Any class because the henchmen can make up for skills, magic, or fighting power that you may not have.
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
Any
Max # Players
Any
Min # Players
01
Min Character Level
01
Content Rating
Teen
Description
This module is an attempt to re-create the feel of the 1986 classic NES game Zelda. Latest version is 1.14b. NO HAK PAKS REQUIRED. All 4 teleportals are up and running to make travel a little faster, but they are not so easy to find. You cannot rest in the wilderness, but its very easy to find a safe spot on almost every map. There are currently 7 henchmen available for hire, but some are more hidden than others.
Posted by laddie600 at 2011-03-01 12:12:58 Voted 9.00 on 03/01/11
I just finished playing through this module, and I was really pleased with it. I can't wait for the rest of those dungeons to get here *whenever that happens to be). Ran through with a straight up fighter, and things were really difficult with the traps and all until I found Mario. I liked the henchmen system, but it was always hard to decide which one to use. I look forward to the rest of this, whenever it happens.
Posted by Damric ( 68.6.xxx.xxx ) at 2005-08-07 09:15:59
hmmn, go in the editor and fix it, lol. I haven't used the toolset in so long that I forget how. My son has zelda on his gameboy so maybe I can copy the labyrinth maps from there one day.
lv 3 no boss and no triforce piece, now i like how the overworld looks prettyu like the orig game but the dungions are nothing like they should be _________________________ Time is the Fre in Which we Burn
hay whats up with all the traped and locked doors if ur not an rg or hev dmg warr u cant get inn _________________________ Time is the Fre in Which we Burn
Posted by Damric ( 68.6.xxx.xxx ) at 2005-01-06 02:22:00
Glad you liked it. This was my first attempt at using the toolset. I never finished this module. I been hooked on Diablo 2 again. My Dark Sun module is pretty cool and is a really quick play. Check it out.
Posted by Anonymous ( 68.84.xxx.xxx ) at 2004-09-06 19:02:00
nice. NERD
Posted by Hobag Billans ( 68.6.xxx.xxx ) at 2004-05-13 19:26:00
Gee, I thought finding Mario and Simon Belmont as henchmens was an awesome surprise that made the game even cooler.
Ummmm...not sure which Zelda game you played, but Zelda one did not feature henchmen...or trolls(?)...
But this is a good effort, nonetheless. Adding names to some of the characters helps a bit, because in the first game Link, Zelda, and Ganon were the only ones to have names.
Oh well, keep up the good work. A Zelda mod is still a Zelda mod, and we need more of them! :)
Posted by Damric ( 68.6.xxx.xxx ) at 2004-05-08 14:06:00
Prator,
How were dungeons 1-5? Unfortuneately #6 is not ready yet, but if you find a tower by a graveyard, that's where I'm going to put it. I won't have the next update ready for a week or so because I was messing around with my Dark Sun game. I am also slowly teaching myself how to script better. I think area 34 is to the west. Try going either northwest of the first dungeon or search the western forest over the bridge.
Thanks,
Damric
Posted by Prator ( 138.88.xxx.xxx ) at 2004-05-08 04:54:00
Hey, I've finished dungeons 1-5 (out of order, no thanks to the "quest by numbers" system) and now I don't know where to go next. Where's the next area (34?)?
Posted by Prator ( 138.88.xxx.xxx ) at 2004-05-08 04:54:00
Hey, I've finished dungeons 1-5 (out of order, no thanks to the "quest by numbers" system) and now I don't know where to go next. Where's the next area (34?)?
Posted by Damric ( 68.6.xxx.xxx ) at 2004-04-18 19:57:00
Version 1.14 uploaded.
-Fixed some problems with the orientation through area transitions that Tim pointed out.
-Changed some minor other stuff you might not notice.
Posted by ScarletBlade890 ( 68.108.xxx.xxx ) at 2004-04-18 11:37:00
I like Zelda, So I like this 2! :)
Hey! has anyone found Waldo?
Posted by Damric ( 68.6.xxx.xxx ) at 2004-04-16 21:46:00
**spoilers**
Tim,
Thanks for checking it out. I'm still a newbie at this. Those are all good suggestions. And I don't know much about scripting. I got that Lilac Soul's thing, and I try to make it work. Did you know that there is a flame weapon that does extra damage to my trolls hidden in the grass by that bridge? How do I change waypoint orientation? Do I just rotate the arrow? Also, did you happen to find any of the henchmen? I have like six or seven of them hidden in the game, but I wish I could make their dialogs more useful. As far as death and teleporting, there is a "secret area" that can teleport you to 4 different locations to cut down on walking. A merchant there will even sell you a glove to instantly teleport you back to the "secet area". I might add another teleport system, maybe a warp whistle too. Anyway, thats for looking through it, and I would gladly take any more suggestions or scripting ideas.
I have tested your module, some. You have made large improvements since last time. You asked for some feedback and here is a list of things that you could change.
Respawn at a safe location is nice - but there should be a way to return to the place where you died. I would also like a xp gp penalty to make death worse.
Old man in first cave is nice. He has misspelled the word wield. His text could be divided into two paragraphs.
Area transitions between area Hyrule004 and 005, 005 and 006 both have their destination Way Point in the wron orientation. You should check that the PC ends up in the direction he/she walks.
Add a POST_TAG on the boat for the boatmaster should he run away anf help me fight the green troll. Add a jump script to his dialouge instead of an area transition next to him (but make him plot in case you do that)
Add a voice to the Sentry.
The Troglodyte could use the Lizardman model instead of the kobolt.
The Green Troll at the bridge spawns next to you. Move the trigger and place a spawn point at the bridge. I still think the green trolls are too hard. My forth level cleric couldn't defeat it.
Most areas have standard lightning and sounds - change them a little. Perhaps a bit darker or a bluish fog. Also add skyboxes to outdoor areas. Place more sound such as animal cries, snapping branches, running water and such.
Some encounters seem to be placed (ex. one War Pig). Make encounters of them if they are not.
It seemed really easy to run from area to area without anything stopping you. Create focal points that must be dealt with before allowing players to proceed.
I liked the cows and animals at the start. It made it more realistic.
These are only sugestions. I haven't played all your module and there are certainly more things to find. If you need help with any scripting say so and I will take a look and see what I can do.
Regards,Tim _________________________ Intelligence - The ability to plan ahead.
Wisdom - To actually do what you planned.
Posted by Damric ( ..xxx.xxx ) at 2004-04-13 22:24:00
Woot! I just broke a thousand downloads. I would like to thank everyone for trying out my first serious module. I think I'm on version 1.13c now, and I think its safe to say that this module is around halfway to final completion.
Posted by _Luke ( ..xxx.xxx ) at 2004-04-11 11:10:00
I actually did really well with my ranger. I found quite a few uses of animal empathy. I found that I can use one of the henchmen to crack open the locks and traps.
Posted by _Luke ( ..xxx.xxx ) at 2004-04-11 11:10:00
I actually did really well with my ranger. I found quite a few uses of animal empathy. I found that I can use one of the henchmen to crack open the locks and traps.
Posted by Anonymous ( ..xxx.xxx ) at 2004-04-10 16:10:00
What class is recommended? So far I evaluate a hiding searching ranger is not recommended, but rather a rogue of high intelligence and skilled in dexterity on his weapons?
Posted by Damric ( ..xxx.xxx ) at 2004-03-30 15:42:00
Latest update:
- Nerfed one of the henchmen just a little because he was kicking just a little too much butt.
- Fixed a merchant that I messed up in the last update.
I would really like to hear how you all are doing in this module and any inputs as where you want me to go with it, since I am going to build 50% more.
Posted by Damric ( ..xxx.xxx ) at 2004-03-30 14:56:00
Sir HacksMore,
As far as I remember, I never even wrote a readme file. If you need some specific information, email me or post your question.
Damric
Posted by Sir HacksMore ( ..xxx.xxx ) at 2004-03-29 21:41:00
The readme link also pointed me to the module. Could you fix the readme link?
Posted by Damric ( ..xxx.xxx ) at 2004-03-22 20:42:00
1.12d
-added Labyrinths 4 & 5.
It says that I have 580 downloads. I wonder if that includes all the times people had to download my little updates?:)
Posted by Damric ( ..xxx.xxx ) at 2004-03-18 21:43:00
1.12b
-now about 95% of the encounters are custom
-added a few new areas
Sorry about the file size, I'll look into compression.
Posted by Irish Iowa Guy ( ..xxx.xxx ) at 2004-03-16 12:46:00
Just as a small FYI, people usually compress their mods for download. Yours isn't huge or anything, but for dial up people (like me), we need all the help we can get.
I look forward to trying out this module. :)
di@L up=$UCK$ b1G tIME
Posted by Damric ( ..xxx.xxx ) at 2004-03-14 15:07:00
OK everyone, version 1.12 has some good stuff that I been working on.
-Finally turned on the teleporters.
-Added a place you can gamble.
-Tweeked a few minor things.
Enjoy!
Posted by Damric ( ..xxx.xxx ) at 2004-03-12 01:42:00
I uploaded 1.11c to hopefully clear up some bugs and I did some minor tweaking.
Posted by damric ( ..xxx.xxx ) at 2004-03-11 19:41:00
ckleckner2,
*spoiler*
try luring him to some npcs that will kill him for you. in version 1.11 theres a couple guards just on the other side of the bridge.
Damric
Posted by ckleckner2 ( ..xxx.xxx ) at 2004-03-11 15:37:00
sorry the troll just follwed me to the next screan and killed me... but i lik eit...