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ZFGC CP => Artwork => King of Thieves => Sprites/Tiles => Topic started by: SpritingBrad on August 11, 2015, 05:40:12 pm

Title: Forest dungeon Tiles
Post by: SpritingBrad on August 11, 2015, 05:40:12 pm
I decided to make a completely new forest dungeon tiles for KOT. The walls of the inside rooms are made of wood, depicting the trunks of the trees. The floor of the inside rooms for the 2nd floor and up will be a treetop, implying that it was built on top of the trees. The outside (which will be 2nd floor and up) will be treetops with things on top like fences and such.
I made a little example of what the first room would look like, and added the tree floor so you see how it would fit together.
Tell me what you think of this!
Title: Re: Forest dungeon Tiles
Post by: MG-Zero on August 11, 2015, 06:06:42 pm
Looks very nice :) Don't forget that parts of the destroyed Kokiri Forest are part of the temple as well

http://wiki.zfgc.com/KOT:Forest_Temple
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 11, 2015, 06:16:23 pm
Looks very nice :) Don't forget that parts of the destroyed Kokiri Forest are part of the temple as well

http://wiki.zfgc.com/KOT:Forest_Temple

Is the temple going to be around the kokiri village? It would be cool to have a large room with destroyed houses and stuff.
Title: Forest Temple Update
Post by: SpritingBrad on August 11, 2015, 07:10:22 pm
Meh, I tried another room!

SPOILER ALERT! (For those who want to play the game not knowing how to beat the dungeons!)

When Link enters it, he has to border the cracked floors so he doesn´t fall into an endless pit. The chest has a key that allows you to open the locked door! Wow what a puzzle! The wooden stick are there for the hookshot. that room on the left is only accesible once you get the hookshot. It may take you to the boss? The right door is only accesible through the other side. The button activates a bridge that allows you to go there, a shortcut.
Title: Re: Forest dungeon Tiles
Post by: MG-Zero on August 11, 2015, 07:15:41 pm
Looks very nice :) Don't forget that parts of the destroyed Kokiri Forest are part of the temple as well

http://wiki.zfgc.com/KOT:Forest_Temple

Is the temple going to be around the kokiri village? It would be cool to have a large room with destroyed houses and stuff.

We never really fully established this, but the idea was to have parts of the village be accessible through the temple due to being damaged.  I THINK tree tops were also part of the design, but I can't remember.  Max, can you confirm?
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 11, 2015, 07:20:45 pm
Looks very nice :) Don't forget that parts of the destroyed Kokiri Forest are part of the temple as well

http://wiki.zfgc.com/KOT:Forest_Temple

Is the temple going to be around the kokiri village? It would be cool to have a large room with destroyed houses and stuff.

We never really fully established this, but the idea was to have parts of the village be accessible through the temple due to being damaged.  I THINK tree tops were also part of the design, but I can't remember.  Max, can you confirm?

I got the treetop idea from Blaze´s design :P

So the temple acts as meeting point sort of thing? cool!
Title: Re: Forest dungeon Tiles
Post by: MG-Zero on August 11, 2015, 08:02:10 pm
Yea, if I remember right.

Also, I'm a bit confused in your sprites about those large pillar looking things?  Looks like they're crossing each other?  Are they supposed to be fallen over?
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 11, 2015, 08:15:28 pm
Yea, if I remember right.

Also, I'm a bit confused in your sprites about those large pillar looking things?  Looks like they're crossing each other?  Are they supposed to be fallen over?

yes they are supposed to be fallen over, One is over the other, and the one on top has a shadow
Title: Re: Forest dungeon Tiles
Post by: Max. on August 12, 2015, 03:05:13 am
Quote
We never really fully established this, but the idea was to have parts of the village be accessible through the temple due to being damaged.  I THINK tree tops were also part of the design, but I can't remember.  Max, can you confirm?

I can confirm that it was never 100% established, and I think that's fine as whoever designs the dungeon has freedom that way, it can wander into parts of the ruined village, have treetops involved, have a big hollow stump as a room, whatever the dungeon designer feels will fit. I do, however, feel both of those things are great ideas.

Spritonic, the wall and door tiles and everything are super dope! I love them. The fallen pillars don't work at all, however, since they look the same as we're used to seeing them in the corners. It's very confusing. I'd recommend spriting them from scratch, possibly at regular + type angles instead of /\ diagonal angles, I think it would read better. I'd also say you should try to get your hands on the mushrooms from the Minish Cap Shrinking portals.

(http://zeldawiki.org/images/thumb/4/40/Inside_tree_stump_minish.jpg/120px-Inside_tree_stump_minish.jpg)

Those are exactly what we want, probably. For the dungeon and all throughout the swamp.



Anyway, the tiles are great and you're off to a wonderful start for the dungeon. Just from experience though, I would not recommend tiling entire rooms, unless they're just as a test/example. The dungeon should really be sketched out as it will save so much time. Sooo much, things will inevitably change. I actually spent three days on a train and a couple more when I had some downtime studying how Zelda dungeons are designed, so if you want help/pointers and stuff, I'd love to help (internet is a little spotty from day to day but I'll make it work).

And even if you don't let me help, I'm gonna critique mercilessly because I want this game to be freaking AWESOME. Oh, and again, those tiles are freaking awesome.
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 12, 2015, 08:55:23 am
Quote
We never really fully established this, but the idea was to have parts of the village be accessible through the temple due to being damaged.  I THINK tree tops were also part of the design, but I can't remember.  Max, can you confirm?

I can confirm that it was never 100% established, and I think that's fine as whoever designs the dungeon has freedom that way, it can wander into parts of the ruined village, have treetops involved, have a big hollow stump as a room, whatever the dungeon designer feels will fit. I do, however, feel both of those things are great ideas.

Spritonic, the wall and door tiles and everything are super dope! I love them. The fallen pillars don't work at all, however, since they look the same as we're used to seeing them in the corners. It's very confusing. I'd recommend spriting them from scratch, possibly at regular + type angles instead of /\ diagonal angles, I think it would read better. I'd also say you should try to get your hands on the mushrooms from the Minish Cap Shrinking portals.

[img=http://zeldawiki.org/images/thumb/4/40/Inside_tree_stump_minish.jpg/120px-Inside_tree_stump_minish.jpg]

Those are exactly what we want, probably. For the dungeon and all throughout the swamp.



Anyway, the tiles are great and you're off to a wonderful start for the dungeon. Just from experience though, I would not recommend tiling entire rooms, unless they're just as a test/example. The dungeon should really be sketched out as it will save so much time. Sooo much, things will inevitably change. I actually spent three days on a train and a couple more when I had some downtime studying how Zelda dungeons are designed, so if you want help/pointers and stuff, I'd love to help (internet is a little spotty from day to day but I'll make it work).

And even if you don't let me help, I'm gonna critique mercilessly because I want this game to be freaking AWESOME. Oh, and again, those tiles are freaking awesome.


OF COURSE I LET YOU HELP! This is a comunity project remember? I think its awesome the amount of work we have done so far, and it wouldn´t have happened if it weren´t for your amazing artwork that guided me through!

I only did the rooms so you could see how it would look like, but the main thing here is the tiles! I´m glad you like them!
Title: Re: Forest dungeon Tiles
Post by: Shane on August 13, 2015, 04:07:36 am
Some general critique:It's a start, so let's keep going with it. Personally would like to see the circular Minish Cap trees get turned into a fall fledged dungeon set, but not sure if it's possible. I might fiddle around with a few graphics myself actually.
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 13, 2015, 10:27:14 am
Some general critique:
  • The walls could use some slight improvement. The "wooden frames" shouldn't blend in with the other wood it's framing, it looks confusing to say the least. Perhaps darken the wood that's not meant to act as frames?
  • In TMC, the giant leaves were placed on the edges of the entire dungeon map, just a little note to consider.
  • Perhaps it's just me, but it feels weird that we're seeing a tree-like dungeon with wooden walls and stone flooring.
It's a start, so let's keep going with it. Personally would like to see the circular Minish Cap trees get turned into a fall fledged dungeon set, but not sure if it's possible. I might fiddle around with a few graphics myself actually.

Hmm, You mean this one (see attachment) It could be used, as an entrance/ bottom floor. Link enters a big tree and the temple starts, the starting room is this treetrunk and at the end there is a door with stairs that go up into the tiles I made? ideas?

If we use this, we can also change the colour of the wood.
Title: Re: Forest dungeon Tiles
Post by: Shane on August 14, 2015, 05:00:37 am
Yeah, I think it could work, given we make proper outward and inward corner tiles for it. We also need to make it elevation and surface friendly too so we can stack them up, have higher elevation and we can place things like water and pits next next to the walls. We also need to consider if we are planning to use the circular tree interiors for other things too, if so, then we might have some slight issues here perhaps. A lot of work either way...

Also for the record, if people want to stay with the original walls, go ahead. I like them myself (given a few nitpicks here and there). But the MC tree wall tiles were just some food for thought if you will.
Title: Re: Forest dungeon Tiles
Post by: Max. on August 14, 2015, 05:42:05 pm
The MC tree tiles are awesome, and it'd be sweet (and yes, tons of work) to get them optimized for different shapes and sizes than a circle. Personally, I don't think square walls inside the tree are a bad thing, I think the wooden walls Spritonic's got are stellar and just being wooden is enough to make it feel like you're in a tree. Did the Deku tree in Ocarina of Time have square rooms? I feel like it did, but can't remember. It feels constructed instead of natural like the circular tree tiles, but I think it works well that way and the stone floors make sense then.

If we opt to have some of the dungeon outside I think it'd be cool to have a pond where you need to go across some of the giant lily pads, and there could be crumbling stone or wooden walls where the kokori village once stood.
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 14, 2015, 05:51:15 pm
The MC tree tiles are awesome, and it'd be sweet (and yes, tons of work) to get them optimized for different shapes and sizes than a circle. Personally, I don't think square walls inside the tree are a bad thing, I think the wooden walls Spritonic's got are stellar and just being wooden is enough to make it feel like you're in a tree. Did the Deku tree in Ocarina of Time have square rooms? I feel like it did, but can't remember. It feels constructed instead of natural like the circular tree tiles, but I think it works well that way and the stone floors make sense then.

If we opt to have some of the dungeon outside I think it'd be cool to have a pond where you need to go across some of the giant lily pads, and there could be crumbling stone or wooden walls where the kokori village once stood.

It would be hard to do the tree tiles with corners and such.

For the crumbling stone structures, we could use some of the wind ruins stone walls from minish cap (unless you want to make the swamp have that? I was thinking the swamp to be more like in MM)
Title: Re: Forest dungeon Tiles
Post by: Sinkin on August 14, 2015, 06:23:10 pm
The MC tree tiles are awesome, and it'd be sweet (and yes, tons of work) to get them optimized for different shapes and sizes than a circle. Personally, I don't think square walls inside the tree are a bad thing, I think the wooden walls Spritonic's got are stellar and just being wooden is enough to make it feel like you're in a tree. Did the Deku tree in Ocarina of Time have square rooms? I feel like it did, but can't remember. It feels constructed instead of natural like the circular tree tiles, but I think it works well that way and the stone floors make sense then.

If we opt to have some of the dungeon outside I think it'd be cool to have a pond where you need to go across some of the giant lily pads, and there could be crumbling stone or wooden walls where the kokori village once stood.

It would be hard to do the tree tiles with corners and such.

For the crumbling stone structures, we could use some of the wind ruins stone walls from minish cap (unless you want to make the swamp have that? I was thinking the swamp to be more like in MM)

I can take a look at this later tonight.
Title: Re: Forest dungeon Tiles
Post by: Max. on August 14, 2015, 07:43:18 pm
It would be hard to do the tree tiles with corners and such.

For the crumbling stone structures, we could use some of the wind ruins stone walls from minish cap (unless you want to make the swamp have that? I was thinking the swamp to be more like in MM)

Agreed about the corners, so probably sticking with the tiles you've done would provide a more versatile tile set for the dungeon. Those walls would probably work great, we can have them in both areas too.

I saw these beautiful wall tiles for Zelda Classic.
(http://sotw.purezc.net/SOTW493/Shane.png)

We could do something like this. Or have crumbling walls like this in Hyrule field, and have the Wind Ruins ones in the forest.


So guys, does anyone think they can get a hold of the mushrooms from the Minish tree stump Portals? I think they'd be super useful. I can try to get a screenshot from the emulator on my phone.

Edit: got the screenshot, would this be useful to anyone? It's not the regular 16x16 pixel format here, I don't think, it might be more like a background.
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 14, 2015, 08:54:14 pm
The mushrooms where ripped by gonken and are seperated in one of his echoes of aurelia screens.
Title: Re: Forest dungeon Tiles
Post by: Shane on August 15, 2015, 02:20:25 am
[off-topic]That's my screen from PureZC! lol[/off-topic]

Here's some sprite sheets of the mushrooms: http://www.spriters-resource.com/resources/sheets/6/6431.gif
Also, on the top left, more mushrooms?: http://www.spriters-resource.com/resources/sheets/6/6540.gif
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 15, 2015, 08:55:24 am
[off-topic]That's my screen from PureZC! lol[/off-topic]

Here's some sprite sheets of the mushrooms: http://www.spriters-resource.com/resources/sheets/6/6431.gif
Also, on the top left, more mushrooms?: http://www.spriters-resource.com/resources/sheets/6/6540.gif

Nice! Those could be used in the swamp, they scream swamp to me!

Also I found these: http://www.spriters-resource.com/resources/sheets/6/6548.png

And dont forget the puffstool and the pulling mushrooms. (and toad)
Title: Re: Forest dungeon Tiles
Post by: Max. on August 15, 2015, 09:38:03 am
Haha, I wondered if it was the same Shane! Beautiful screens, man. I never got ZC to work but I love looking through the screen of the weeks.

Anyway, the mushrooms in the top left of the village are pretty cool! They look more sinister. Well, a little at least. I forgot about those and the ones in the mushroom house, there's a bunch of mushrooms we could use! :D  Maybe different areas in the dungeon with certain types. Some you can hookshot to, some bounce you up to a higher level, etc.
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 15, 2015, 10:07:47 am
I tried some different mushrooms. what do you think?
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 15, 2015, 10:11:57 am
Haha, I wondered if it was the same Shane! Beautiful screens, man. I never got ZC to work but I love looking through the screen of the weeks.

Anyway, the mushrooms in the top left of the village are pretty cool! They look more sinister. Well, a little at least. I forgot about those and the ones in the mushroom house, there's a bunch of mushrooms we could use! :D  Maybe different areas in the dungeon with certain types. Some you can hookshot to, some bounce you up to a higher level, etc.

Different mushrooms:

Bouncy mushrooms: They bounce the player to higher areas
Light mushrooms: they emit light in dark places
Platform Mushrooms: act as a platform, you can jump from one to the next.
Sticky mushrooms: hookshot?
Title: Re: Forest dungeon Tiles
Post by: Max. on August 15, 2015, 05:12:32 pm
Maybe the glowing mushrooms are like torches, you sometimes have to hit them with the boomerang or something to get them to glow! I really like these ideas and mechanics, it's so much fun to work with a team of awesome people :D
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 15, 2015, 05:42:19 pm
Maybe the glowing mushrooms are like torches, you sometimes have to hit them with the boomerang or something to get them to glow! I really like these ideas and mechanics, it's so much fun to work with a team of awesome people :D

So it involves a light mechanism? It could be used to activate certain things for periods of time also, it might be cool to have a short amount of time to cross a bridge before the light goes away. Or something like that.

EDIT: just realized that this is my 700 post, yay!
Title: Re: Forest dungeon Tiles
Post by: Shane on August 16, 2015, 08:56:54 am
Thanks, Max. Bummer you couldn't get ZC to work. It's real fun to work with.

OT: I really like the variety you have here. Fungi has always been my favorite thing to add to Forest Temples. Say, what about poisonous fungi? Going near them might distort your view or harm you, or something along those lines. The sinister (as described) mushroom could have potential having more dangerous properties. But I don't know if the engine is already coded or not, just some food for thought I suppose.

I definitely like the glowing mushroom idea, and the mushrooms that bounce you to higher places.
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 16, 2015, 09:33:59 am
Thanks, Max. Bummer you couldn't get ZC to work. It's real fun to work with.

OT: I really like the variety you have here. Fungi has always been my favorite thing to add to Forest Temples. Say, what about poisonous fungi? Going near them might distort your view or harm you, or something along those lines. The sinister (as described) mushroom could have potential having more dangerous properties. But I don't know if the engine is already coded or not, just some food for thought I suppose.

I definitely like the glowing mushroom idea, and the mushrooms that bounce you to higher places.

The poisonous fungi could either harm you, or have you not be able to use the items like the effect the bubbles from wind waker gave you with that smoke in the dungeon with medli.
Title: Re: Forest dungeon Tiles
Post by: MG-Zero on August 31, 2015, 02:17:54 pm
Sorry guys, I fell out of the loop on this one.  I like the idea of the different mushrooms, though I'm not sure how to handle the light ones with the current engine features (light isn't something I've really touched on a lot).  I guess I could do it lttp style for now where the room just gets darker when less mushrooms are lit.
Title: Re: Forest dungeon Tiles
Post by: Max. on August 31, 2015, 03:06:50 pm
Feel free to use some executive power and say "no glowing mushrooms" if you want. We'll come up with something else no problem. Like torches.
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on August 31, 2015, 06:11:08 pm
The idea for the light mushrooms was they were found in dark rooms, they work the same way as the torches, they have an aura around them. They cn be used for lighting purposes only.
Title: Re: Forest dungeon Tiles
Post by: MG-Zero on August 31, 2015, 07:34:41 pm
I don't think there's any need to scrap them, they just may not look EXACTLY as the way you're expecting
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on September 01, 2015, 08:30:58 am
Sorry guys, I fell out of the loop on this one.  I like the idea of the different mushrooms, though I'm not sure how to handle the light ones with the current engine features (light isn't something I've really touched on a lot).  I guess I could do it lttp style for now where the room just gets darker when less mushrooms are lit.

I think that is how it also worked in minish cap. In the temple of droplets there is a room with several torches that you have to activate quickly before they turn off again. When they turn off/on, the lighting of the room goes up or down.
Title: Forest dungeon tree wall tiles
Post by: SpritingBrad on October 12, 2015, 10:40:25 am
I found them!
I found custom inside tree tiles with corners and stuff so they can be put in a dungeon!
I found them here (http://imgur.com/a/qzoBf#8here)
And I also found some cool tiles for zora village, goron village, gerudo desert and kokiri forest here (http://trollparty.org/main/)

I edited the wall to have the same colour as the minish cap tree tiles, so its easier to edit later one if we decide to use them.

I was thinking we either use this for the whole dungeon, or for the outside and inside of the boss room, making it a big treetrunk that takes you to the top where you fight the boss.

What do you think on this guys?!?


EDIT: I´m curious if the temple is going to be inside a giant tree like the deku tree temple or if its going to be built temple.
If its a temple inside a tree we would use the tiles I just posted. If its a normal temple, we can use the ones I posted on the first post and this ones for the outside and inside of the boss room.
Title: Re: Forest dungeon Tiles
Post by: Max. on October 12, 2015, 01:38:33 pm
I think we could do it either way. The layout I did most recently seems like it would lend itself better to not being trees, just because of the way the rooms are shaped, but we could use it if we wanted to and I think it'd still work. I like your walls better though. But for the boss room, yeah, trees definitely.

That golden kingdom game is really interesting. If you scroll down, they're using the town tiles from King of Thieves. They're also using my big boxes and I think my Garo sprites, and I thiiiiink the Japanese style building they have if you scroll way down is a recolor of one Leduardo did some of and I expanded, but they may have edited the Shopkeeper's house at lake Hylia themselves. Those tiles might be cool to work in with stone buildings also for the Shiekah Fortress.

I know all the sprites I've done I've hard are free to use, but it makes me wonder, who originally did the town tiles for King of Thieves? Was it King Mob?
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on October 12, 2015, 04:07:40 pm
I think we could do it either way. The layout I did most recently seems like it would lend itself better to not being trees, just because of the way the rooms are shaped, but we could use it if we wanted to and I think it'd still work. I like your walls better though. But for the boss room, yeah, trees definitely.

That golden kingdom game is really interesting. If you scroll down, they're using the town tiles from King of Thieves. They're also using my big boxes and I think my Garo sprites, and I thiiiiink the Japanese style building they have if you scroll way down is a recolor of one Leduardo did some of and I expanded, but they may have edited the Shopkeeper's house at lake Hylia themselves. Those tiles might be cool to work in with stone buildings also for the Shiekah Fortress.

I know all the sprites I've done I've hard are free to use, but it makes me wonder, who originally did the town tiles for King of Thieves? Was it King Mob?

I think the tree walls work best, I have been testing them.

I did quite a lot of the temple already, but when it comes to the treetops I don´t know what to do with that! Any ideas?
Its I don´t know what will go bellow the treetops, or if there are walls or not. Max, What do you have in mind?
Title: Re: Forest dungeon Tiles
Post by: Max. on October 12, 2015, 05:07:01 pm
Okay, those do look great, I love how the curve at the corners instead of being sharp. It looks fantastic :D

In the design I did, the room with the boss door, the one at the top left, and the one with the stone walls on the right, I had intended to be outside, with grass. So there's both inside and outside areas.

As for the treetops, we've got some tiles that Blazebigbang did:

http://zfgc.com/forum/index.php?topic=39512.0

Those are pretty great, and I think we could do them over a background that looks like treetops way below. Sort of like this:
(https://tcrf.net/images/6/68/OoS-Beta-Maku-01.png)

But we might have to make the background ourselves. Maybe we wouldn't have sky, just treetops as far as you can see.
Title: Re: Forest dungeon Tiles
Post by: SpritingBrad on October 13, 2015, 02:18:04 pm
Okay, those do look great, I love how the curve at the corners instead of being sharp. It looks fantastic :D

In the design I did, the room with the boss door, the one at the top left, and the one with the stone walls on the right, I had intended to be outside, with grass. So there's both inside and outside areas.

As for the treetops, we've got some tiles that Blazebigbang did:

http://zfgc.com/forum/index.php?topic=39512.0

Those are pretty great, and I think we could do them over a background that looks like treetops way below. Sort of like this:
(https://tcrf.net/images/6/68/OoS-Beta-Maku-01.png)

But we might have to make the background ourselves. Maybe we wouldn't have sky, just treetops as far as you can see.

hmm that makes sense!

Any more rooms that are outside? can you colour them green on the concept?
Title: Forest dungeon outside rooms
Post by: SpritingBrad on October 13, 2015, 03:26:45 pm
I put rooms outside as you said and I changed the colour of the walls!
What do you think?

Now that I look at it, Wouldn´t it be cooler if the temple was the forest itself?
Title: Kokiri forest/temple
Post by: SpritingBrad on October 13, 2015, 04:13:01 pm
I added large areas that could serve as the kokiri village, that way you can get to the village first though the kokiri gate from the swamp.

What do you think on this?
Title: Re: Forest dungeon Tiles
Post by: Miles07 on October 13, 2015, 10:32:17 pm
This seems more like the Forbidden Woods from Wind Waker, if the village is going to be part of the dungeon itself.
Title: Re: Forest dungeon Tiles
Post by: Max. on October 14, 2015, 12:35:21 am
Well, the idea of working the village into the dungeon design is certainly viable. However, before you go ahead and start working it in, it'd be better if we settle on the design of the dungeon first. I don't think we have a finalized plan to map from, so ideas about working the village into the dungeon should come at the planning stage, then we won't start mapping until we have a plan done.

If you want to submit a plan for a dungeon, the dungeon thread would be good, feel free to use some of my ideas, but let's just have a plan before we map. It'll save a lot of time.
Title: Re: Forest dungeon Tiles
Post by: MG-Zero on October 14, 2015, 08:32:41 pm
Yea if I remember correctly, parts of the village are in the forest temple.  It is supposed to be their resting place according to the wiki after all!  But yea, Max is right, open up a dungeon design thread separate from this one.
Title: Forest temple
Post by: SpritingBrad on June 19, 2016, 07:53:28 pm
So I worked a whole lot on this and made the two main floors! I had a lot of trouble with the rooms in general and SPECIALLY the canopy. But I think it looks alright. I LOVE the chest on the web, probably the best of all the map IMO XD

What do you guys think?

EDIT: I made the miniboss room. All that´s left is the boss room. Is it inside or outside?

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