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@treerich @legenterry
I'm not adding any copyrighted music to this level but you are welcome to adapt the level and add some so long as you follow the MIT license. Though you risk gaining the attention of the big N if you replicate their content here (and having your work DMCA'd)
PS: I do realize @ doesn't work but eh...
In all honesty, Zelda dungeons do not port well at all as many of the rooms have a couple of enemies and that's it so I probably won't be doing another one which is a bit of a shame as I fancied giving ganons tower a go. I'm definitely still getting to grips with lighting which is why everything looks oddly lit at the moment but I'll have a play around with that.
Need to look into small things to add too. As the art styles differ so much I'm not sure what sort of things I should be adding. It could well end up being things like books and vines
I'm not sure how the spider-room with the pit is supposed to function, it was just disorienting - not in the right way.
Dying at any point seems to reset all the keys and locked doors.
The 'lobby' room feels small for some reason, actually most of the map feels a little cramped. The only places that seems to work are in the corridors.
Hat Kid seems to be misaligned when going through certain doors, she seems to dip about halfway into the floor on occasion.
My suggestions:
More green and foliage, darker areas and actual lighting. Cover the skybox in pit in the spider room with a drop that fades into black (and move the death volume upward)
Please, please incorporate the hookshot into this map!
Make the lobby, rooms and walkways (like in the spider room) larger, it'll help with the spooky feeling when properly lit. The stairs sections also feels very cramped and tight.