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Joined: 3/25/2004
Posts: 459
Given the same overworld, except that level locations can switch with other level locations, and non-dungeon underworld places (like shops, swords, and secrets to everybody) could switch with any other. But keeping the rest of the game the same (cost of items, strength of sword, etc.), how could you place the locations so as to maximize the time of a perfect run? That is, given a perfect player, what configuration is most damning for him?
Joined: 2/26/2007
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Maybe I am missing something, but what the HELL are you talking about?
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Joined: 3/25/2004
Posts: 459
Maybe I am missing something here, but ELEPHANT you're a towel. Back me up here somebody.
Player (36)
Joined: 9/11/2004
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Is this supposed to be in the zelda thread?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Joined: 7/2/2007
Posts: 3960
The obvious answer is to put dungeons on opposite sides of the map from each other, so the player spends as much time walking across the overworld as possible. I assume we aren't allowed to change where items are or the layouts of dungeons? Otherwise I'd put the Whistle and the Armband in dungeon 9. Since that's presumably not allowed, we want to hide the Whistle behind as many barriers as possible, which I believe means putting it on an island. We also secondarily want to put dungeons as far from secret passages (i.e. bracelet powers) as possible, though most of the bracelet warp locations are inconvenient. Here's the dungeon dependencies for the first quest, as near as I can recall: Dungeon 1: You can do this at any time before dungeons 6/8 (Gohmas require the bow). Dungeon 2: arbitrary Dungeon 3: Before dungeon on island Dungeon 4: Before dungeons 5 and 7 (? -- I can't remember if the streams in 7 must be crossed) Dungeon 5: Before dungeon 7 (there's a sub boss that requires the flute) Dungeon 6: After 1 Dungeon 7: After 5 Dungeon 8: After 1 So here's my suggested placement: 3: Where level 8 normally is (requires getting a candle first) 4: Upper-right corner (100 rupee giveaway) 5: On the eastern island (heart/red potion giveaway) 1: Bottom-left corner (directions for the Lost Woods) 6: Coastal shop 8: Cheap shield store in the middle of the map 7: Right next to 1 (30 rupee secret) 2: Where level 5 is normally 9: Money making game just south of the upper right corner Then it's just a matter of hiding all the candle stores and the good secrets so the player has to spend a longish time collecting Rupees and getting to the stores. I'd put all the stores on Death Mountain and all the good money secrets along the northern edge.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Drama, too long, didn't read, lol.
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arflech
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DICKS EVERYWHERE
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Don't allow the player to even get a sword until the last level.
put yourself in my rocketpack if that poochie is one outrageous dude
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What's the matter with you people. Locking.

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