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 Post subject: Re: Let's talk about dungeons!
PostPosted: Tue Feb 23, 2010 4:07 pm 
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Z-I's Webmonster

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Innoveda wrote:
Backflip_Chicken wrote:
Falc wrote:
I've been thinking about things lately. What if they do a dungeon that doesn't scream "Look at me, I'm a dungeon!" Maybe just a nondescript cave opening in the side of a cliff or opening. It could be a cave system, something that was not made by any creatures. I'm just thinking it'd be awesome that way.


I agree, that would be cool. It might be nice to have some more simple "figure out a good way to get from here to here" puzzles instead of mechanical ones for a change. Maybe they'll make Hookshot points less obvious.


This. It's pretty retarded how they would randomly make targets and stick em on walls for no reason.


If you think about it, it's easy to assume that in TP, the targets symmetrical to the lanterns are broken lanterns, and the ones in the Lakebed Temple adjacent to the rotating platforms are for the design. It went platform, no platform, platform, etc.

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Tue Feb 23, 2010 4:54 pm 
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King of PK Glare

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Goji wrote:
Innoveda wrote:
Backflip_Chicken wrote:
Falc wrote:
I've been thinking about things lately. What if they do a dungeon that doesn't scream "Look at me, I'm a dungeon!" Maybe just a nondescript cave opening in the side of a cliff or opening. It could be a cave system, something that was not made by any creatures. I'm just thinking it'd be awesome that way.


I agree, that would be cool. It might be nice to have some more simple "figure out a good way to get from here to here" puzzles instead of mechanical ones for a change. Maybe they'll make Hookshot points less obvious.


This. It's pretty retarded how they would randomly make targets and stick em on walls for no reason.


If you think about it, it's easy to assume that in TP, the targets symmetrical to the lanterns are broken lanterns, and the ones in the Lakebed Temple adjacent to the rotating platforms are for the design. It went platform, no platform, platform, etc.


But what about the targets in OoT? They have random lil grey things stuck on the walls ONLY only above certain places...
And I was more thinking of the targets in OoT, but you still have a point.

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Mon Jul 26, 2010 6:56 pm 
BlueulBlueulBlue

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Innoveda wrote:
I want to do a dungeon that is done lets say at the start of the game, but then you have to go do it again later where it's completely changed and you have to use your memory of the old temple to finish the new one. Sorta like the OoT Spirit Temple. I would also like some dungeons that AREN'T ancient temples like Snowpeak Ruins.


I'm not sure you meant this, but it'd be amazing to have certain temples where you have to back-track them after picking up different items. They did this with Phantom Hourglass and Spirit Tracks, except those were just huge temples alone. I mean maybe get certain items in a temple that you can't get early on, but later throughout the game.
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 Post subject: Re: Let's talk about dungeons!
PostPosted: Thu Jul 29, 2010 11:53 am 
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Blue wrote:
Innoveda wrote:
I want to do a dungeon that is done lets say at the start of the game, but then you have to go do it again later where it's completely changed and you have to use your memory of the old temple to finish the new one. Sorta like the OoT Spirit Temple. I would also like some dungeons that AREN'T ancient temples like Snowpeak Ruins.


I'm not sure you meant this, but it'd be amazing to have certain temples where you have to back-track them after picking up different items. They did this with Phantom Hourglass and Spirit Tracks, except those were just huge temples alone. I mean maybe get certain items in a temple that you can't get early on, but later throughout the game.


I'm not too sure about what you wrote there, but I just re-read my old post idea. And now that I think about it, my idea is a crap-ass idea. Coz what if you have a break inbetween the dungeons and put the game on Hiatus? You'll completely forget about how the old temple was. Making it impossible for you to finish it. The only way this could work is if you had flashbacks of the old temple.

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Thu Jul 29, 2010 12:00 pm 
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Deku

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i want a dungeon that has every boss you've faced so far except your arena area had changed making it harder for you to kill him. most games have the boss rooms having easy ways to figure out what to do next.
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 Post subject: Re: Let's talk about dungeons!
PostPosted: Thu Jul 29, 2010 12:10 pm 
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The Last Austen Heroine

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Bloodscaven wrote:
i want a dungeon that has every boss you've faced so far except your arena area had changed making it harder for you to kill him. most games have the boss rooms having easy ways to figure out what to do next.


....kind of like Zant in TP?

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Thu Jul 29, 2010 12:12 pm 
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Deku

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no he is his own boss not some of the other ones he just goes to their feilds
or bring old bosses back into newer games
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 Post subject: Re: Let's talk about dungeons!
PostPosted: Fri Jul 30, 2010 1:12 am 
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Zora

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Bloodscaven wrote:
no he is his own boss not some of the other ones he just goes to their feilds
or bring old bosses back into newer games

What your talking about is that Gannon's Tower part in WindWaker, right?
Exept like bring that annoying Moldworm(from the dungeon you get the Moon Pearl in Zelda, A Link to the Past) into a more present game?
Or are you talking about bringing a boss back that you have already beat, but just remodeling the boss room?

CD-Man2021 wrote:
lord Vaati wrote:
Dei Enyt wrote:
Five words.

DUNGEON

BOSS

FIGHT

ON

HORSEBACK


While the temple starts to crumble .

epic

Agreed. :nod:

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Fri Jul 30, 2010 11:25 am 
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King of PK Glare

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Bloodscaven wrote:
no he is his own boss not some of the other ones he just goes to their feilds
or bring old bosses back into newer games


...

DawnGoddess59 wrote:
Bloodscaven wrote:
i want a dungeon that has every boss you've faced so far except your arena area had changed making it harder for you to kill him. most games have the boss rooms having easy ways to figure out what to do next.


....kind of like Zant in TP?


She means something similar... <_<;

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Fri Jul 30, 2010 1:59 pm 
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Z-I's Webmonster

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I think a better comparison would be Armor-Dillo and Dragon-Fly in Donkey Kong 64.

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Fri Jul 30, 2010 2:48 pm 
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Deku

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what im talking about is like bringing a boss like molgera from wind waker and allowing him to emerge from the walls and celling as well as the floor making it harder for you to know where he is coming from and dodge his attacks.
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 Post subject: Re: Let's talk about dungeons!
PostPosted: Fri Jul 30, 2010 10:29 pm 
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King of PK Glare

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So you just want the bosses to come back one after the other but harder instead of a dungeon?

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Fri Jul 30, 2010 10:31 pm 
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Zora

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NO!
He is talking about taking a boss like Mongrala from Wind Waker and making it so he can come out of the walls and cealing as well as the floors, and taking the Moldorm from ALTTP and putting him in a room surrounded by spikes instead of holes that send you to the previous floor.

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Sat Jul 31, 2010 2:40 pm 
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Sea Bear

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Wasn't that the worst part of Metroid Hunters?
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 Post subject: Re: Let's talk about dungeons!
PostPosted: Sat Jul 31, 2010 7:09 pm 
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Deku

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idk i've never played metroid hunters :/
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 Post subject: Re: Let's talk about dungeons!
PostPosted: Sat Jul 31, 2010 7:50 pm 
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Zora

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Burkie wrote:
Wasn't that the worst part of Metroid Hunters?


How should I know? I don't have a DS or the game.

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Sun Aug 01, 2010 3:21 am 
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King of PK Glare

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lol, I didn't get very far into Metroid Prime Hunters before giving up... xD

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Heh, Belphegor's Character Song (Arashi no Ouji)... As much as I love Belphegor, I gotta lol at his Character Song.

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 Post subject: Re: Let's talk about dungeons!
PostPosted: Sun Aug 01, 2010 12:55 pm 
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Zora

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Innoveda wrote:
lol, I didn't get very far into Metroid Prime Hunters before giving up... xD


By the way... Wasn't that the game that gave you ammo for the Power Beam?

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The Supream and Ultamate Joy Pendant OF DEATH!!!!!
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My username blase171 is how it is because it was ment to be. That and I didn't know usernames were CASE SENSITIVE!!!!!
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 Post subject: Re: Let's talk about dungeons!
PostPosted: Sun Aug 01, 2010 1:10 pm 
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Sea Bear

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No, however it was the game that had a grand total of 2 bosses.... And 8 boss fights. Even if you make them harder the second time it just looks like lazy design, not to mention it's irritating. One of the only complaints I have about Okami is that you have to fight Orochi three times.
But if you're talking about having a boss rush mode, then giving the earlier bosses more attack power or health or something would be ok.
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 Post subject: Re: Let's talk about dungeons!
PostPosted: Sun Aug 01, 2010 8:16 pm 
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Mauve Crusader

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Fighting the same boss again is boring. As Burkie said, it was very lame in Metroid Prime: Hunters. Also, that game's environments were incredibly similar, dull, and generally uninteresting. It is by far my least favourite Metroid game.
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