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04-23-23 07:43 PM
Acmlm's Board - I3 Archive - - Posts by Black Telomeres
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Black Telomeres

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Since: 10-12-06

Last post: 5912 days
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Posted on 12-20-06 08:11 PM, in Metroid Maridia Link
It must be hard to keep track of which index #s have been used and which haven't.
Black Telomeres

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Since: 10-12-06

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Posted on 12-31-06 11:15 PM, in Zelda: Parallel Worlds *Released!* Link
Now now, you aren't allowed to complain about level design in a hack that took someone 3 years to make. What you are allowed to complain about is difficulty, which I will now do: Whaaaarrs mah hearts under pots? Hearts have been made rare as hell at least in the bit I've played, nearly forcing you to use savestates to not take any hits.
Black Telomeres

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Since: 10-12-06

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Posted on 12-31-06 11:52 PM, in Zelda: Parallel Worlds *Released!* Link
But you're complaining about the difficulty, not the level design in that post.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 12:05 AM, in Zelda: Parallel Worlds *Released!* Link
Level design is about beauty and insanity, not about increasing or decreasing difficulty. It may have that outcome as a side effect, but beauty and insanity should be the goal. Requiring insane physical feats of precision and enginuity, such as getting through most of the dungeon with no sword, are the real problems.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 12:09 AM, in Zelda: Parallel Worlds *Released!* Link
Some games are made for fun. Some are for a combination of things, including fun. If the game was made just to allow you to have fun, you would not be allowed to die in the game at all, because dying isn't fun.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 12:23 AM, in Zelda: Parallel Worlds *Released!* Link
One could argue that because the hack creator made it to be that way, it was indeed meant to be that way. Thus, treat this hack as Zelda 3: Impossible and say it's ok for it to be that way.

But why argue about difficulty? It's obvious its extremely difficult. However, that has little to do with the level design. Backtracking is used in many videogames today and people tolerate it. And I don't even think I'd played the game for an hour and I'd already backtracked a few times to see if there was something I missed, so it isn't really a long backtrack.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 03:38 AM, in Zelda: Parallel Worlds *Released!* Link
There has only been one point made against the level design in this entire thread so far that is tied to the difficulty of the game. All the others have been on physical difficulty alone. Therefore there is no need for lectures on how level design can make a game harder.

And it is not being absorbed by the audience clearly enough that It does not matter if the level design makes the game harder, because, as I have said, the truth of level design is that it must be esoteric and insane. Esoteric level design, even if it makes the game harder, is not a failure, because the goal of level design is to be interesting and suberb. It is not to make the game easy. If that was so, every game would have a completely linear dungeon design and we would all be happy and love it.

What is making the hack too hard for people is that you have no weapon, a huge number of enemies lurking around in the rooms, less health pickups, and a few other things. The layout of the dungeons themselves has nothing to do with any of this. It can aggrivate it by making you backtrack, but the backtracking alone is not the main factor.

Furthermore, one of the creators of the hack has noted that the hack is extremely difficult. Thus, he is probably accepting that the widest possible audience will not be able to complete his hack. Believe it or not, there are some crazy people who want you to earn the right to play/finish their game. While I do not know if the creators of this hack are of that mindset, I would not assume that the creators want the widest possible audience. Afterall, there are quite a few hacks released here that are extremely and near impossibly hard. I would actually say a majority of the ones I've tried have been quite a bit more difficult than the original game they're based on.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 03:59 AM, in Zelda: Parallel Worlds *Released!* Link
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.


(edited by Black Telomeres on 12-31-06 10:01 PM)
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 04:22 AM, in Zelda: Parallel Worlds *Released!* Link
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.
Black Telomeres

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Since: 10-12-06

Last post: 5912 days
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Posted on 01-01-07 05:40 AM, in Zelda: Parallel Worlds *Released!* Link
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.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 06:35 AM, in Zelda: Parallel Worlds *Released!* Link
So I heard there's no way to refill hearts in the second dungeon lol.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 08:41 AM, in Zelda: Parallel Worlds *Released!* Link
But you can see he said the dungeons were easy in his opinion. It seems there is a general disconnect between what the makers of the hack believe is "hard" and what the general public thinks hard is. I'd say the challenge would be ok if they had kept the normal amount of heart drops from pots, enemies, etc. Instead, you have entire dungeons where you have to abuse save states to stay at full health since you'll never be able to regain any lost health.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 08:47 AM, in Zelda: Parallel Worlds *Released!* Link
I was referring to Orochimaru's post where he describes different dungeons as easy. I dont see how the exploits would help you against the guards anyway.


(edited by Black Telomeres on 01-01-07 02:53 AM)
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 09:14 AM, in Zelda: Parallel Worlds *Released!* Link
Oh I read it. You did not though =/

If I would have to judge the overall difficulty of the hack it would be:

(Intro) medium

(1st) very easy

(2nd) easy

(3rd) easy
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 09:59 AM, in Zelda: Parallel Worlds *Released!* Link
The lost woods is to the east. I heard the combination is not anywhere in this game!

Hahaha, oh wow.
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 10:30 PM, in Zelda: Parallel Worlds *Released!* Link
I managed to finish Metroid: Redesign without any savestates.

What? Aren't there like 6 save stations in that whole game?
Black Telomeres

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Since: 10-12-06

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Posted on 01-01-07 10:32 PM, in Zelda: Parallel Worlds *Released!* Link
Jigglysaint:
Spoiler:
The flippers are at the oasis waterfall
Black Telomeres

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Since: 10-12-06

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Posted on 01-03-07 03:32 AM, in Zelda: Parallel Worlds *Released!* Link
Wow you got the Cane of Byrna that early? I wasn't able to find it =(

As for the location of the third dungeon:
Spoiler:
Catch the running man in Kakariko and he'll tell you that it's beyond the main caverns in the oasis
Black Telomeres

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Since: 10-12-06

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Posted on 01-05-07 05:13 AM, in Zelda: Parallel Worlds *Released!* Link
Why did you put a gap that can't be hookshotted over in the ice fortress for apparently no reason? And why lock someone in the room with Kholdstare when they don't have a fire rod? Sense making stop?
Black Telomeres

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Since: 10-12-06

Last post: 5912 days
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Posted on 01-05-07 06:38 AM, in Zelda: Parallel Worlds *Released!* Link
I'm glad someone counted that so the masochism can be proven.
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Acmlm's Board - I3 Archive - - Posts by Black Telomeres


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