Author Topic: Final Dungeon  (Read 2637 times)

nightmare975

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Re: Final Dungeon
« Reply #15 on: February 09, 2008, 01:36:35 pm »
Also it looks like we need a few more mashups of time: 

    * the bad 602 A.D. with the 3 Vanguard leaders;
    * the Reptite world with the 3 Xamoltans and the Vision Serpent;
    * the future of the Reptite world, with the discarded Lucca and Robo from Chapter 8;
    * the ruined 2300 A.D. of CT with Johnny and the discarded Mother Brain;
    * a glimpse of the new Zeal kingdom that was prevented in Chapter 21, with Sargon and Mystics living a happy life.

I'll make another map for those, might replace, idk

Agent 12

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Re: Final Dungeon
« Reply #16 on: February 09, 2008, 02:13:54 pm »
Thanks,

Just a reminder to check the change log to make sure the map isn't used yet.  This dungeon is definitely going to be the biggest one.


--JP

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Re: Final Dungeon
« Reply #17 on: February 10, 2008, 02:39:27 am »
Alrighty,

Did more of the split party part of the dungeon.  The maps are still horrendous they will really need someone with a knack for mapping to do them but what I have code for so far.

Go up to the room with the NU.
Talk to Nu to split party
One party steps on switch opening up path to Blue Dungeon
Switch parties (hold down R)
Second Party goes over bridge and steps on switch to open path to red dungeon
switch parties
First party goes over bridge (when they step off the switch the blue dungeon becomes inaccessible)
First party can go through red dungeon, take a right at the first room (the door is really bad and easy to miss).  Go through the  next room and step on the switch
Switch parties
Second party goes through blue dungeon, take a right at the first area and go through to the next room and step on the switch.

If both parties are on the switch a bridge will appear.

Basically in the end there'll be an NPC stuck in the blue dungeon and the blue party has to rescue him take him to the bridge have both parties on the switch and the NPC will go over the bridge and can fix some machine on the red side to continue.

Enjoy

--JP

EDIT:  By the way the dungeon currently has 18 rooms and that's not counting the Mash Up of time.  It's definately going to be worthy of it's position.  Terra Tower has 13 rooms.  I consider these dungeons to be the Black Omen and Magus of Crimson Echoes.  Can someone figure out the room count of those two dungeons (not the location count the room count)




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« Last Edit: February 10, 2008, 02:44:08 am by jsondag2 »

Agent 12

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Re: Final Dungeon
« Reply #18 on: February 11, 2008, 11:47:15 pm »
Phew, this is a big one.  I added a couple more rooms and am starting to add fights

Just thought I'd update you guys.

--JP

nightmare975

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Re: Final Dungeon
« Reply #19 on: February 12, 2008, 11:04:22 pm »
Okay, I'm still working but, I think we should just have the characters enter the places they already been to (Vanguard, Reptile, etc.) through the actual maps. It's tough when I can't find open areas.

Back to work.

Agent 12

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Re: Final Dungeon
« Reply #20 on: February 12, 2008, 11:32:35 pm »
That's cool.....for some reason I didn't think of that.

I'm almost done adding enemies to the Dual Dungeon, so if you can send me/attach the png tilesets whenever you are finished then I'll add your stuff to.

It'll be nice to be done with this dungeon haha.

--JP

Agent 12

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Re: Final Dungeon
« Reply #21 on: February 13, 2008, 02:53:14 am »
Phew:

Fights up through Dual Dungeon End are in...There's 19 Fights so far in the final dungeon (that's alot) and we don't have the mashup of time in yet.  I wish there was a dungeon by dungeon count of how many battles are in each of CT's dungeons.



--JP

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nightmare975

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Re: Final Dungeon
« Reply #22 on: February 13, 2008, 08:22:23 pm »
I have the mashup of time!

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Agent 12

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Re: Final Dungeon
« Reply #23 on: February 18, 2008, 08:04:14 pm »
Nightmare,

Do you have the tilesets/locations for the mashup of time?  For each location it's nice to have the Pallette
and L1/2/3 Tilesets

--JP

nightmare975

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Re: Final Dungeon
« Reply #24 on: February 18, 2008, 11:32:49 pm »
Nightmare,

Do you have the tilesets/locations for the mashup of time?  For each location it's nice to have the Pallette
and L1/2/3 Tilesets

--JP

Oh shit, that's right, I had them listed, but my internet fucked up and I just said screw it and posted the file.

I'll do that right now.

nightmare975

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Re: Final Dungeon
« Reply #25 on: February 18, 2008, 11:42:36 pm »
Loc-Palette, Tile

13A-22, 18
13B-E, B
13C-34, 4

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nightmare975

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Re: Final Dungeon
« Reply #26 on: February 18, 2008, 11:46:16 pm »
13D-0, 0
13E-A, 6
13F-18, 32

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nightmare975

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Re: Final Dungeon
« Reply #27 on: February 18, 2008, 11:51:14 pm »
140-57, 18
141-C, 9
142-46, 32

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Agent 12

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Re: Final Dungeon
« Reply #28 on: February 21, 2008, 11:39:36 pm »
Alrighty I was gunna wait until I added the enemies but this just came out too cool to not share with you guys.

I added the mashup and the transitions came out awesome.  It turns wobbly and for awhile they can run out  into the garbage then after a little bit I grab where they are in the garbage and switch locations to that specific XY it makes the transition really smooth.  I also load the screen with wobbly affects for a little bit.

This is definately a patch you'll want to try out.

Crimson Echoes Final Dungeon kicks major ass.  Dual Dungeon + Mashup of Time = Awesome.

--JP

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