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General Zelda Dual Typed Dungeons You Would Like to See

Shadsie

Sage of Tales
I'd rather not have a time-limit on something like that, either, just the *illusion* of urgency. One a dungeon crawl is made into a timed-mission, it would suck. I *hate* the timed-mini missions in Zelda games (to the point that during one playthrough of Wind Waker, I just LET THE TREES DIE AND THE KOROKS BE SAD)! I felt guilty for making Koroks sad, too, but that damned time limit! Gargh!

I was thinking it would play out something more along the lines of the wagon-escort mission in Twilight Princess. As long as you don't let the wagon catch fire / are able to put out the fires on the thing, that portion of the game can go on forever. (Nearly did for me a few times... in trying to figure out how to keep the bulbins off the wagon AND kill the stupid bomb-dropping birds).

In a speeding-vehicle dungeon, I imagine the *music* would be very urgent, making players (especially first-time players) *think* they are running out of time, but it can go on for as long as it needs to. The "getting Game Over is non-standard and shows a derailment" would just be from getting a Game Over, not from running out of time.


I also remember a thread in which we were talking about the idea of a moving, LIVING dungeon once.

Life + Archetecture!

(And no, I do not know how to spell that word and don't want to look it up. Live with it). Anyway, I remember us once discussing the idea of a dungeon that was really a temple/turtle combination that would move and roar (kind of like a Colossus if you've ever played Shadow of the Colossus). This is why I liked the idea so much... I'm obsessed with that game. However, being Zelda-dungeon, it would be different, as in Link actually goes *inside* the dungeon like a standard dungeon, he doesn't just climb around on the outer bulwarks. The thing would shake and move while he's inside it - when the living temple awakens and when it starts to move, stomping through the forest. He has to solve puzzles and fight enemies while sometimes he (and the enemies) get shaken around. Hmm... Maybe there are even rooms containing enemies that are easier to defeat if they've been shaken to the ground or switches that need to be jostled around, and in those rooms, there are points where Link can stab bits of the underlying monster's flesh to prod it to shake. After that, the Boss? IS THE DUNGEON! You come face-to-face with the conscious part of the living-dungeon and its weak spots. You have to keep it from stumbling over to some village and flattening it by settling in for another thousand-year nap. The living-temple must be killed or otherwise subdued while it is still in the wilds.

Again, no time-limit, just the illusion of urgency.
 

Dragoncat

Twilit wildcat: Aerofelis
I see, yeah, that's why I didn't bother with the trees in WW.

There was a living dungeon in OoT: Jabu Jabu. But, he wasn't the boss. The boss was the parasite making him sick. It's a neat idea that I think can be expanded on the way you said, storywise though...it can be something that's in the area and people know about it and it has to be killed before it smashes the town, like you said, OR it couldve eaten the important quest item, fused shadow/spiritual stone thing.

I'm reminded of the Destroyer in Legend of Spyro: Dawn of the Dragon. It's an ancient monster, awakened by the villain known as the Dark Master, whose only purpose is to walk around the earth once, and when it reaches the end of its walk, the apocalypse happens. It's ginormous, dragons look like flies beside it. Of course Spyro and his companion Cynder have to be heroes and stop it, so there's a whole level where you go inside it and beat the crap out of its heart, but alas, that doesn't kill it! The rest of the game is a mad rush to get to the Dark Master's hideout and defeat him before it's too late. The Destroyer finishes its walk at the same time the Dark Master is confronted, so you have to fight him with the shattering world in the background. Quite epic, and yes, the world does get put back together.
 

Shadsie

Sage of Tales
Heh, heh. That actually sounds a bit like one of the levels in Kid Icarus: Uprising. Pit (player character) gets swallowed by Hades, God of the Underworld. He has to run around inside Hades' guts (kind of like Jabu Jabu... looks kind of similar) fighting cell and antibody versions of common enemies, as well as things Hades swallows. The entire time, Hades is making jokes to Pit about how he's "soon going to be privy to a privy" and such. XD. The "boss" of the level is Hades' heart, which is this star-covered thing that runs around erratically. Pit comments that he thinks it's cute and doesn't like having to fight something "so adorable" even if its the heart of an evil god.

I was thinking for the hypothetical Zelda dungeon of it being... architectural - as in, a temple-building made of stone brick and rooms built atop the back of a sacred creature or unknowingly built atop the back of a sleeping monster. This rather than another womb-level.
 

ihateghirahim

The Fierce Deity
Joined
Jan 16, 2013
Location
Inside the Moon
What about a dungeon where the monster is the dungeon, but you don't know it until the end? You search a vast desert during the day, finding massive footprints left by a legendary rock titan that haunts the wastelands. You eventually run into a pyramid. You have to navigate through various rooms and tombs to recover the bow, but in the end you reach the boss chamber to discover it empty. You look around it and discover hieroglyphics that show an image of the Sun over the pyramid and an image of the moon over the titan. You realize this just as you see the sunlight fade from the skylight in the ceiling, and realize night is falling. Suddenly, the pyramid starts collapsing, and you have to quickly navigate your way out as the walls transform around you. You get outside only to see the pyramid trasnform into the Rock Titan. Then you have to climb on your horse and be chased all over the desert by the titan as you try to shoot his weak points. That would be epic.
 
Joined
Feb 23, 2011
Shadsie's trying to kill us all with sheer awesomeness.

Let's see if I can trump her ideas (prolly not... :U). Anyhow, I've mentioned a couple times before that I'd really like a dungeon whose design/overall layout changes with the time of day. Well, not only does it change, it also does so in 'real' time. The enemies, certain puzzle elements, etc. all undergo a dynamic change. While the time progression sets itself apart from the outside world, since it moves somewhat slower, it can be changed in-temple via an item, trigger, or puzzle of some sort. The boss is affected by the change as well. At night, it's more fearsome and uses dark-elemental attacks, while during the day, it's more docile and uses normal attacks. Additionally, there will also be open court areas from which the sun and the moon can be seen in the sky. In the center of the dungeon is a large dome-shaped, astral observatory-based area replete with depictions of various astral imagery—naturally, it changes based on the time of day, too (Oh my god, I want this dungeon to have wolves). Ideally, this dungeon's time progression thing means that it can be completed at 'any time of day,' which boosts replayability. This dungeon is more along the lines of a Light/Dark dungeon, as far a dual-themes go.

I couldn't help but notice you left out Undead-themed dungeons, Dragon. Unless Undead falls under the umbrella term of Dark, but then Palace of Twilight comes to mind: it was dark, though not quite Undead, like, at all.
 

Shadsie

Sage of Tales
Shadsie

Let's see if I can trump her ideas (prolly not... :U). Anyhow, I've mentioned a couple times before that I'd really like a dungeon whose design/overall layout changes with the time of day. Well, not only does it change, it also does so in 'real' time. The enemies, certain puzzle elements, etc. all undergo a dynamic change. While the time progression sets itself apart from the outside world, since it moves somewhat slower, it can be changed in-temple via an item, trigger, or puzzle of some sort. The boss is affected by the change as well. At night, it's more fearsome and uses dark-elemental attacks, while during the day, it's more docile and uses normal attacks. Additionally, there will also be open court areas from which the sun and the moon can be seen in the sky. In the center of the dungeon is a large dome-shaped, astral observatory-based area replete with depictions of various astral imagery—naturally, it changes based on the time of day, too (Oh my god, I want this dungeon to have wolves). Ideally, this dungeon's time progression thing means that it can be completed at 'any time of day,' which boosts replayability. This dungeon is more along the lines of a Light/Dark dungeon, as far a dual-themes go.


That sounds a bit like a Pokemon Gym I've had in my brain since the Gold/Silver days. I think I talked about it over on the Pokemon part of this forum. As a Dark-type enthusiast, I've wanted a Dark type gym for a while now. I had an idea for a gym that has a different trainer and different pokemon depending upon the time of day the player enters. The "daytime" trainer trains "light" associated pokemon, Psychic or Grass type, perhaps, or maybe even Fairy. The "nighttime" trainer, of course, uses Dark types. You only challenge the gym once, as either badge you get goes to your collection-goal, but you do get a different badge depending on when you challenge and you meet a different trainer depending on when you challenge. A light/dark transformative theme.

But, since we are talking a Legend of Zelda dungeon, yes... that's a very cool idea. And if you want wolves, how about two different types of Wolfos? A dark-lurking type and a "golden wolf" type, made of sunlight, attacking in the sand! Could psych players out because they look like the mentor-wolf from Twilight Princess. Heh. In any case, the dungeon idea is a nice play on how some places that are the same seem to be entirely different at night. (I took a walk in the local graveyard tonight, chasing fireflies, and it *is* a bit spookier at night than during the day).
 

Akuhime-sama

What's Life Without Adult Humor?
Joined
Jan 13, 2012
Location
Pennsylvania
Gender
None
Dual type?
Is this Pokemon?

But Anyway, Maybe like a ...um.... DAMMIT... I have no ideas. xD
I can't focus on Zelda stuff with Pokemon running through my head. xD
Dang, I really wanted to post here.

...I'll come up with something...
 

Maikeru

Piper of Time
Joined
Aug 11, 2011
Location
The Lost Woods
Earth+Darkness

This has kind of been done before in the Arbiter's Grounds, but I was thinking something with less sand. Like haunted ruins filled with the spirits of the fallen who actively come after you. Granted this may be a bit too mature for the kiddies in the end.


I have many ideas for dungeons, but most of them aren't really types as much as they are concepts.
 

Random Person

Just Some Random Person
Joined
Feb 6, 2010
Location
Wig-Or-Log
In a fantasy game, technology is always fascinating because it is the magic of magic games. So no matter what it's mixed with, I see technology being a good idea.

One thing I've found fascinating, though others might find tedious, is the before and after effect. A dungeon that must be explored entirely once and then again in a different manner. Just about all of Majora's Mask's temples had this theme, particularly the Stone Tower Temple.
 

Fig

The Altruist
Joined
Jul 23, 2011
Location
Mishima Tower
A Light/Darkness dungeon would probably be the dungeon that I would love to see the most. It would be a great concept to see if we saw aspects of both light and darkness intertwine with one another. It would be perfect because the two are polar opposites of one another and there are many ways to implement the puzzles within the dungeon itself. Half of the dungeon could start off with the light section and focus on staying in the light or keep light sources from being cut out. Midway through the second half of the dungeon, we have the darkness sector and it could focus across the theme of finding the way through to the end similar to the Dark Palace from A Link Between Worlds. Even the boss itself could be focused using the combination themes of light and darkness by switching to and fro the attacking pattern or using the environment to get the upper hand against Link.
 
D

Deleted member 14134

Guest
Ice and fire. Could start frozen and defrost as you progress through the dungeon making it more dangerous.

As fig said above a light/dark dungeon would be cool as well.

I'd rather see two contrasting ideas put together rather than two that are seemingly unrelated.
 
Joined
May 4, 2014
Location
California
What about a dungeon where the monster is the dungeon, but you don't know it until the end? You search a vast desert during the day, finding massive footprints left by a legendary rock titan that haunts the wastelands. You eventually run into a pyramid. You have to navigate through various rooms and tombs to recover the bow, but in the end you reach the boss chamber to discover it empty. You look around it and discover hieroglyphics that show an image of the Sun over the pyramid and an image of the moon over the titan. You realize this just as you see the sunlight fade from the skylight in the ceiling, and realize night is falling. Suddenly, the pyramid starts collapsing, and you have to quickly navigate your way out as the walls transform around you. You get outside only to see the pyramid trasnform into the Rock Titan. Then you have to climb on your horse and be chased all over the desert by the titan as you try to shoot his weak points. That would be epic.

That's a fantastic idea!
 

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