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Two Doors, One Wall
http://www.zelda-gaming.com/azc/uploads/zelda033.bmp
It's a dungeon Dmap... and yet all the doors function perfectly. Well, not QUITE perfectly- at least one of the doors you emerge from after going through either of the two doors on the northern edge of the room must be a 1-way shutter. Other than that, it works like a charm. Just use stair combos with scroll warps ;)
-C
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"Two Doors, One Wall" -- the new hit sitcom on the new WB! Friday nights this fall aren't going to be the same when you watch the halarious antics of Two Doors and One Wall!
PS: That's a mighty fine looking screen shot you got there.
Qale
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taking advantage of the north wall I see, and on a first date too!
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THOSE are the kind of responces I want to have! :D
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Two doors on upper wall??
That's new to me.... But full freeform dungeons are possible with warps...
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not really new to me, just need about 4 dmaps I should think to pull it off.
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Since this does not pertain to a specific quest - and more to a ZQuest trick - this thread now lives in ZC Quest Editor Help.
On-topic note: nice. :) And shutters are needed for the reason that Link would otherwise be appearing in a spot above the tile warp behind the door.
Cyclone
[email protected]
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Not... exactly, Cyclone. You've correctly identified the problem, but there is a solution. For those who dont follow him, the way it works is like this. You'll notice the upper wall is moved down one tile from the top of the screen. Link can walk into the doors this way. Once he's inside, he hits a stair combo set to a scrolling warp, which takes him up and pops him out on the 3rd combo from the bottom of the screen above as normal. This avoids the upper screen limit, so going up is no problem whatsoever. The problem one encounters is going back down. Theres no barrier on the south of the screen, so Link is free to walk down, but when he does this he ends up two tiles below the top of the screen; which lands him smack in the doorway, behind the stair warp, and there's no way for him to get back into the room.
The solution, then, is to use a stair warp on the north screen's south wall ALSO, and use the green/blue placement flags to determine Link's exit point. This means you cant allow him to go down through two different places on the northern screen, because they would both emerge in the same place. So, one of the doors he emerges from must be a 1-way shutter to prevent this.
Darky : Nope, it only uses one Dmap.
-C
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okay, gotcha, but if you WANTED Link to have freedom of movement and have two passages going out the SOUTH wall, you'd have to do multiple dmaps.
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This is true.
As with every "fix" for limitations of ZC, there is some give and some take with each solution. The multiple Dmap solution screws with the minimap.. and thats ok, I do it alot. I prefer not to use more Dmaps when avoidable, because it shifts the annoyance from the player to the designer- and if you design it well, the player will never notice the limitations.
-C