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Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Zelda: Parallel Worlds *Released!* | New poll | | |
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Tompa Paragoomba Since: 01-16-07 Last post: 6432 days Last view: 6432 days |
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Originally posted by Domin189 |
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IOS Goomba Since: 10-09-06 From: Canada Last post: 6454 days Last view: 6438 days |
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For Euclid and Orochimaru's convienence, here is a list of the most common suggestions and bugs that people have said. Fixing this would really improve the hack
Spelling and Grammar (Which you’ve done) General Difficulty (Which you said you're fixing) No Backtracking (Guardhouse, Saria’s Garden, etc) Make Bosses drop heart containers Un-nerf weapons, it takes the satisfaction away Eliminate Bomb Jumping Bring back the map and compass, it’s too easy to get lost Eliminate climbing the tower 3 times Make it so Gloves are vital to beating Din’s Catacomb Make a Sign in Nayru’s Bay (“"You can get past one of these bumpers, if you're careful enough") for the bumpers there Redo the Guardhouse (You did that) More heart refills Be able to Save at Guardhouse (you did that) A way back into the sewers for people who missed it -- even the original LTTP had a means of doing that. (I think you fixed that) Make it so you can get the Blue and Red Boomerang Completely redo Darnuia’s cave. It’s too easy to get lost in, and even if you draw a map, it’s still too annoying. The small key is impossible to find, and its overall most people’s second least favourite dungeon (the first being the Guardhouse) Torches in Nabooru’s hole Put on a sign what items are required for each dungeon (getting to the end of Ruto’s with no Fire Rod is very annoying) Remove the candle things that aren’t used Remove moonpearl from inventory Farore’s Isle :Not enough room to avoid red ocatos, as well as having to backtrack repeatedly through mazes of fire chains that can't be avoided. Hints to where the holes take you in Nabooru’s hole Same with Impa’s Ruto: Eliminate the statue pushing the second time No Floor tiles Armos Knights fight was too hard Shut doors during boss fights Some more varied environments in the dungeons (Saria's Garden more like a Forest temple; Darunia's could have more lava, etc). Make the dungeons based on the temples that each sage corresponds to. Too many Fireball Shooters and Beamos Too many dark rooms Blue and Red tunics sometimes take the same damage as the green one Bugs In Nayru's bay, those insect-like enemies that come out of the sand... At first, their sand color was right, but later the sand ended up turning glitchy green. The butterfly-like boss of Nayru's bay... His 3-way shoots only seem to work in a first time. Then they become 2-way shoots, then he doesn't shoot anything anymore (but the shooting sound remains). Some places feel like they teleport you too early. Like some large cave entrances come to mind, you get inside of them whereas you didn't physically enter them yet. The large falling hand at Din's catacombs was grey at first, then at some point it turned orange and blue. Going to the west from the Karakiro village (through Lupo Quarry), go up and back to the right. You'll be in front of a cliff with a house downstairs. Jumping off there will make Link get into the house, which is wrong. You don't get stuck though... Farore's isle, after you beat the boss, if you go back to the boss room, the boss music plays again Cave entrance to get to the Zora king can get quite glitchy. In Darunia's Cavern, in one of the early rooms, you move a block in the middle of a room to open the door (It's the room with the Skeleton Swordsman that has the Big Key). If you move the block, leave, and come back, the block stays where it was but the door remains closed. First, when talking to the guy at the church, if your hearts are not full, he heals them--but his text window only shows up for a fraction of a second before closing. When he says "Welcome to the church!" after your hearts are full, though, the box is fine. Having to wait for the floor tiles to finish before killing the boss in Impa’s Way Zelda following you the second time in the guardhouse There's a door in the Ice Fortress that looks like its closed and yet you can walk right through it, and it is the only way to progress, which probably should be fixed Conveyor belts in Naboorou's hole don't work. In Saria's garden if you walk out the door (which is open) during the boss fight the game freezes. (edited by IOS on 01-26-07 11:25 AM) |
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Aft Dread Pressure Since: 08-13-06 From: France Last post: 6456 days Last view: 6479 days |
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I thought that having the bosses not to drop Heart Containers was a good idea. It makes pieces of heart more relevant and encourages you to explore the (awesome, by the way) overworld.
Anyway, made it to Draegor's Castle, where a quite strange glitch happened in that small room where you have 4 (IIRC) red soldiers : I was supposed to have killed one of them, but instead of disappearing after the sound effect as he should have, that soldier remained there, kept attacking and had apparently become invincible. |
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IOS Goomba Since: 10-09-06 From: Canada Last post: 6454 days Last view: 6438 days |
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It really takes away the satisfaction of killing a boss if you don't get a heart container.
Another suggestion would be to try to not reuse the same bosses. Having the Helmer King as a final boss for two dungeons was dissapointing. |
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Black Telomeres Gator Since: 10-12-06 Last post: 6436 days Last view: 6432 days |
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its overall most people’s second least favourite dungeon (the first being the Guardhouse)
Now why would Darnuia’s cavern be any worse than Ruto's fortress or Naburu's hole? They're all about equally annoying. And I think the outrage over the guardhouse is an illusion because it was the first area that revealed the full challenge of the hack. Most people complaining about the guardhouse probably either stopped playing the hack altogether and would've thought later dungeons even worse or continued on with heavy savestate use and figured later complaining wouldn't do any good. No Floor tiles If anything, I'd say the fireball shooters while having to lift those huge rocks are a lot more annoying than just floor tiles... Some more varied environments in the dungeons (Saria's Garden more like a Forest temple; Darunia's could have more lava, etc). Make the dungeons based on the temples that each sage corresponds to Anti-sign. I think the game is already OoTish enough as it is. Another suggestion would be to try to not reuse the same bosses. Having the Helmer King as a final boss for two dungeons was dissapointing. This is probably impossible if they still want to have bosses in the middle of dungeons and such, since there's only so many bosses to choose from. |
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XxDkCobraxX Micro-Goomba Since: 01-17-07 Last post: 6432 days Last view: 6432 days |
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Originally posted by Black Telomeres I agree, however both were annoying. Just made more magic cape use, and more time sitting there letting my magic meter recharge. |
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IOS Goomba Since: 10-09-06 From: Canada Last post: 6454 days Last view: 6438 days |
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Now why would Darnuia’s cavern be any worse than Ruto's fortress or Naburu's hole? They're all about equally annoying. And I think the outrage over the guardhouse is an illusion because it was the first area that revealed the full challenge of the hack. Most people complaining about the guardhouse probably either stopped playing the hack altogether and would've thought later dungeons even worse or continued on with heavy savestate use and figured later complaining wouldn't do any good.
Hey, its what most people want. However, If you were given hints in Naburu's, and a few simple changes were made to Ruto's it could be fixed. Darnuia's just feels like a long mess of rooms, one after the other that is really boring. If anything, I'd say the fireball shooters while having to lift those huge rocks are a lot more annoying than just floor tiles... Although most people have said that they hated floor tiles Anti-sign. I think the game is already OoTish enough as it is My own suggestion I'm not saying to clone the dungeons, I just think more varied environments would be more fun. This is probably impossible if they still want to have bosses in the middle of dungeons and such, since there's only so many bosses to choose from. Then why not think of something else in the middle? Its not fun fighting the same final dungeon boss twice. |
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ICheatAtGolf Rat Since: 01-01-07 Last post: 6455 days Last view: 6437 days |
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Originally posted by IOS i agree with all of your suggestions. although i think there are way too many fireball shooters, beamos in this game, as WELL as floor tiles... oh, and too many dark rooms as well...as someone else said, "you spent all this time to design this hack, why dont you want us to see it?" |
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IOS Goomba Since: 10-09-06 From: Canada Last post: 6454 days Last view: 6438 days |
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I'll add those to the compilation of suggestions.
Also, is it just me or do some tunics sometimes take the same damage as the green one? |
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BounderTower Tektite Since: 01-26-07 Last post: 6433 days Last view: 6432 days |
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I'm at the part of the Parallel Tower where the info block says to "Find the Sacred Meadow," and I know I've seen a reply somewhere about the sequence, but now I can't find it. I always found the meadow (in OoT) by following the music with no regard for the directions on the minimap.
So if anyone can give me the directions, I'd be most appreciative. Edit: Nevermind. Got it (edited by BounderTower on 01-26-07 03:16 PM) |
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airen Newcomer Since: 01-27-07 Last post: 6450 days Last view: 6454 days |
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alright made an account for this very topic alone -__-b.
Tompa I'd like to see your runs, especially the parallel world... but even more I'd like to see runs in a newer version of PW :P. If Darnuia's dungeon is the zelda-1 like dungeon.. That might be my favourite dungeon ehehe xP. (I'm a serious lotz fan though). Although I think one note in the music is actually off ~~.. and did that Big Key actually have a purpose? (might have missed that I used it.) In Nabooru's dungeon almost all the important stuff is beneath the exact same hole (on B1).. found that a bit odd.. I'm gonna agree on the docks as someone else said aswell, the overworld is really nice, and the docks are a great idea, it's just that most of it seemed just like a large random unlogical bridge... The boats are really pretty and perhaps even some kind of house could fit in (perhaps not at all)... What do you other guys say? |
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Tompa Paragoomba Since: 01-16-07 Last post: 6432 days Last view: 6432 days |
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I think Darunia's Cave is quite neat as it is. I like labyrinths! And you shouldn't put a map in it, it will actually destroy the whole thing...
Just find a new bug while speedrunning Saria's Gardens. At the boss. If you lay a bomb it will look like anything bout a bomb... And the heads that are flying around will have some kind of "legs", looks quite neat. http://dehacked.2y.net/microstorage.php/info/3591/Parallel%20Worlds.smv Here's the run so far. 4 Ice World dungeons beaten. After I'm finished with that, I'm going to do a "no crystals" run. Just take the dungeons items I need and go to Ganon. For more information, and more updated WIP's. Check here: http://tasvideos.org/forum/viewtopic.php?t=4942&start=80 Originally posted by IOS Hmm, nothing I have noticed... But I heard someone say that if you upgrade your forced sword to lvl 3, it'll do the same damage. Is this true?=P Also... I don't know if this has been mentioned... But why can't the door shut when you enter a boss room? It isn't doing that all the time. And you shouldn't be able to flee from it. (edited by Tompa on 01-27-07 04:53 AM) (edited by Tompa on 01-27-07 04:56 AM) |
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Orochimaru Since: 11-18-05 Last post: 6448 days Last view: 6432 days |
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IOS, thanks for compiling those. That'll be acmlm's list of complaints... Now now there's so many other sites where this hack has been given feedback that needs compiling. But yeah, grammar, backtracking and difficulty/bugs are most often talked about. I'll see what I can do about these. In the meantime, I'll start by finishing my work started on the dungeons (as slowly as it goes).
v1.1 Status: The quick release to fix the grammar/monologue... Two talented individuals are working hard to make it happen. It's currently being beta tested and it will be released in the near future. v2.0 Status: Din's Cavern (Darkness no more, I'll make sure to restrict some places with those rocks to prevent backtracking) Farore's Isle (NO Backtracking, eliminate cheap spots where you have to get hit to progress... overall, remake most of the dungeon) Ruto's Fortress (Shall remain the same, except a few fixes) Darunia's Cavern (Good as is) Impa's Ways (Will probably make it much easier, with actual walls to prevent exploiting the pegasus boots glitch from one room to another and end up where you're not suposed to be) Saria's Gardens (Fine as is, will fix the bugs reported) Rauru's Ruins (Darkness no more in the major part of the dungeon, some rooms will remain dark. Shiek's Hideout (Fine as is, will fix a few bugs) Such things such as the overworld bugs reported will be fixed in the end. (edited by Orochimaru on 01-27-07 05:58 AM) (edited by Orochimaru on 01-27-07 05:59 AM) |
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Tompa Paragoomba Since: 01-16-07 Last post: 6432 days Last view: 6432 days |
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One more note: There are a lot of places where you jump down diagonally, and you can get stuck in walls. Also, in ice world kakariko, you can get stuck between two black rocks, and if you haven't got the upgraded bracelets, you're done =P.
Another thing that I haven't said before. I like the idea in Nayru's Bay, that you can see the floor under the water. It makes it more realistic! |
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Euclid Since: 11-17-05 From: Australia hmm... Last post: 6438 days Last view: 6432 days |
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about the door shutting when you move into the boss rooms: It used to do it but it doesn't do it anymore.
Some things I want to do with 2.0 which is not listed is open the door in the 2F parallel tower room where you have to wait for 4 sets of floor tiles + lamolas, and patch up clue 6 as I've messed up the directions, and also open the door on 8F near the room you get big key so you don't have the climb the tower again to get the emerald. |
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Tompa Paragoomba Since: 01-16-07 Last post: 6432 days Last view: 6432 days |
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My newest glitch:
http://dehacked.2y.net/microstorage.php/info/3596/Go%20inside%20the%20wall.smv This is very easy to do without purpose, and yeah... You see what can happen. |
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IOS Goomba Since: 10-09-06 From: Canada Last post: 6454 days Last view: 6438 days |
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Orochimaru, I still think a few changes should be made to Darunia's, such as making a Cane of Somaria puzzle neccessary so you don't miss it, and making the small key easier to find. Also try not to make it so you don't get as lost. | |||
Subrosian Since: 12-03-06 From: Surrey, BC, Canada Last post: 6434 days Last view: 6432 days |
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Originally posted by IOS You can avoid the red beetles. And there is only one fireblade that can't be avoided if you go from a certain way. Originally posted by IOS It would be nice if it was only for optional things, I guess. Originally posted by IOS This would be a trade-off, lowering the amount of secrets and sidequests in the game. Originally posted by IOS This is in the original game too. If you want proof, check this FAQ on enemy damages: http://db.gamefaqs.com/console/snes/file/zelda_link_to_past_monster_stats.txt (edited by Subrosian on 01-27-07 08:30 PM) |
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Koopa Pride Struttin' On In Since: 01-28-07 From: Yoshi's island Last post: 6435 days Last view: 6435 days |
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Indeed, this Romhack might be one of the greatest hacks of A Link to the past(From what I have heard).
Good job, I look forward to downloading it. (edited by Koopa Pride on 01-27-07 09:54 PM) |
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deezy Newcomer Since: 01-28-07 Last post: 6438 days Last view: 6433 days |
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i just beat the boss in din's catacombs, but when i go to the docks and talk to the old man, he says something like "one of the jewels to release the master sword is in the graveyard." is this a glitch? i have the jewel in my inventory. |
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Acmlm's Board - I3 Archive - ROM Hacking-Related Releases - Zelda: Parallel Worlds *Released!* | | |