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[OoT] The Legend of Zelda: Ruins of TIme Canceled; Canceled
Topic Started: Aug 15 2015, 05:15 PM (4,006 Views)
Psi-Hate
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Average user who wants to mod :P
Alright everyone, bad news. The project was going along rather well, but there was one small problem. People weren't doing their fair share. There was some drama because 1 of the members was acting disorderly and rude while not providing any work. Some members called him out, and after about a month, this member shut down all production of the project without the consent of the team. Now, you may ask: "We want a zelda mod! Where is it??" well, we haven't stopped. It's just not Ruins of Time anymore. It's called Project Dark. This mod will satisfy you just as much, if not, more than ROT. Like we said before, anyone who can prove useful can be accepted to the team under the request that everything is confidential and that you work the best that you can to co-ordinate. Ask any questions that you need answered. We will answer and make a new thread about our project when the time comes. :)
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z64offline
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Empath mapmaker
Textures could really be more fine tuned.
Seems....interesting, I say keep going with it.
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Psi-Hate
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Average user who wants to mod :P
z64offline
Aug 16 2015, 03:34 AM
Textures could really be more fine tuned.
Seems....interesting, I say keep going with it.
We actually started this about a week ago. Everything show is really early. We wouldn't release an unpolished project! Most of these textures are place holders anyway, and we're not done fixing and adding onto the pre-existing maps. ;)

We aim for high quality!.. Only that it's not time for "quality" yet. :$
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haddockd

I might be interested depending on what you need specifically. I do have experience with actor placement and music. As proof, just look at my released mod "Ruinous Shards". It is posted on these forums as well at the gcn. Or you can just ask around. Most experienced modders know who i am :)

https://www.the-gcn.com/topic/3086-the-legend-of-zelda-ruinous-shards-updated-02242015
Edited by haddockd, Aug 17 2015, 08:22 AM.
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Psi-Hate
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Average user who wants to mod :P
haddockd
Aug 17 2015, 08:18 AM
I might be interested depending on what you need specifically. I do have experience with actor placement and music. As proof, just look at my released mod "Ruinous Shards". It is posted on these forums as well at the gcn. Or you can just ask around. Most experienced modders know who i am :)

https://www.the-gcn.com/topic/3086-the-legend-of-zelda-ruinous-shards-updated-02242015
Wow! I'm a great fan of your work, and it'd be an honor if you could help! :)
What we're looking for is someone who is able to import our maps into specific places, and someone who can set enemies and dungeon triggers if needed. Music is definitely a needed thing, so we would love if you could help us with that. My skype is "farmworldfinn" add that, and then I'll add you onto the chat and the dropbox. :)
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SuperMarioHacksWii
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Texture Artist
I remembered that Flotonic did this WW Link mod quite some time ago. Figured you guys would wanna see it, as this mod involves WW itself.

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Psi-Hate
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Average user who wants to mod :P
Yeah, we're in the process of making a new model for Link so we will try our best to make it good!
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haddockd

I have several skillsets and converting/importing music is one of them but you should know that it can be alot of work for some areas. Define "import our maps". Does this mean just getting them into the ROM? That tends to be easy as long as they are compatible but are you also wanting someone to add actors, groups and exits as well?

What do you mean by "dungeon triggers"? Can you elaborate?

Depending on your answers I may be able to help a little to alot. Let me know :)

Also, all these new concepts are great but ensure you take into consideration there is limited (ample but limited) room at the end of the ROM to add new stuff, especially if these things are large. New music, actors, maps and scenes all have to be placed there (generally) :)
Edited by haddockd, Aug 17 2015, 05:10 PM.
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Psi-Hate
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Average user who wants to mod :P
haddockd
Aug 17 2015, 05:08 PM
I have several skillsets and converting/importing music is one of them but you should know that it can be alot of work for some areas. Define "import our maps". Does this mean just getting them into the ROM? That tends to be easy as long as they are compatible but are you also wanting someone to add actors, groups and exits as well?

What do you mean by "dungeon triggers"? Can you elaborate?

Depending on your answers I may be able to help a little to alot. Let me know :)

Also, all these new concepts are great but ensure you take into consideration there is limited (ample but limited) room at the end of the ROM to add new stuff, especially if these things are large. New music, actors, maps and scenes all have to be placed there (generally) :)
By "import our maps" we mean to overwrite/inject our maps into places other than room117 obviously. We plan to link these maps up with exits leading to other maps. The maps of course will have entrances and exits connecting each other but the planned dungeons will work like normal dungeons of course with room1, room2, etc. (We're kind of replacing the test maps in the back of the debug with our own, and have the game load from the beginning of our maps. It's kind of streamlined.) And by "dungeon triggers"... For example, say a few enemies appear, and when you kill them, an treasure or a door unlocks. We don't exactly know how to implement these or know much about them. Do you need me to explain anything else? :) (as for the music, there will not be a ton, just a few.)
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Zelda Gaiden
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So what your saying is you have no idea how to create a working zelda puzzle?
Well first off since your making dungeons always import your custom dungeons over ones that are already there this will allow you to have working keys secondly I have a few scenes from my old project if your interested you may use them in your project as long as i am given credit.
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Psi-Hate
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Average user who wants to mod :P
Zelda Gaiden
Aug 17 2015, 07:22 PM
So what your saying is you have no idea how to create a working zelda puzzle?
Well first off since your making dungeons always import your custom dungeons over ones that are already there this will allow you to have working keys secondly I have a few scenes from my old project if your interested you may use them in your project as long as i am given credit.
Thanks for the advice. I'll make sure to port over the forest temple then.
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