes you actually get seen moving, not just reappearing somewhere else) and uses a lightning effect for the hook itself that moves with you. Although some glitches can occur from this item sometimes I'm working on it and this will definitely be a fun item to use. It targets posts as seen in the screenie.
Magic flute: Playing this flute in the light world overworld (wont work in dungeons just like in lttp) will open up a spellbook menu with the 8 locations you could choose in lttp. It will be a very useful item in getting around, but is optional (the way to misery mire is no longer only available by warping).
MAPPING
I would say that I am best as a mapper. Terraining and doodading are always two important aspects in my map, however due to the rather simple layout of objects and terrain in lttp I have held back in this map. It is almost done in terms of doodading and I'm just over 4000, although it still looks rich in detail. One of the best aspects of the map I'm making is it has EVERYTHING. Every cave, every fairy fountain (almost), every dungeon (although they're not as big as they were in lttp of course, range from about 7 to 20ish rooms, 35 or so for ganons tower I hope).
And unlike other lttp maps, mine has an alternate dark world, of the exact same terrain shape in most places, however significant differences in some areas. The dark world is entered after the first three palaces are complete by stepping on the warp tiles around Hyrule (from their old lttp locations), but are only acessible if you hold a magic mirror (the old man on death mountain will sell them). I plan to even include some metroid prime 2 style 'dimensional' puzzles where an action in the light world will have an effect in the dark, and vice versa. Not sure yet though.
I used 'village' as my default tileset, but used different ground textures, however I didn't get a 'brick' style wall. Instead I use large brick doodads, which look better in my opinion, I'll let you decide. The only thing I'm working on and having trouble with currently is water tinting, trying to get green water in the dark world and blue in the light, but simultaneously. I might use ground fog or just leave blue water in the dark world, but as the screenies will show, green water looks awesome in the dark world.
Anyway heres some screenies of the terrain currently:
the 'sanctuary' area of the dark world
the eastern palace in the light world (the outside that is)
Hyrule castle exterior (side entrance under rock)
kakariko village
Lake Hylia
Palace of darkness exterior (eastern palace, but in the dark world)
Just a small room in the tower of hera
Village of outcasts (kakariko, but in the dark world)
the main room of the water dungeon (dark world)
And thats about as much as I have on the map as of yet, when I make my heroes and some enemies/bosses I'll be sure to update, but for now hopefully that's a satisfying tell of what is to come. Oh... and expect puzzles. Lots of puzzles.
ADDITION
World map complete. Every location has been doodaded and mapped, now all that remains is enemies, dungeon puzzles, quests and characters.
UPDATES 1
I've finished triggering the first three palaces! In terms of puzzles they don't employ many yet, mainly destroy all the enemies in a room to receive a key/item, with the occasional lantern lighting puzzle. Once more items are obtained in the dark world I will focus on puzzles a lot more.
In terms of the enemies I have made, they are fairly strong, the weakest having base damage of about 13-15 (a green soldier) and the strongest so far being moldorm with a damage base of 80. Yep that's right 80! The health on enemies makes it a near essential that you at least play with one friend, or invincible cheats if you're a n00b. These figures aren't final of course though as I've only tested with two heroes.
The camera style is fixed (locked to the main hero), but in some parts of the game you gain control of hostages or neutrals such as zelda in the castle of the smithy in the dark world. If they leave your screen while unselected you need to go back to get them, although not like lttp, it is more realistic, and much more free of glitching than getting them to follow.
There is also a new item I have created,
The magic mirror
There are many warp tiles scattered throughout the light and dark worlds, and using this item on them will warp you between the worlds at any of these. Many puzzles will be solved using this as they were in lttp. The only difference is you don't use it anywhere, only on these points to avoid glitching or sequence breaking. At first only some warps will work on death mountain, so as to let you over spectacle rock, and to the tower of hera.
The enemies as of so far are mostly there to attack you normally, via melee or projectile. The only exceptions are two units, leevers which burrow, and...
BEAMOS
The laser towers are back, and they have a crosshair that wanders around the tower. Enter it and the tower attacks you, and deals large damage, not the kinda thing you want to cross the path of.
In the next few days I plan to trigger all the quests remaining in the light world, obtaining the master sword, and aghanims castle tower, then the dark world in the next month or so (7 dungeons is going to take a while... and well Ganon's tower... it's a REPLICA of the original from lttp, so its huge!).
I'll update with a movie of the extraction of the master sword... it's gonna be good! Once I make it that is!
AT LONG LAST ANOTHER UPDATE
HEROES
I have now completely made heroes in terms of stats and abilties. They may lack balance as I haven't played this as a multiplayer map so far, but one thing is for sure with these heroes. You WILL need to play with 2+ players at least, the enemies once you hit the dark world will overwhelm any hero in the map you can choose.
The heroes are pictured in the image below, but here is a description of their abilties.
GOOD HEROES
Link
Base: agility
Abilities
Time rift: A slight modification of wind walk to last longer and move faster, mainly used to get from dungeon to dungeon faster and escape battles
Rain of arrows: Showers a variable amount of arrows in a small area, dealing damage to any units within
Way of the sword: Gives a chance to do bonus damage and a medium length stun, small chance balances it
Ultimate: Fierce deity: Transforms Link into the demi god fierce deity, allowing him insane attack speed and bonus hit points for a short time
Zelda
Base: Intelligence
Abilities
Rain of din: Showers burning rocks from the sky in a large area
Lighting strike: Deals a very random amount between 100 and a large number to an enemy unit
Nayru's Love: Temporarily creates a shield that absorbs damage taken
Ultimate: Farore's restoration: Provides heavy mana regeneration
Wolf link
Base: Agility
Abilities
Howl: Boosts attack damage for a short time of nearby units
Heightened senses: Increases evasiveness
Twilit bolt: Summons a bolt of energy towards multiple targets
Ultimate: Blessing of the wild: Passively increases intelligence and strength
EVIL HEROES
Veran
Base: Intelligence
Dark toss: Sends homing missiles of darkness towards nearby enemy targets
Thieving hands: Allows mana to be stolen upon each hit veran makes
Confusion: Creates a large number of illusions that eventually deal damage
Ultimate: Judgement: Veran sends out multiple bolts of lightning to units (up to 9 eventually) that deal heavy damage
Onox
Base: Strength
Quake heel: Slams the ground, stunning and heavily damaging nearby units
Life tap: Drains the life of a unit steadily, still trying to let it go past his maximum hp
Critical strike: same as usual, but more damage multiplying and smaller chance
Ultimate: Dark dragon: Transforms into the dark dragon, dealing much more damage to units and gaining max hp
Majora
Growth: Gains max hp for a short time
Cry of anguish: Lowers nearby units damage
Ancient dark armor: Heavy thorn aura
Possess: Takes control of any non boss enemy for a short time with 50% or less hp
In the end I didn't trigger many abilities as the ones blizzard already had the bases for actually allowed me to provide a much greater balance of heroes. They do however always act a bit differently wether it be slightly different stats or effects. Each hero is fun to play, especially Zelda and Onox. And the ultimate of Link is a blast to use... but may be overbalanced.
PROGRESS
Heres what you want to know SuperMj. I have now made all heroes as you can see, all items, all mapping/terraining and the quests/dungeons are complete up to the swamp temple (second dark world dungeon). The only thing hindering me now is unfortunately the speed of world editor, even with the brush list down the amount of units and items/destructibles the map holds adds a 12-16 second delay on each trigger reference to a unit/item/destructible. I'll get there hopefully in a matter of weeks, but am not sure seeming Ganons tower has well over 40 rooms.
I'm working as hard as I can, and I will continue to do so.
EDIT4: Beta released on page 3
status: work in progress
author: gavdaman88
players: 1-4 suggested 2 at least
OVERVIEW
Firstly sorry about the brief overview I wrote before, I'll try to explain a lot more here. But as the name suggests I'm making a version of link to the past for wc3, something many have attempted in the past. Frankly from what I've played they're fairly poor recreations though, with unusable items, abilities with different names from old blizzard made ones and bogus stories.
This game will stick to the roots of the storyline, the only difference is the game will allow more freedom, the first three palaces will be made open at the exact same time, which allows for more fun multiplayer (teamwork isn't always fun, sometimes going off on your own and getting an item to show off is a lot more fun in epic rpgs).
PLAYERS
As far as who you chose to play as, so far I haven't worked on this aspect much, but it's probably going to be the choice of Link, Zelda and a few out of link to the past characters (I'm having trouble deciding). I was considering including wolf link or midna, but am not sure yet.
The only hero ability I have made so far is 'Triforce of wisdom', Zelda's planned ultimate. It summons a large triforce around Zelda, and she channels it while losing large mana amounts. It deals large damage to random points within the triforce, but the mana means you have to choose good moments to use this. Also most bosses will be spell immune so you have to use certain items and strategies to beat them instead.
Here's a screenie of zeldas ultimate so far.
ITEMS
Every item from lttp is in this map, and they all act as similarly to their old counterparts as I could make. I'll include a list of some items I've triggered that have non passive effects.
Bombs: Can be laid, and 3 seconds later explode taking out any nearby rocks, and damaging nearby units. They can be used by more than one player at once too, so a mad bomber game can be started (good fun). Heres some shots of the bombs and how they work and look in game.
Boomerang: When this is used it throws the boomerang out in short line in a straight direction and stuns any units it passes by. It then returns to the caster, just like it did in lttp.
Cane of Byrna: Summon an orb that surrounds the caster making him invulnerable, I'm considering giving the orb a 'knockback' effect just like in the original lttp, but this may cause units to go up walls which I definitely don't want.
(effect looks much better when seen in motion)
Cane of somaria: Summons an invisible block to place on switches, only this time you can move it around by commanding the block itself to make it a bit easier to use. I'm considering making it disperse sparks when it dies like the lttp one did.
Titan mitts: Around the map will be dark rocks, which cannot be blown up by bombs. Instead targetting them with this item will allow you to pick them up and throw them in a straight line at other units.
Ice rod: Like the lttp version it sends a projectile that freezes a unit if it collides. The fire rod serves more purpose, burning a unit for a random amount of time if it strikes before dissapating, but it can also be used to light distant torches, as can the lantern for ones within melee reach.
Hookshot: This item carries you across gaps (yes you actually get seen moving, not just reappearing somewhere else) and uses a lightning effect for the hook itself that moves with you. Although some glitches can occur from this item sometimes I'm working on it and this will definitely be a fun item to use. It targets posts as seen in the screenie.
Magic flute: Playing this flute in the light world overworld (wont work in dungeons just like in lttp) will open up a spellbook menu with the 8 locations you could choose in lttp. It will be a very useful item in getting around, but is optional (the way to misery mire is no longer only available by warping).
MAPPING
I would say that I am best as a mapper. Terraining and doodading are always two important aspects in my map, however due to the rather simple layout of objects and terrain in lttp I have held back in this map. It is almost done in terms of doodading and I'm just over 4000, although it still looks rich in detail. One of the best aspects of the map I'm making is it has EVERYTHING. Every cave, every fairy fountain (almost), every dungeon (although they're not as big as they were in lttp of course, range from about 7 to 20ish rooms, 35 or so for ganons tower I hope).
And unlike other lttp maps, mine has an alternate dark world, of the exact same terrain shape in most places, however significant differences in some areas. The dark world is entered after the first three palaces are complete by stepping on the warp tiles around Hyrule (from their old lttp locations), but are only acessible if you hold a magic mirror (the old man on death mountain will sell them). I plan to even include some metroid prime 2 style 'dimensional' puzzles where an action in the light world will have an effect in the dark, and vice versa. Not sure yet though.
I used 'village' as my default tileset, but used different ground textures, however I didn't get a 'brick' style wall. Instead I use large brick doodads, which look better in my opinion, I'll let you decide. The only thing I'm working on and having trouble with currently is water tinting, trying to get green water in the dark world and blue in the light, but simultaneously. I might use ground fog or just leave blue water in the dark world, but as the screenies will show, green water looks awesome in the dark world.
Anyway heres some screenies of the terrain currently:
the 'sanctuary' area of the dark world
the eastern palace in the light world (the outside that is)
Hyrule castle exterior (side entrance under rock)
kakariko village
Lake Hylia
Palace of darkness exterior (eastern palace, but in the dark world)
Just a small room in the tower of hera
Village of outcasts (kakariko, but in the dark world)
the main room of the water dungeon (dark world)
And thats about as much as I have on the map as of yet, when I make my heroes and some enemies/bosses I'll be sure to update, but for now hopefully that's a satisfying tell of what is to come. Oh... and expect puzzles. Lots of puzzles.
ADDITION
World map complete. Every location has been doodaded and mapped, now all that remains is enemies, dungeon puzzles, quests and characters.
UPDATES 1
I've finished triggering the first three palaces! In terms of puzzles they don't employ many yet, mainly destroy all the enemies in a room to receive a key/item, with the occasional lantern lighting puzzle. Once more items are obtained in the dark world I will focus on puzzles a lot more.
In terms of the enemies I have made, they are fairly strong, the weakest having base damage of about 13-15 (a green soldier) and the strongest so far being moldorm with a damage base of 80. Yep that's right 80! The health on enemies makes it a near essential that you at least play with one friend, or invincible cheats if you're a n00b. These figures aren't final of course though as I've only tested with two heroes.
The camera style is fixed (locked to the main hero), but in some parts of the game you gain control of hostages or neutrals such as zelda in the castle of the smithy in the dark world. If they leave your screen while unselected you need to go back to get them, although not like lttp, it is more realistic, and much more free of glitching than getting them to follow.
There is also a new item I have created,
The magic mirror
There are many warp tiles scattered throughout the light and dark worlds, and using this item on them will warp you between the worlds at any of these. Many puzzles will be solved using this as they were in lttp. The only difference is you don't use it anywhere, only on these points to avoid glitching or sequence breaking. At first only some warps will work on death mountain, so as to let you over spectacle rock, and to the tower of hera.
The enemies as of so far are mostly there to attack you normally, via melee or projectile. The only exceptions are two units, leevers which burrow, and...
BEAMOS
The laser towers are back, and they have a crosshair that wanders around the tower. Enter it and the tower attacks you, and deals large damage, not the kinda thing you want to cross the path of.
In the next few days I plan to trigger all the quests remaining in the light world, obtaining the master sword, and aghanims castle tower, then the dark world in the next month or so (7 dungeons is going to take a while... and well Ganon's tower... it's a REPLICA of the original from lttp, so its huge!).
I'll update with a movie of the extraction of the master sword... it's gonna be good! Once I make it that is!
AT LONG LAST ANOTHER UPDATE
HEROES
I have now completely made heroes in terms of stats and abilties. They may lack balance as I haven't played this as a multiplayer map so far, but one thing is for sure with these heroes. You WILL need to play with 2+ players at least, the enemies once you hit the dark world will overwhelm any hero in the map you can choose.
The heroes are pictured in the image below, but here is a description of their abilties.
GOOD HEROES
Link
Base: agility
Abilities
Time rift: A slight modification of wind walk to last longer and move faster, mainly used to get from dungeon to dungeon faster and escape battles
Rain of arrows: Showers a variable amount of arrows in a small area, dealing damage to any units within
Way of the sword: Gives a chance to do bonus damage and a medium length stun, small chance balances it
Ultimate: Fierce deity: Transforms Link into the demi god fierce deity, allowing him insane attack speed and bonus hit points for a short time
Zelda
Base: Intelligence
Abilities
Rain of din: Showers burning rocks from the sky in a large area
Lighting strike: Deals a very random amount between 100 and a large number to an enemy unit
Nayru's Love: Temporarily creates a shield that absorbs damage taken
Ultimate: Farore's restoration: Provides heavy mana regeneration
Wolf link
Base: Agility
Abilities
Howl: Boosts attack damage for a short time of nearby units
Heightened senses: Increases evasiveness
Twilit bolt: Summons a bolt of energy towards multiple targets
Ultimate: Blessing of the wild: Passively increases intelligence and strength
EVIL HEROES
Veran
Base: Intelligence
Dark toss: Sends homing missiles of darkness towards nearby enemy targets
Thieving hands: Allows mana to be stolen upon each hit veran makes
Confusion: Creates a large number of illusions that eventually deal damage
Ultimate: Judgement: Veran sends out multiple bolts of lightning to units (up to 9 eventually) that deal heavy damage
Onox
Base: Strength
Quake heel: Slams the ground, stunning and heavily damaging nearby units
Life tap: Drains the life of a unit steadily, still trying to let it go past his maximum hp
Critical strike: same as usual, but more damage multiplying and smaller chance
Ultimate: Dark dragon: Transforms into the dark dragon, dealing much more damage to units and gaining max hp
Majora
Growth: Gains max hp for a short time
Cry of anguish: Lowers nearby units damage
Ancient dark armor: Heavy thorn aura
Possess: Takes control of any non boss enemy for a short time with 50% or less hp
In the end I didn't trigger many abilities as the ones blizzard already had the bases for actually allowed me to provide a much greater balance of heroes. They do however always act a bit differently wether it be slightly different stats or effects. Each hero is fun to play, especially Zelda and Onox. And the ultimate of Link is a blast to use... but may be overbalanced.
PROGRESS
Heres what you want to know SuperMj. I have now made all heroes as you can see, all items, all mapping/terraining and the quests/dungeons are complete up to the swamp temple (second dark world dungeon). The only thing hindering me now is unfortunately the speed of world editor, even with the brush list down the amount of units and items/destructibles the map holds adds a 12-16 second delay on each trigger reference to a unit/item/destructible. I'll get there hopefully in a matter of weeks, but am not sure seeming Ganons tower has well over 40 rooms.
I'm working as hard as I can, and I will continue to do so.
EDIT4: Beta released on page 3
Last edited: