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05-02-24 09:33 AM
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Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Zelda: Parallel Worlds *Released!* New poll | |
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Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6282 days
Last view: 6282 days
Posted on 01-01-07 04:10 AM Link | Quote
Now, I haven't played this yet, but I really doubt its puzzles could possibly be any more obtuse than those in the second quest of Zelda 1... Which I enjoyed.


(edited by Alastor on 12-31-06 10:11 PM)
Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6287 days
Last view: 6282 days
Posted on 01-01-07 04:22 AM Link | Quote
so if you want to take my complaining about one badly-designed hack as complaining about the entire series, then you're dumb

But you clearly are, you said its just mindless wandering through a dungeon to stumble upon the way to go or a key. That's exactly what all Zelda games are. I like most Zelda games, but I can clearly admit that they are like that and occasionally you will get stuck.

you have to go back over and over to find many things with no indication as to where they might be.

There is no real indication of where the solution to puzzles in regular Zelda games lies either. It's just that with regular Zeldas, you can FAQ it and get the answer, which makes it easier. I've had to do that in a few Zeldas, like Majoras Mask or Twilight Princess. With a hack, if you're stuck, you can't FAQ, and there is no quick fix to the problem of not knowing where to go or how to finish the dungeon so you have to backtrack a lot and look for the way. You should probably just post on the board and ask for help rather than searching on your own, as it will get frustrating.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6288 days
Last view: 6282 days
Posted on 01-01-07 04:26 AM Link | Quote
This thing has gone to 3 pages.. in such short time, half of it a flame war on dungeon design though.

The guardhouse does contain a bit too much backtracking, in fact it's the dungeon which requires the most backtracking. I admit that it is tedious in a way, the reason for that is to make it feel "long", i guess that fails that criteria... for most people anyway.

About the bug with the infinite conversation... that was not reported to me so i did not even expect it to happen, sorry...

And also 3 years of development time doesnt' mean i've spent 3 years on dungeon design.

1) The Armos Knights in Nayru's Cave - there is a safe spot in the whole room, it just takes time.

2) Farore's Isle, B1 - yes I feel a bit cheap in that room (especially the last fireblade you can't dodge unless you exploit the dash jump invincibility), but then that room was done like 3 years ago, and shouldn't you have like 7-8 heart pieces by then?

I do not expect everyone to like this hack. Just like every single game which is out there, there are people who loves it and those who just hate it.
MogGuy

Kabu


 





Since: 12-03-05
From: Look behind you...

Last post: 6322 days
Last view: 6289 days
Posted on 01-01-07 04:26 AM Link | Quote
If you guys find this game difficult, you would die in the Legen of Zelda: Outlands hack for the NES
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6282 days
Last view: 6282 days
Posted on 01-01-07 04:29 AM Link | Quote
Originally posted by Euclid
2) Farore's Isle, B1 - yes I feel a bit cheap in that room (especially the last fireblade you can't dodge unless you exploit the dash jump invincibility), but then that room was done like 3 years ago, and shouldn't you have like 7-8 heart pieces by then?
Only part of this I take issue to. If you acknowledge that it's ridiculous, it is no excuse that you did it awhile ago. Go back and redo things like that before you release them.
Metal Man88

Gold axe
It appears we have been transported to a time in which everything is on fire!


 





Since: 11-17-05

Last post: 6282 days
Last view: 6282 days
Posted on 01-01-07 04:34 AM Link | Quote
It isn't about difficulty, but rather the game is very, very unreasonable in that it expects you to dodge guards which can move as fast as you without any weapons. Even a wimpy weapon would be helpful. And I hear you can get bombs, but.... nothing tells me that is possible, so I just wander into the place and die 50 horrible deaths.

Imagine what less experienced gamers get out of it.
asdf

Link's Awakening
‭‮‭‮ಠ_ಠ








Since: 11-18-05

Last post: 6284 days
Last view: 6282 days
Posted on 01-01-07 04:54 AM Link | Quote
Well, you need to try to sneak by the guards. When they're looking a way, run. The only hard part is the randomness, but even then, you'll hopefully be running to safety by then.

Bombs?
Spoiler:
Buy them at the village shop. You can find rupee hordes lying around in various caves - explore!


And...I made it out alive. For whatever reason, it felt pretty epic walking out at night. Also, I found more proof that people should continue further on in the game before judging something. In regards to this "bug", check out why that's not true.

(okay, granted, it's not what you would expect opens it initially: even I thought it was a bug prior to finding out about that item, but the point remains)
D 2007
D


 





Since: 02-19-06

Last post: 6329 days
Last view: 6329 days
Posted on 01-01-07 05:00 AM Link | Quote






Interesting level design is indeed what the guardhouse is. It's complex, it has varied backgrounds and uses previous LTTP tilesets in a unique way. It has nothing to do with item placement. That's another factor entirely.

And, you're right. Backtracking is not the main factor in the game. The main factor in the game is wandering around with no clues as to what you're supposed to do, and only being able to find anything by sheer dumb luck

The thing with this is: This is every Zelda game. You've played the originals, LTTP and the 3D ones, right? They're all "search dungeon for random crap and keys and stumble upon where you're supposed to go." I don't see how you can complain about this factor when it equates to complaining about every Zelda.

Oh and just for the record, I didn't really find the guardhouse that hard. Certainly not hard enough to search out cheats to use on the Internet. As for later dungeons, who knows. They'll probably be much harder.

Level design is how levels are designed. Graphics design is how graphics are designed. You lose. By the way, most dungeons in the Zelda games didn't require you to backtrack through the entire thing with no map at all. Even the original one had a map and didn't require stupid backtracking.

Item placement can make or break a dungeon. When you're forced to backtrack over and over, and you only have enough health for 3-7 hits and hearts are extremely rare -- not to mention, dangerous rooms the whole way there, with no way to protect youself other than your savestate button.

Of course, that's not counting the shitty design. Who thought it would be a good idea to let yourself get hopelessly trapped when you go for a reward? Hell, I had to go back a ton of saves to get back... Something that should've been obvious in playtesting, just like the hundreds of grammatical errors throughout the text.

Then again, it seems like you actually did only enough playtesting to take the perfect route and make sure your perfect route would beat the game without (many) problems. Taking routes that are off the beaten path (i.e.: that you use when lost with nowhere to go) really shows this quite well.

And, naturally, there are huge bugs that are just pathetic to see it was never fixed. This is just horribly obvious. Kail found it too, which shows it isn't a random one-time bug... so how could this have not been found? Did you even playtest this at all?

And then there are rooms that are just made to be frustrating and be a pain in the ass, especially when you can't save at all, and a single game over results in having to do the whole tedious mess over again. But these kind of screenshots are never seen, are they? Didn't think so. I know if I saw this, I'd say "Wow, he's pulling a SMW hack and making it rediculously difficult to make up for a lack of unique ideas. How unsuprising."

I don't know. Mabye it's just me, but this hack reeks of unprofessional barf.

And if you had really spent three years on it, that's unacceptable.
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6318 days
Last view: 6282 days
Posted on 01-01-07 05:26 AM Link | Quote
i absolutly disagree! the levels are cool. it took me only a bit to find the fourth key. i also backtracked only one time because i chose the right route the first time and found all keys. the idea with the heartpiece behind the spikes is just great! i think the dungeons are really well designed and i dont think it is too hard.

EDIT:
yeah there might be a plenty of bugs, but most are not really annoying


(edited by Deflaktor on 12-31-06 11:30 PM)
Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6287 days
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Posted on 01-01-07 05:40 AM Link | Quote
That man is crazy. The game's using the tilesets from LTTP such as the bars or the normal house items such as the beds and tables in an interesting way. Thus it is part of the level design. Not just the graphic design. He didn't design those parts of the graphics, the creators of LTTP did. The way he used the already designed factors from LTTP in his own level design was what is interesting.
Euclid



 





Since: 11-17-05
From: Australia
hmm...

Last post: 6288 days
Last view: 6282 days
Posted on 01-01-07 05:42 AM Link | Quote
First off: I'm trying not to start a flame war here with my comments.

Originally posted by D
Level design is how levels are designed. Graphics design is how graphics are designed. You lose. By the way, most dungeons in the Zelda games didn't require you to backtrack through the entire thing with no map at all. Even the original one had a map and didn't require stupid backtracking.

you are judging a hack by 1 dungeon, wow ain't you the critic. This already feels like one of those reviews which goes "I've decided to play this for 10 minutes, and it sucks".

Originally posted by D
Item placement can make or break a dungeon. When you're forced to backtrack over and over, and you only have enough health for 3-7 hits and hearts are extremely rare -- not to mention, dangerous rooms the whole way there, with no way to protect youself other than your savestate button.

I agree with this point here, fine. You mention "protect yourself", so what exactly "protects" you when you play through say... a long dungeon with no save points? (example: ancient dungeon in lufia 2, or any arcade plane shooting game where you only have a few lives to play through all the stages?)

Originally posted by D
Of course, that's not counting the shitty design. Who thought it would be a good idea to let yourself get hopelessly trapped when you go for a reward? Hell, I had to go back a ton of saves to get back... Something that should've been obvious in playtesting, just like the hundreds of grammatical errors throughout the text.

Since when are you "hopelessly trapped" when you get the heart piece? hookshot.

Originally posted by D
Then again, it seems like you actually did only enough playtesting to take the perfect route and make sure your perfect route would beat the game without (many) problems. Taking routes that are off the beaten path (i.e.: that you use when lost with nowhere to go) really shows this quite well.

Every single room in that dungeon is designed so you will not get hit with some skill.
Take the first picture you have there, how hard is it to dodge the floor tiles? Obviously you haven't tried.
The last picture you have there, I gave it to someone who plays zelda 3 and he figured out you can walk right through the bottom next to the door without getting hit by the spikes to the door. So what if you don't know? kill some enemies with pots, fill up your hearts, run right to the door, lose 1 heart, difficult? definately not.

Originally posted by D
And, naturally, there are huge bugs that are just pathetic to see it was never fixed. This is just horribly obvious. Kail found it too, which shows it isn't a random one-time bug... so how could this have not been found? Did you even playtest this at all?

If you're refering to the big chest, just give up, wrong key. some people DO NOT READ THE README. There is a whole walkthrough on the guardhouse in it. RTFM.

Originally posted by D
And then there are rooms that are just made to be frustrating and be a pain in the ass, especially when you can't save at all, and a single game over results in having to do the whole tedious mess over again. But these kind of screenshots are never seen, are they? Didn't think so. I know if I saw this, I'd say "Wow, he's pulling a SMW hack and making it rediculously difficult to make up for a lack of unique ideas. How unsuprising."

every game you're being put into situations where you're to be challenged, and again you're using this one dungeon out of the entire hack as how the game is judged. Give me a break.

Originally posted by D
I don't know. Mabye it's just me, but this hack reeks of unprofessional barf.

If you feel like a professional, find yourself a job in the gaming industry. Since when did i ever say i'm a professional game designer? Since when are we all suppose to? Isn't rom hacking a hobby for all of us?

Originally posted by D
And if you had really spent three years on it, that's unacceptable.

If this is how you feel, fine by me, I definately did not work on this 24/7 for the past 3 years, as if anyone would if that's their hobby.
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6318 days
Last view: 6282 days
Posted on 01-01-07 05:53 AM Link | Quote
Originally posted by Euclid
Since when are you "hopelessly trapped" when you get the heart piece? hookshot.

waaah, i took the heartpiece without hookshot!
D 2007
D


 





Since: 02-19-06

Last post: 6329 days
Last view: 6329 days
Posted on 01-01-07 06:02 AM Link | Quote
"Since when are you "hopelessly trapped" when you get the heart piece? hookshot."

What if you don't have it, just like me in that screenshot? Whoops. Nice going.


"Every single room in that dungeon is designed so you will not get hit with some skill.
Take the first picture you have there, how hard is it to dodge the floor tiles? Obviously you haven't tried.
The last picture you have there, I gave it to someone who plays zelda 3 and he figured out you can walk right through the bottom next to the door without getting hit by the spikes to the door. So what if you don't know? kill some enemies with pots, fill up your hearts, run right to the door, lose 1 heart, difficult? definately not."

Sure, if you believe that having an enemy blocking your entrance to the door involves "skill". As well as having to dodge enemies that move just as fast as you do, and faster in turns (see also: stupid spike room)


"you are judging a hack by 1 dungeon, wow ain't you the critic. This already feels like one of those reviews which goes "I've decided to play this for 10 minutes, and it sucks"."

Most critics that can't stand a game don't play for more than 10 minutes either.
But usually they just say it sucks and throw it out with a 0/10 rating. I gave it some effort to give you a detailed review of why this is a poor hack.



If I had three years to work on a project of choice, as a hobby, I would certainly hope it came out better than this.

Glaring gramattical errors even in the introduction text, extremely tedious and frustrating gameplay...

I've already said my thoughts on this, and they give this hack a .
Metal Man88

Gold axe
It appears we have been transported to a time in which everything is on fire!


 





Since: 11-17-05

Last post: 6282 days
Last view: 6282 days
Posted on 01-01-07 06:13 AM Link | Quote
Originally posted by Deflaktor
yes you NEED skill to play this game. and i agree the soldiers are a bit too fast
but just because of that you cant give such a great game 0/10! and look, you can go out of that spike trap


Not so fast, Mr. 'Delete and hide post', I have you right there.

Anyway, I think this is a battle as to what constitutes skill. Mindless deaths, in my opinion, degrade the game.
Deflaktor

Tektite








Since: 12-10-05
From: Germany

Last post: 6318 days
Last view: 6282 days
Posted on 01-01-07 06:14 AM Link | Quote
yes i agree the soldiers are a bit too fast but just because of that you cant give such a great game 0/10!! youre judging 1 dungeon of a huuuuge game! and look you can go out of that spike trap!

EDIT: sry, i had to delete cuz i forgot to upload file

Attachments

zelda.rar (307814b) - views: 50



(edited by Deflaktor on 01-01-07 12:22 AM)
Black Telomeres

Gator


 





Since: 10-12-06

Last post: 6287 days
Last view: 6282 days
Posted on 01-01-07 06:35 AM Link | Quote
So I heard there's no way to refill hearts in the second dungeon lol.
Xenesis

Blipper








Since: 11-19-05
From: Australia

Last post: 6283 days
Last view: 6282 days
Posted on 01-01-07 07:42 AM Link | Quote
So...uh...where are my heart refills?


(edited by Xenesis on 01-01-07 01:42 AM)
Alastor
Fearless Moderator Hero








Since: 11-17-05
From: An apartment by DigiPen, Redmond, Washington

Last post: 6282 days
Last view: 6282 days
Posted on 01-01-07 07:49 AM Link | Quote
I rescued Zelda and went to the entrance, then left, shoving the sword thing to the right to make it into the sewer... After I got into a dark area with lots of holes, I could not progress further and died. Saved and continued. I tried to leave the guard tower to see if there was something else to do, but collision detection just sorta explodes as soon as I go through the south door... But all doors at the end of the sewer are locked.

Good job.
Orochimaru









Since: 11-18-05

Last post: 6298 days
Last view: 6283 days
Posted on 01-01-07 07:59 AM Link | Quote
If I would have to judge the overall difficulty of the hack it would be:

(Intro) medium

(1st) very easy

(2nd) easy

(3rd) easy

And afterwards in the alternate world, it gets harder gradually.

So yeah, pretty unfair for starters I guess but they are still do-able. My part of the work was mainly on the overworlds/graphics but trust me the dungeons were WAY harder then they are right now when I joined Euclid in 2005...

The infiltration part of the intro is only hard if you don't know all the tiny exploits you can do, like walking between the walls and spikes for example.

Perhaps a non assisted speedrun of the game would do justice, because trust me, there is much more to see then what is being disputed. I've enjoyed doing what I've done and I'm aware there might be some remaining bugs on overworlds but it's what patches are for. I doubt you will ever see a new game on the market that hasn't any bugs even through it has been beta tested.
beneficii

Broom Hatter


 





Since: 11-18-05

Last post: 6286 days
Last view: 6282 days
Posted on 01-01-07 08:23 AM Link | Quote
Euclid, Orochimaru, et al.,

I'm in the first dungeon (Nayru's Bay) and here is my impression:

THE BAD (to get it out of the way):
Lots of bugs, mainly relating to the map itself. But then again, I remember that Zelda 3 is a very hard game to hack without getting bugs.

The Guardhouse was OK, but it was very difficult. Yes, I exploited the between the wall and the spikes thing and all, but sometimes you just couldn't avoid hitting the guards. It was annoying having to go back and forth unarmed, but overall it seemed like an interesting challenge to have to sneak in somewhere unarmed. Also, I'm not sure how any of you managed to get to the piece of heart in the Guardhouse that early in the game, so it wasn't an issue. In addition, I went back to the Big Chest in the Guardhouse after getting the Big Chest Key from the sewers, and I still couldn't open it . I suppose you need the Big Chest Key in the Guardhouse itself.

I notice in the Guardhouse and the 1st dungeon that there are a lot of areas that require the hammer to get into, but I'm not sure where the hammer is. Would I be coming back to those dungeons later in the game to pick up stuff? I didn't do that in the original game.

Also, I wasn't quite aware at first that I could get Zora's Flippers so early in the game (before the 1st dungeon), but I managed to get them so I could talk to Sahasrala.

THE GOOD:

It's a fun interesting challenge, and I like exploring the interesting new worlds. I'm hearing about this Parallel World which could have snow (fun!) in some areas and fire in others. It seems like it would be quite an interesting adventure, exploring all these new things, and setting up a new map in my head of where everything's at. I like this game for that.

Also, the dungeons so far seem logically set-up and all, if they're not perfect and I like the atmosphere of the game. I like the rebellion against the evil ruler theme, which is so exciting.

CONCLUSION:
It's a good game, but you might have done better to have had a beta test with just a few people before releasing it. That way, you can have your release that everyone's so excited about, while keeping the massive problems fixed to yourself and your beta testers (who would expect to see stuff like that), and you could have avoided all of this negative publicity that seems to be going around.
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