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[1.1] [AC] The Legend of Zelda: The Shadow Gate v01.4.3 (94,000+ DLs)


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#1

    VPtKm

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Posted 25 May 2011 - 05:31 AM

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2/1/12

IDS is here! It has been here for a while but you finally get to see it now. It allows for us to work more quickly on dialogue since the framework makes this easier, and allows for dialogue choices and quest tracking.

IDS is composed of a chat library and a quest log, and both combine together to make an awesome system for character progression. As of now, I just have a simple demonstration for you.



1/11/12

Two new trailers for one of the most anticipated AC maps ever created.

TSG's story is a roller coaster of adventure, mystery, and action that all blends together in an excellent overall RPG experience. Now, pick your preview...

Will you watch one of the map's lighter moments? Or will you choose to observe a preview one of the darkest (story-wise) moments in the game?






Whichever one you choose, both will be released in the next update, which is coming VERY SOON.

LoZ|TSG v3.1 will be arriving. Will you be ready to stop Azrath, and save Ilios?



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You are now looking at the thread for one of the best maps available for the Adventurecraft mod. This map has taken/is taking a long time to produce, and the development team that is working on it has put a lot of detail and love into this.

This map is set in the Zelda universe. Ilios, a kingdom to the East of Termina, is a bountiful land that is full of life, culture, and exotic locations. In a small forest just outside of Ilios field lies Brightwood Meadows, a peaceful village with beautiful views. In this village, a young man lives with his Uncle. One day, your Uncle leaves mysteriously. And so, it begins...


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1/8/12

New screenshots showing a new playable area. Thoughts?

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12/4/11

Hey! Listen!

New Dev Vlog is up since I've needed to upload a new video for a while. This mainly goes over content additions instead of new map features. If you like looking at massive epic terrain then look no further!

Ok, the video is finally up. Sorry about the delay!





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The rest of the images are in the spoiler to ensure that this page loads faster. This section is updated frequently. Check for updates often.

Spoiler


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To download this map, visit our website by clicking the image below.


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To donate and support the map developers (allowing us to host pictures, and eventually our own server and website for future projects) click the image below.


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This map uses

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If you don't know how to install an Adventurecraft map, just go download Adventurecraft and you can download this map IN THE MOD.





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CinnamonToastKen



IMXAlx



sleepyxkoala



Gackomas



Fireslug87



xDRTH



BarclayTechHelp



s1d3w4y50812



PlumBrendan69



20DarkShadow



AnihilatoreMC




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Spoiler


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tKm, Arkia, Seagoingmanatee, CyborgDragon, CDi-Fails, TheEpicPerson, Quarg.



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v.01.4.3, released on 9/18/2011 -The HUD is enabled and disabled when overlays are applied, allowing you to pay more attention to dialogue and text instead of having that pesky UI in the way. The white screen issue SHOULD be fixed, but you ought to test it out and let me know. The puzzle where you walk through spikes to shoot a switch has been fixed. Official 16x support as been added! This selection is set by default. Trimmed the download size by about 10mb.

v.01.4, released on 8/11/2011 -contains a complete overhaul for chapter 1, adds in 32x/64x/128x textures with the ability to swap them in game. Added Deku Scrubs. Compiled Scripts. Overhauled the GUI. Removed old dungeon minimap. Completely changed the first dungeon. Added the base elements of IDS. Added hurt sounds. Added sword swinging sounds. Added a better version of a custom drop system. Resolved performance issues that players with slower PCs would encounter. Added areas to explore (through the use of /noclip and /fly) for players to walk through to preview new areas after they finish the demo. Added the game to the Adventurecraft in-game map downloader.

v.01.3, released on 6/12/2011 -contains the final round of bug fixes (drops are fixed) enemies are different now (they make cool new sounds and different enemies are in place). I added a dungeon minimap, a two story house, and a few other things.

v.01.2, released on 6/10/2011 -contains bug fixes (not getting stuck in waterfall), added more textures (tables and chairs), added more spawn points and sign directions in preparation for the minimap. Fixed an issue where players could get stuck in the room with 4 bridges. Changed some dialog. Instead of going to get the Shards of Shadow, players will now acquire the 3 Elemental Stones, then the 6 Shards of Shadow.

v.01.1, released on 6/09/2011 -First official release, features numerous fixes/improvements
Bug fixes. All known/reported bugs (chests not working, jump puzzles, mini bosses, etc.) have been fixed.
Content adjustment. 90% of Chapter 1 has been included.

v.01, released on 6/01/2011 - second demo version, features numerous fixes/improvements including:
Bug fixes. More specifically the jumping puzzle, trigger fixes, Mini-boss fix, and a Key/Respawn fix
Content adjustment. More specifically, the removal of Brightwood Meadows and the addition of 1 large room and 1 small room in the Undergrowth.


Initial demo, released on 5/24/2011 - original release, includes Brightwood Meadows and the Undergrowth.


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This document is Copyright © 2011 and is the intellectual
property of NanoEdge Entertainment.  You are not allowed to host this content 
anywhere or for any reason. 
You are not allowed to use any of this map's resources textures, 
JavaScript pack, scenario, schematics, 
custom enemies, or NPC skins (referred to as "ASSETS").





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#2

    VPtKm

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Posted 25 May 2011 - 09:44 PM

Team Members

I've included a short paragraph from each team member, for those of you who are interested.

tKm

"Hi, I'm the original developer for the map and the one that started this huge Adventurecraft project. I've been recruiting team members for a development team that will create this, and other, maps."

seagoingmanatee

"Hello everyone, my name is Seagoingmanatee and I have always been a fan of the map so I was happy to join the development team when tKm asked me to. I specialize in scripting and I have also been talking to tKm a little bit about minigame design. I look forward to the great things that will come out of this development team, and you
should look forward to the next content update for the map, as well as future content that we will release."

CDi-Fails

"Hey, I'm CDi-Fails, a storyline designer with a bit of skill in graphic design, and I'm part of the 'LoZ: The Shadow Gate' development team. I have created several textures for the map, and I am mainly responsible for story that is unraveled throughout the game."

Laony

"Hey I'm Laony aka Chris. I'm a map developer and story designer. I'm responsible for several dungeons and story elements in "The Shadow Gate". I also took part in the conceptualization process by designing new dungeons and quests. I joined the dev team 'cause I was amazed of the lovely detail tKm gave his works."

Kaytavo

(Not available yet)

Arkia

"Hello everyone, I am Arkia one of the new members of the Shadow Gate development team. I mainly do scripting for the map, item scripting at the moment but eventually mobs and other things. Hopefully I will be able to bring interesting and unique features to the map with scripting that will help make it stand out from all the other maps being made."

davidprime15

(Not available yet)

kenmario

(Not available yet)
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#3

    VPtKm

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Posted 26 May 2011 - 09:26 PM

I will also be posting the development blog soon, as well as showcasing some YouTube videos and pictures. Be sure to check the Wiki page, as it will contain the most up to date information/lore/etc.

Also, I would like to assure everyone that the demo that was released a few days ago has been overhauled and received numerous fixes and additional content. I am still developing a feature list, and will edit the OP to include this information when it becomes available.
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#4

Posted 28 May 2011 - 03:04 PM

when are you going to release the demo again

#5

    VPtKm

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Posted 31 May 2011 - 04:38 PM

View Postdesimater123, on 28 May 2011 - 03:04 PM, said:

when are you going to release the demo again

It was planned for yesterday (Monday) but I was still spending time with family. It will have my full attention this week though and I should have the demo available soon. I guess it depends on the results of the Poll that I'm posting at the top of this thread.

I started work on Inglip Mountain and the Inglip mines on Saturday. If included in the demo the demo won't be available for another week or so.
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#6

  • Location: Mexico

Posted 02 June 2011 - 04:14 AM

Everything seems to be good, maybe you should remove the lava from the second dungeon, or and create a fire based temple, you know,well, almost I think so...
And I would Like to see more images..
But the whole idea is Ok, Keep up the good work!
"When life gives you questions.... Google has answers."
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#7

    VPtKm

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Posted 02 June 2011 - 05:06 AM

Demo is available. Get downloading if you want to try it out. I checked through the first dungeon and I think all bugs are gone! I have also added to the length.

Please provide feedback here. If you think I should do X, tell me about why and how that affects Z.

Thanks guys!
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#8

    VPtKm

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Posted 02 June 2011 - 01:42 PM

I'm showing a good amount of downloads (37 total) but no feedback on playability, bugs, installation issues, etc. yet so I'm assuming everything has gone well. I'm downloading the file and using my instructions right now and everything is fine so far.

EDIT: Download and install went perfectly. If you have any problems don't hesitate to ask!
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#9

    VPtKm

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Posted 03 June 2011 - 04:17 PM

Well, since I have still been getting a good amount of page views, I guess I'll keep updating everyone on my progress.

Last night was spent working on the "Pause Menu", which includes a world selection area, a quest status area, and a training area. I decided that 12 Chapters (chapters should be read as "updates") was the right amount, so you can expect 12 official releases, with the final release being #13 or 14. To access the "Pause Menu" (and the fast travel system) you play a song on your Ocarina and you will warp there. Sounds cool eh?

I also spent some time working on getting some of the scripts to work, as well as the opening cutscene.
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#10

Posted 03 June 2011 - 08:21 PM

Its downloading now I will give you some feedback when its done.
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#11

    VPtKm

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Posted 04 June 2011 - 03:09 PM

A few more scripts have been added! The release date is getting really close, but I need to work on some more scripting before I will.

Zora Tunic - You can breathe underwater with this tunic. Simply wear it to use it!
Wallet - Your Rupees are stored in your wallet, which is can be accessed via inventory (the 'e' key). When you pick up Rupees they will always go to your wallet and never to any other slot in your inventory.
Iron Boots - Putting on these boots will make you very very heavy. You can walk on the bottom of any water body with these!
Customized Drops - Enemies now drop items that make sense now (Stalfos drop arrows/rupees/hearts, Wolfos drop rupees/hearts, Bombs and Arrows only drop once you have the bomb bag/quiver, etc.
Fire Keese and other "Fire based" enemies - Don't let these enemies touch you, or you'll burn!

The other half of the rupee script (eliminates rupee exchange shops by making it so that when you pick up blue (5) rupees and red (20) rupees (etc.)), it gives you the amount that they are worth in green (1 rupees) is still being written by someone else. He'll have it ready for me shortly.
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#12

Posted 04 June 2011 - 05:53 PM

Looks pretty good I can't wait for the release. The demo is good but its a little confusing because your just kind of thrown in without really a purpose or objective. I don't know if this is just because its a demo or because you didn't get to that part yet. also there is a on load script that doesn't work I believe its titled 255, but it doesn't load properly. other then that its really good I like the amount of detail put into the world it looks really good, I am still playing the demo to search for bugs.
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#13

  • Location: Mexico

Posted 04 June 2011 - 06:36 PM

I played it and was really good, but i think its a little hard for the first temple, and i think you should add a little more of lighting, and, after i finished, i got teleported inside a block...., you should use the memory block in some texts.
Althought, It was really good. Keep going!
:Diamond:
"When life gives you questions.... Google has answers."
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#14

    VPtKm

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Posted 05 June 2011 - 01:31 AM

View Postseagoingmanatee, on 04 June 2011 - 05:53 PM, said:

Looks pretty good I can't wait for the release. The demo is good but its a little confusing because your just kind of thrown in without really a purpose or objective. I don't know if this is just because its a demo or because you didn't get to that part yet. also there is a on load script that doesn't work I believe its titled 255, but it doesn't load properly. other then that its really good I like the amount of detail put into the world it looks really good, I am still playing the demo to search for bugs.

Yeah the 255 script shouldn't have been in there lol I thought I got rid of it. That one has been scrapped and replaced with something else.

I've been working on the texture pack (its an x32) and fixing all of the sprites and adding scripts and polishing Brightwood Meadows. It is getting really, really, really close I just gotta stop adding content and focus on getting the first release out!

Thanks for the testing. The Brightwood area isn't finished but it was pretty close when I put up the demo.

I'll post a video and some more pictures when I'm right about to release the first version. Thanks for the feedback!
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#15

    VPtKm

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Posted 05 June 2011 - 01:33 AM

View Postdavidprime15, on 04 June 2011 - 06:36 PM, said:

I played it and was really good, but i think its a little hard for the first temple, and i think you should add a little more of lighting, and, after i finished, i got teleported inside a block...., you should use the memory block in some texts.
Althought, It was really good. Keep going!
:Diamond:

How was it difficult? Which aspect(s) were really difficult? And I'm going to be adding message blocks etc. to the dungeon.

Was it the...

Puzzles?
Backtracking and not knowing where to go next?
Combat?
Boss Room?
Using the boomerang?
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#16

Posted 05 June 2011 - 01:41 AM

I had the most trouble not knowing where to go and some of the boomerang switch locations were really really hard to find. the one I am specifically speaking of is the one really high up in the room where you have to do the jumping but you cant untill you hit the switch which summons the blocks that you jump on.
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#17

    VPtKm

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Posted 05 June 2011 - 01:49 AM

View Postseagoingmanatee, on 05 June 2011 - 01:41 AM, said:

I had the most trouble not knowing where to go and some of the boomerang switch locations were really really hard to find. the one I am specifically speaking of is the one really high up in the room where you have to do the jumping but you cant untill you hit the switch which summons the blocks that you jump on.


I'll be adding cinematics and message blocks to help. The whole point of that dungeon is that its more of a puzzle than anything else. How long do you think it took you? And I'll make it easier if enough people think it needs to be.

I thought it would be a little too evil to place that lever in the top corner of that tall room hehe

Do you feel like you use the boomerang enough in the first dungeon or should I have you use it more there?
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#18

Posted 05 June 2011 - 02:41 AM

View PostVPtKm, on 05 June 2011 - 01:49 AM, said:

I'll be adding cinematics and message blocks to help. The whole point of that dungeon is that its more of a puzzle than anything else. How long do you think it took you? And I'll make it easier if enough people think it needs to be.

I thought it would be a little too evil to place that lever in the top corner of that tall room hehe

Do you feel like you use the boomerang enough in the first dungeon or should I have you use it more there?

I am going to replay it then let you know.
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#19

Posted 05 June 2011 - 03:11 AM

Ok after playing it I think that it is really well done. I think for a first dungeon it should be a little easier even though it is mostly puzzle based. I think further on it would be appropriate to have a dungeon at this level but if this is the first maybe make the puzzles easier. I like it alot though and I look forward to the rest of the game :D . also if you need any help with scripting or want to use any of my scripts I give you promision:)
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#20

Posted 05 June 2011 - 06:48 AM

I have a question. how do you plan on making your pause menu system? I am just curious because that would be really cool if you did that.
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