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Offline Jorge D. Fuentes

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Re: Cv: accursed Seal Suggestion Thread
« Reply #30 on: August 16, 2011, 12:17:18 AM »
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And while on the subject of the monster strength, I don't think only undead monsters and demons should get stronger at night. All other monsters that couldn't give a rat's ass about the daylight should have their stats averaged between their day and night variations.

You could also make plants stronger in the day and weaker at night... but there are only, like, two plant enemies so I guess that wouldn't work.
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Offline Inccubus

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Re: Cv: accursed Seal Suggestion Thread
« Reply #31 on: August 16, 2011, 01:36:43 AM »
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I didn't say the music was bad!  :'(
Just that there isn't much of it and during the game a lot of areas have ambient crap instead of music. You gotta admit that most of the other games much more robust soundtracks.

Good idea about the plants. A few more could always be added to make them more relevant too.
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Offline X

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Re: Cv: accursed Seal Suggestion Thread
« Reply #32 on: August 16, 2011, 03:12:32 AM »
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I would also personally choose the CV64 version of watchtower over the LoD version. I think the LoD version added in pieces to the tune that were unnecessary as the piece itself was perfect as is. I don't know about anybody else but I can definitely noticed it when I listen to both versions.
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Offline Jorge D. Fuentes

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Re: Cv: accursed Seal Suggestion Thread
« Reply #33 on: August 16, 2011, 03:13:58 AM »
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I noticed.
The CV64 version uses a Chorus sample, while the LoD version uses Strings.  This is the most predominant change.
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Re: Cv: accursed Seal Suggestion Thread
« Reply #34 on: August 16, 2011, 08:43:18 AM »
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I had a really close look at the maps from both the US and JAP manuals of CV2 and updated them a bit to make the whole thing jive better. Judging from the approximate distances on the original maps I came up with about 7 new areas and  noticed that a lot of existing areas should be much bigger.

And about Denis Marsh looking like it should lead back to Berkeley; it should. It's right near by it on the map and I also noticed the forest to the south east of that mansion is called Denis Woods. If it were up to me I'd add a secret passage in Denis Marsh that allows access to a new basement area of Berkeley and an additional forest area connecting Denis Marsh to Denis Woods.

The area to the west of Jova, designated as Belasco Marsh is way the fuck to the north west, there should be a second long forest area between it and Jova.

Between Veros and Dabi's pass there should be a forest area.

There should be a long ferry ride between the Yuba Lake area and Rover Mansion. Maybe add an above ground entrance since the thing seems to be situated on an island in the middle of the lake.

The thing they call Uta Lower Road 1 & 2 are actually the northwestern river bank and a sort of ruined mountain fortress. There should probably be two actual cave areas to either side of this ruin, and for gods' sake put the crack-headed gypsy bitch at the top of the area in order for there to be a reason to go up there other than "ha ha you're stupid, there's nothing here".

The tornado is stupid, replace it with a secret entrance to a new cave area.

SO basically these are what the map should consist of minimum:

Town of Jova
Jova Woods 1
South Bridge
Veros Woods 1
Veros Woods 2 -it would make sense if this had an alternate path to Denis Woods 1-
Berkeley Mansion
Town of Veros
Veros Woods 3
Denis Woods 1
Denis Woods 2
Dabi's Path 1
Dabi's Path 2
Aljiba Woods 1
Tunnel to Yuba Lake
Yuba Lake Shore -crystal summons ferry dude-
Yuba Lake
Rover Mansion
Aljiba Woods 2
Town of Aljiba
Camilla Cemetary
Jova Woods 2
Belasco Marsh
Dead River 1
Dead River 2
Bram's Mansion
Dead River 4
Jam Wasteland South
Deborah Cliff South -might be a good idea to have the cliff face be it's own room-
Dead River 4
Town of Aldra
Sadam Wasteland 1 -renamed cause it uses the wasteland tileset, not the forest one-
Strigoii Cemetary -renamed cause it uses the cemetery tileset, not the graveyard one-
Sadam Wasteland 2 -renamed cause it uses the wasteland tileset, not the forest one-
Town of Ondol
Jam Wasteland North
Deborah Cliff North -might be a good idea to have the cliff face be it's own room-
Deborah Cave
Bathory Mansion -pretty obvious this is what they meant-
River Shore -formerly known as Uta Lower Road 1-
Uta Tunnel 1 -being under a river this cave could be designed with a lot of standing water pools like the Underground Cavern area in SotN-
Mountain Ruins -formerly known as Uta Lower Road 2-
Uta Tunnel 2
Devious Wasteland -obvious mistranslation, and also renamed for tileset-
Joma Marsh 1
Laruba Mansion
Joma Marsh 2 -leads back to Camilla Cemetery, but is one way only baring any new relics-
Wicked Ditch
Town of Doina
North Bridge
Dora Woods
East Bridge
Denis Marsh -secret paths should lead to new Berkeley Mansion basement, and new Denis Woods 2
Town of Yomi -formerly known as Ghoulash-
Vlad Graveyard
West Bridge
Castlevania -THIS SHOULD BE EXPANDED INTO A PROPER, if however small and ruined, CASTLE AFTER DRACULA'S REVIVAL-

Another thing that would make things more interesting is not having every room have only left and right exits. Since a lot of these areas have different orientations on the map they should have different way to enter them. For example, instead of Veros Woods 1 having a cave that leads to the town and a right exit to the second section; why not have a foreground town gate that lead to Veros Town and at the far right have a clearing in the background that works like a Mansion door. That way it shows that Veros Town is towards the south and Veros Woods 2 is towards the north in an obvious way that also breaks up the monotony of simply walking off screen. Another good example is the Entrance to Laruba Mansion. Since Joma Marsh 2 is towards the south west and Joma Marsh 1 is due west, it would be cool for the room to have the left exit go to Joma Marsh 1, The foreground exit can be on the left side for Joma Marsh 2, and the entrance to Laruna Mansion can be oriented as the right side exit.

As for Castlevania itself. Initially, it should be the same pathetic ruin that it was in the original with maybe a couple of minor, decrepit enemies lingering. After Dracula's revival the castle should revive as a half-formed mess. You could call it the Demon Castle Corpse and it could consist of some twisted mishmash of levels that combine some features from pairs of CV1 levels. That would make it shorter, but would allow for some really interesting new stage layouts. If you really wanted to get creative you could implement randomly generated levels or at least rooms chosen at random from a selection. I had this idea for a dynamic CV years ago, but haven't gotten to the point where I want to do it yet.
« Last Edit: August 16, 2011, 09:23:18 AM by Inccubus »
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Offline KaZudra

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Re: Cv: accursed Seal Suggestion Thread
« Reply #35 on: August 16, 2011, 06:30:41 PM »
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Castlevania -THIS SHOULD BE EXPANDED INTO A PROPER, if however small and ruined, CASTLE AFTER DRACULA'S REVIVAL-

Walk in Ruins, Just like Cv2, Fight Dracula Spectre, Depending on your completion of extra activities, Dracula Spectre Reveals to be a front to revive Dracula.
Last Area - Castlevania- Much like the metroidvanias consists of many areas, but as a twist, they are all floating and attached by chains.
your going through the reviving castle, fighting bosses in areas and working you way up to a NEW dracula battle.

ending that will give you best ending.

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Offline julianbelmontxx1

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Re: Cv: accursed Seal Suggestion Thread
« Reply #36 on: August 16, 2011, 08:47:33 PM »
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Walk in Ruins, Just like Cv2, Fight Dracula Spectre, Depending on your completion of extra activities, Dracula Spectre Reveals to be a front to revive Dracula.
Last Area - Castlevania- Much like the metroidvanias consists of many areas, but as a twist, they are all floating and attached by chains.
your going through the reviving castle, fighting bosses in areas and working you way up to a NEW dracula battle.

ending that will give you best ending.

that reviving castle concept sounds interesting.
suggestion:make simon able to run,that would make the game more versatile in my opinion.

Offline KaZudra

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Re: Cv: accursed Seal Suggestion Thread
« Reply #37 on: August 16, 2011, 09:30:44 PM »
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that reviving castle concept sounds interesting.
suggestion:make simon able to run,that would make the game more versatile in my opinion.

gonna do a Skyward sword bit where you can run for a set amount of time which can be upgraded, of course the bar regens much quicker than depleted but not as much where you can abuse it.

so instead of double tapping forward It'll be -> + RT or something for ease of evasion or quick travel on areas.

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Offline VladCT

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Re: Cv: accursed Seal Suggestion Thread
« Reply #38 on: August 16, 2011, 11:21:36 PM »
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Walk in Ruins, Just like Cv2, Fight Dracula Spectre, Depending on your completion of extra activities, Dracula Spectre Reveals to be a front to revive Dracula.
I'd suggest using Theme of Dracula from SCV4 for the Dracula Spectre fight, starting when you enter the underground shrine.
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Offline KaZudra

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Re: Cv: accursed Seal Suggestion Thread
« Reply #39 on: August 17, 2011, 02:08:58 AM »
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I'd like to say thx for the suggestions, I have taken them all into consideration.
Just to let guys know i am reading them all as they are posted so don't feel like I'm ignoring anyone.

I'm proud to announce that my Cv 2 remake will feature Vampires, and more that 1 or 2!

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Offline Inccubus

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Re: Cv: accursed Seal Suggestion Thread
« Reply #40 on: August 17, 2011, 04:19:47 AM »
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Cool, one of the things I liked about the N64 games was that there were minor vampires to fight, which I always thought was strange to not have in a game featuring Dracula as the big cheese.
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Offline KaZudra

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Re: Cv: accursed Seal Suggestion Thread
« Reply #41 on: August 19, 2011, 06:09:09 PM »
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Since everyone seems to Dig Classic and Chronicles Simon, how could I change Super Simon to make him more appealing?

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Offline X

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Re: Cv: accursed Seal Suggestion Thread
« Reply #42 on: August 19, 2011, 11:04:47 PM »
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Quote
I'd suggest using Theme of Dracula from SCV4 for the Dracula Spectre fight, starting when you enter the underground shrine.

Oh Hell Yeah! That is just freaky. Fighting a corps Dracula with this tune playing in the background is awesome!
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Offline KaZudra

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Re: Cv: accursed Seal Suggestion Thread
« Reply #43 on: August 20, 2011, 02:56:45 AM »
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Oh Hell Yeah! That is just freaky. Fighting a corps Dracula with this tune playing in the background is awesome!

I'm probably gonna use the original since the intro part Puts chills down my spine.

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Offline KaZudra

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Re: Cv: accursed Seal Suggestion Thread
« Reply #44 on: August 24, 2011, 04:59:14 AM »
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whilst  I rid of computer problems (which normally doesn't happen), I've got a few Ideas to Share.
Chronicles Style Simon Could have a MMX Zero like Feel and Control including 3 - 4 hit combo

Super Simon is Being edited for fan appeal, I'm looking at a Certain Chronicles concept art and gears are turning.

The Berkeley Mansion Will be Expanded, ALOT, this'll be a huge area when its done.

a new character, Simply called The Herald, would act as a cult ringleader to resurrect Dracula, also Members of the Crystal knights will play big roles.

The other Side will be an "Other World" will kinda have a Silent Hill effect, but based on Castle B (HoD), this , If Successful, could add horror to the game.

Simon himself is Cursed. It'l be represented as a glowing red root structured scar which grows and Glows brighter in Cutscenes (if any).

Due to the condition of the Curse, Simon Cannot use the Vampire Killer, after a few side quests you can rid his curse and gain the VK, Which can be upgraded to a Light Whip (strongest in game, can also kill red skeletons, Based on 4th upgrade in Bloodlines)

there will be plenty of stage puzzles to open up areas.

there will be a Doppelganger boss, If  Possible, his Whip will spill blood on the walls when he strikes.

One Area will have a Gallery, two Secret stages will be hidden there.

Following up on Tradition, I want to make Fuhma an Unlockable character after completing a secret stage.

I'm going to do some research on areas for inspiration for new content for the game.

There may be a 2 Layer map which utilize Front Facing Doors, and to add more content to small areas.

I beg you to leave suggestions and how you think of my Ideas. Its very vital to the project (though temporary on pause, it's still very much alive)

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