Despite its limitations, I was having quite some fun with the new Chamber Dungeon feature in the remake of Link's Awakening. In this post I will show off some of my creations and the ideas behind them. Sadly, there is no easy way of sharing these dungeons yet, so a look at the arrangements will have to suffice.
I've shown most of these already in previous posts, so this might feel somewhat redundant, but I thought it would be nice to have it all in one place.
This was my first big creation in the Chamber Dungeon, where the idea was to build something like a boss rush, but also something that let's you re-experience all of the game's dungeons in a compressed form.
The entire dungeon is divided into seven walled off sections, which are only connected via tunnels and only use chambers from the same dungeon. It starts with a Tail Cave section and ends with a Turtle Rock section, where Hot Head waits in the final Nightmare's Lair. You can skip some of the mini-bosses, but every single boss is present at least once with the exception of the Chief Moblin, who didn't really fit in, sadly.
There are only seven sections instead of eight, because not every dungeon has enough stairs available. So, I combined Level 3 with the Color Dungeon and the special chambers, as well as Level 4 with Level 5. But the rests works as intended and it's overall fun to play this as one final dungeon.
By the way, I've tried to create a second version of this dungeon, which includes the Chief Moblin and possibly also the Dodongo Snakes from Level 8, but I've utterly failed multiple times. Putting a dungeon together like this is not as easy as it seems, where it feels like a miracle that I was able to pull it off like above. And this will be a constant reminder how the Chamber Dungeon is first and foremost a dungeon puzzler and not a dungeon maker.
This is simply a recreation of the Color Dungeon, chamber by chamber, as accurate as it gets. So, if I ever feel like replaying the Color Dungeon for some reason, I can just go with this version. Though, it doesn't have the nice music.
It's the only dungeon in Link's Awakening, where this is possible, mainly because the Color Dungeon pays homage to the classic dungeons from the first Zelda game, which all have been built out of individual square rooms, which is exactly like the Chamber Dungeon functions.
This is a dungeon to quickly farm Rupees with the "+Rupees Effect", where this can get you about 300 Rupees in one minute. It has the entrance, the chamber for the Rupee rain, another chamber for the Nightmare Key and a short Moldorm boss fight, one after the other.
The rest of the dungeon is just filler, so that the +Rupees Effect kicks in with the best possible amount. But most of these optional chambers happen to be bosses and mini-bosses, where every boss is present except for the Dodongo Snakes and Blaino. So, this can also be used as a boss rush dungeon, if you're feeling like it.
If you thought that the Key Cavern had you juggling lots of keys, pay this dungeon a visit. It's divided in two halves, where one half of the dungeon is entirely optional and contains all the locked doors in the world. The other half contains enough chests for all these optional locked doors, where this lets you collect up to 22 keys for the fun of it:
This isn't really something that I'd want to replay, but as a little "science experiment" this was certainly interesting to experience.
This is essentially a recreation of Level 8 from the original 2nd Quest in The Legend of Zelda. It follows the same layout, but of course it's not possible to use identical contents or to connect the tunnels in the same way.
One of the key challenges of the original dungeon was making your way through with only 12 bombs, while facing lots of Dodongo fights. I tried to carry this theme over by using bosses that require bombs, like the Dodongo Snakes, the Master Stalfos and Facade. And there are also some walls that you need to bomb here and there.
Again, it's a shame that you can't select the music for your creations, because the Color Dungeon music would be perfect for this. In the least the "+Monsters Effect" can give you the feeling of playing something from the NES game.
Because I had quite some fun rebuilding the Level 8 Big Spiral dungeon, I tried another with Level 5 from the 2nd Quest, the Letter Z. The final of Dampé's challenges is also shaped like a Z, where it's certainly a lot bigger than the classic version, but I thought it would be nice to have both in some form.
It didn't turn out to be as good or fun as the Big Spiral recreation, however. There is a chest in the beginning behind a locked door and it's important not to forget about it, when you get your first key in the middle of the dungeon. It's very straight-forward, where it's tempting to move on, but instead you have to go / warp all the way back to get the missing chest or else you will be ending up before the Nightmare's Lair without the proper key.
It's actually one of the few times, where I had to worry about keys in the Chamber Dungeon...
Unless I have some other "good" ideas, this should be it for my Chamber Dungeon journey. I've had a lot of fun with this feature so far, but its limitations will probably prevent me from going any further in the future.
It first and foremost needs proper tunnel controls, where I was annoyed how the tunnels constantly changed, whenever I made a small change to the dungeon. Let me connect the stairs the way I want and let met select the tunnel.
Also, I want to change the music so badly, mainly because the Color Dungeon track would be a lot more fitting in many scenarios. The Chamber Dungeon works like classic NES dungeons and naturally you'd want the classic NES dungeon music in this, even though the Chamber Dungeon music is quite alright.
And finally, without the ability to truly share any of this online, where people can properly download and play my creations, it's only half as fun...
I've shown most of these already in previous posts, so this might feel somewhat redundant, but I thought it would be nice to have it all in one place.
The Journey
This was my first big creation in the Chamber Dungeon, where the idea was to build something like a boss rush, but also something that let's you re-experience all of the game's dungeons in a compressed form.
The entire dungeon is divided into seven walled off sections, which are only connected via tunnels and only use chambers from the same dungeon. It starts with a Tail Cave section and ends with a Turtle Rock section, where Hot Head waits in the final Nightmare's Lair. You can skip some of the mini-bosses, but every single boss is present at least once with the exception of the Chief Moblin, who didn't really fit in, sadly.
There are only seven sections instead of eight, because not every dungeon has enough stairs available. So, I combined Level 3 with the Color Dungeon and the special chambers, as well as Level 4 with Level 5. But the rests works as intended and it's overall fun to play this as one final dungeon.
By the way, I've tried to create a second version of this dungeon, which includes the Chief Moblin and possibly also the Dodongo Snakes from Level 8, but I've utterly failed multiple times. Putting a dungeon together like this is not as easy as it seems, where it feels like a miracle that I was able to pull it off like above. And this will be a constant reminder how the Chamber Dungeon is first and foremost a dungeon puzzler and not a dungeon maker.
Color Dungeon
This is simply a recreation of the Color Dungeon, chamber by chamber, as accurate as it gets. So, if I ever feel like replaying the Color Dungeon for some reason, I can just go with this version. Though, it doesn't have the nice music.
It's the only dungeon in Link's Awakening, where this is possible, mainly because the Color Dungeon pays homage to the classic dungeons from the first Zelda game, which all have been built out of individual square rooms, which is exactly like the Chamber Dungeon functions.
The Rupee
This is a dungeon to quickly farm Rupees with the "+Rupees Effect", where this can get you about 300 Rupees in one minute. It has the entrance, the chamber for the Rupee rain, another chamber for the Nightmare Key and a short Moldorm boss fight, one after the other.
The rest of the dungeon is just filler, so that the +Rupees Effect kicks in with the best possible amount. But most of these optional chambers happen to be bosses and mini-bosses, where every boss is present except for the Dodongo Snakes and Blaino. So, this can also be used as a boss rush dungeon, if you're feeling like it.
Key Labyrinth
If you thought that the Key Cavern had you juggling lots of keys, pay this dungeon a visit. It's divided in two halves, where one half of the dungeon is entirely optional and contains all the locked doors in the world. The other half contains enough chests for all these optional locked doors, where this lets you collect up to 22 keys for the fun of it:
This isn't really something that I'd want to replay, but as a little "science experiment" this was certainly interesting to experience.
The Big Spiral
This is essentially a recreation of Level 8 from the original 2nd Quest in The Legend of Zelda. It follows the same layout, but of course it's not possible to use identical contents or to connect the tunnels in the same way.
One of the key challenges of the original dungeon was making your way through with only 12 bombs, while facing lots of Dodongo fights. I tried to carry this theme over by using bosses that require bombs, like the Dodongo Snakes, the Master Stalfos and Facade. And there are also some walls that you need to bomb here and there.
Again, it's a shame that you can't select the music for your creations, because the Color Dungeon music would be perfect for this. In the least the "+Monsters Effect" can give you the feeling of playing something from the NES game.
The Letter Z
Because I had quite some fun rebuilding the Level 8 Big Spiral dungeon, I tried another with Level 5 from the 2nd Quest, the Letter Z. The final of Dampé's challenges is also shaped like a Z, where it's certainly a lot bigger than the classic version, but I thought it would be nice to have both in some form.
It didn't turn out to be as good or fun as the Big Spiral recreation, however. There is a chest in the beginning behind a locked door and it's important not to forget about it, when you get your first key in the middle of the dungeon. It's very straight-forward, where it's tempting to move on, but instead you have to go / warp all the way back to get the missing chest or else you will be ending up before the Nightmare's Lair without the proper key.
It's actually one of the few times, where I had to worry about keys in the Chamber Dungeon...
Final Thoughts
Unless I have some other "good" ideas, this should be it for my Chamber Dungeon journey. I've had a lot of fun with this feature so far, but its limitations will probably prevent me from going any further in the future.
It first and foremost needs proper tunnel controls, where I was annoyed how the tunnels constantly changed, whenever I made a small change to the dungeon. Let me connect the stairs the way I want and let met select the tunnel.
Also, I want to change the music so badly, mainly because the Color Dungeon track would be a lot more fitting in many scenarios. The Chamber Dungeon works like classic NES dungeons and naturally you'd want the classic NES dungeon music in this, even though the Chamber Dungeon music is quite alright.
And finally, without the ability to truly share any of this online, where people can properly download and play my creations, it's only half as fun...
Man, I'd love to try some of those. Such a shame that sharing is restricted to amiibo.
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