We ran into a bug in the first room of the Shadow Temple. When required to flip the levers for G, H, O, S, T. The letter O is broken. There is a torch powering the top redstone pathway when the lever is in the correct position. To fix this, you can raise the redstone on the 3 way intersection by one block. We have not yet completed the Shadow Temple, so we may tell you of more bugs if we find any.
the Temple of Time. I wasn't expecting there to be puzzles in there and I enjoyed how you made the time mechanic work. I really liked the past/present/future puzzle at the end of the temple.
The room in the temple that was missing a sticky piston was the last room before the boss. It leads to the lever that makes the boss say "drip" 3 times and makes the water leading into it appear. I believe it was the sticky piston that reveals the 3rd button, which was near the middle of the room. I think the button was at the same height as a player's head.
As for the aqua affinity, I believe it is supposed to somehow slightly alter the clarity of water at level 1. However, with a ridiculously high level it did make it impossible for us to see underwater. There is a very faint pattern you can see when underwater normally, but for us that pattern blocked everything when we had the helmets on.
Oh, one thing I forgot to mention was that the 4th button in that room didn't work either. That is because the redstone path was 1 block too long. We simply added a repeater to make the power reach the piston.
Goron Link somehow escaped his invisible container and after he grew up he kept walking over the pressure plate that makes his voice actor ask about his father.
You've probably found this, but there is a missing sticky piston in the Water Temple that makes the room with hidden buttons and filled with 1 block high water. This makes the room impossible to complete.
The helmets for the Water Temple have a very high amount of aqua affinity on them, which makes it impossible to see with them equipped. If this is part of the design, I believe it should be changed.
While it has not been a problem for us, if someone dies in many of the puzzles in your levels, the puzzle is broken. In some cases, it is impossible to return to that room in the level. (Ex: Water Temple room where you reset the water height) Another problem with that room in particular is that it is possible to reset the height of the water with only 2 people by having 1 person jump over the block in between the pressure plates.
We teleported back to the location we died if necessary, but many people would be bothered by having to do this if they died multiple times. Seeing as it would be quite difficult and time consuming to find all places in all puzzles that death could break the puzzle, I think you should just keep death in mind in creating future puzzles. I would NOT recommend adding command blocks that either constantly reset the spawn points or check for player deaths because that could cause a large amount of lag.
We have been enjoying the map thoroughly when we have had the time to play and we have just completed the Water Temple. Thanks again for making this map.
While one member was afk, one of us was able to jump onto the roof of the inn and gain access to the back part of the village. In adulthood, the guard post is partially destroyed and it is possible (but very difficult) to jump from a brick stair to the roof of the inn.
The rainbow bridge to Ganon's castle appeared before we got all of the medallions. We were also able to get the skulltula behind the castle by sprinting, opening the chest middair, and putting the skulltula in our inventory before dying in the lava.
I downloaded the map on Monday (Oct 27), and I've been playing it with some friends and we're really enjoying it so far. Idk if you've already found and corrected these bugs, but I want to tell you just in case.
We found a hole in the Kokiri Forest Shop (childhood) and the entrance to the ice cavern in Zora's Fountain (adulthood) that leads to redstone that should be outside of the map.
We also believe there should be a stone pressure plate on the door on the left in the room Darunia asks for the Dragon Eggs. The door leads to the room with some skeletons and keyholes that remove the lava walls. We just couldn't figure out how to open that door, if there was a way to do so. We looked at the redstone after we did the level and it didn't seem that there was a way for it to open the door. Oh, and the tnt block hidden under the cobble that blocks the path through the obsidian chunk in the same room can be blown up with a fire arrow either shot through lava or with the fire arrows 1 enchantment
The last thing we've noticed is that the entrance to the shop in Kokiri Forest (adulthood) broke after it was used once. We checked the redstone and it wasn't permanently on or anything as far as we could tell. The commands within the command blocks were also still intact and we just used the coordinates in there to teleport to the shop.
Other than that, we didn't really notice anything, but we're not even close to finishing yet. We've gotten 33 skulltulas, but we're bound to have missed some already. We can't wait to finish it.
This map looks really cool; The Ocarina of Time is my favorite Legend of Zelda game. I can't wait till it comes out completely, I just played There Is No Learning Curve, which I thoroughly enjoyed. Hope to see you guys make more maps!
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As for the aqua affinity, I believe it is supposed to somehow slightly alter the clarity of water at level 1. However, with a ridiculously high level it did make it impossible for us to see underwater. There is a very faint pattern you can see when underwater normally, but for us that pattern blocked everything when we had the helmets on.
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We teleported back to the location we died if necessary, but many people would be bothered by having to do this if they died multiple times. Seeing as it would be quite difficult and time consuming to find all places in all puzzles that death could break the puzzle, I think you should just keep death in mind in creating future puzzles. I would NOT recommend adding command blocks that either constantly reset the spawn points or check for player deaths because that could cause a large amount of lag.
We have been enjoying the map thoroughly when we have had the time to play and we have just completed the Water Temple. Thanks again for making this map.
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Other than that, we didn't really notice anything, but we're not even close to finishing yet. We've gotten 33 skulltulas, but we're bound to have missed some already. We can't wait to finish it.
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