Level 5: Old <townname>
So the base idea here is borrowed slightly from Terry Pratchett's Discworld series (though it wouldn't surprise me if it's been used other places, too). The idea is that the town in this game has been built up so much that the old parts of the town have been literally buried underneath the new parts. This dungeon would be the old town. The dungeon entrance would be hidden in an empty house in the town (possibly in such a way that you have to have the Amulet to find it, if we're trying to force linearity). The Triforce piece (or equivalent) would actually be visible from the outside from the moment you first walked into town - a house with a boarded up door/no door and a window that reveals the plot coupon inside. The only way to get inside is from underneath - i.e. the dungeon.
As for the dungeon itself: possibly the most important thing is that I will be using the Game Boy version of the item, where you can pick up and throw things, in addition to pushing heavier things. Anyone who wants to take advantage of this fact may do so. The puzzles in this dungeon will involve block pushing puzzles, rock throwing puzzles, and the like. The basic layout I have in mind is as follows:
I also want to try and make a custom boss; my thought is a play on all those SMW custom bosses that are essentially "pick up the thing and throw it at the boss, oh man". The boss could spawn pick-up-able enemies (Goopas? Dunno yet, input appreciated) that you'd have to grab and throw at it in order to defeat the boss.
(This section will be updated with a more exact list as time progresses.)
Obviously, this is going to need two DMaps, one for each floor. Making the Power Glove do what I want it to do will also require four custom item slots, as well as graphics for the main character pulling, catching, and holding. There's also going to be some number of combos reserved for pick-up-able items, and a custom flag as well. If we want stuff to be under stuff that gets picked up, we need to use a custom enemy slot, as well as another for the boss and another for pick-up-able mooks.
I'd like to have custom graphics to work with here, though a palette swap with whatever we use for the standard town would probably work just fine.
Edit 05/28/13: I've been sketching out some layout ideas. It's still incomplete, though.
Edit 05/29/13: Basic layout is complete.
Edit 05/31/13: After some wrestling with the graphics importer on ZC, I'm finally making some headway. Proof of concept for a sewer screen:
So yeah. That's my idea. Any feedback would be greatly appreciated! In particular, I'm a little worried that the concept might be too similar to Moosh/Nabe's dungeon, Shoe's Zone. Which is doubly unfortunate, because that's the very next dungeon in the sequence. Hopefully it won't conflict too much, with that one being more workshop-turned-extradimensional-void and this one being more buried city.