DT3 - raocow and the game that ended

this is the place where lps are being talked about. it's important to talk about games being played on the internet.
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Re: DT3 - raocow and overcoming Zeldaverse

Post by Count Mohawk »

Zephyr, if you're gonna be running this thread you should remember to periodically update the thread title. It doesn't update itself, you know!
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Re: DT3 - raocow and overcoming Marioverse

Post by Sebby19 »

Why does updating the title thread have to be a thing anyways? I don't get the appeal. And when did that start, anyways? Wasn't always like that.
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Re: DT3 - raocow and overcoming Marioverse

Post by Grounder »

It's fun, and it lets people who haven't caught on to rao's time schedule know that hey, there's a new video.

You're pretty much the only one that's made a rao LP thread that doesn't do it, Sebby.

That comes to mind, anyway.
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Re: DT3 - raocow and overcoming Marioverse

Post by Dragooner »

Btw, is there a reason why Claire can't

dash backwards while walking

?

And yeah, next temple is probably my most hated area for now.
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Re: DT3 - raocow and overcoming Marioverse

Post by Grounder »

Dragooner wrote:Btw, is there a reason why Claire can't

dash backwards while walking

?

And yeah, next temple is probably my most hated area for now.
Just wait until you get to the last temple.
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Re: DT3 - raocow and overcoming Marioverse

Post by SAJewers »

Is that the one

with the moving water that caused me to give up for a few months? That'll be a fun episode or few.

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Re: DT3 - raocow and overcoming Marioverse

Post by WhattayaBrian »

SAJewers wrote:Is that the one

with the moving water that caused me to give up for a few months? That'll be a fun episode or few.

I assume he's being coy about endgame stuff. There is a temple, and it is monstrous.

If you read this post and thought "Wow, what a swell guy, I sure would like to hear his voice and also watch videogames?" then do I have a link for you.

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Re: DT3 - raocow and overcoming Marioverse

Post by Grounder »

Hey there everyone, this is raocow playing Distorted TraVVVVVVesty.
SAJewers wrote:Is that the one

with the moving water that caused me to give up for a few months? That'll be a fun episode or few.

Yeeahhhhh
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Re: DT3 - raocow and overcoming Marioverse

Post by SAJewers »

>learns that arrows one-shot octoroks

>proceeds to continue killing them with a sword only, and complains when he starts having issues.
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Re: DT3 - raocow and overcoming Marioverse

Post by bbbrrr_it_cold »

Now that we're here, I want to say that I absolutely love this temple. It is just so damn clever with how it is designed and I appreciated that so much even after having to play most of it twice due to quitting without saving like a dumb. In fact, I think I appreciated it even more the second time because of how I was able to get through it much more quickly without feeling like I was cheating it.
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Re: DT3 - raocow and overcoming Zeldaverse

Post by Plutia »

this temple is pretty cool haha
gate 2 is really nice overall
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Re: DT3 - raocow and overcoming Marioverse

Post by Stink Terios »

Yup! This temple perfectly encapsulates the feeling and gameplay of a 3D Zelda Dungeon.

No wonder it's so boring and time-consuming! Also I really dislike the Forest Temple music. Or rather, all OoT temple music.
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Re: DT3 - raocow and overcoming Marioverse

Post by Telamon »

I, too, am super digging this level.
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Re: DT3 - raocow and overcoming Marioverse

Post by Zephyr_DragonLord »

Argggh... you forgot to scan the Skull balls, raocow! Other than that, you played really well!

Yeah, this does seem to be really well designed. Reminds me a bit of Ocarina of Time. ...Which means I would get lost in this structure, too! But it's merciful is that it's hard to get lost within rooms. That is a thankful departure from the 3D Zeldas of late, and probably my biggest beef with Skyward Sword.

I think people are secretly yearning for a 2D Zelda game. Link Between Worlds' positive reception supports this hypothesis... Maybe it's time for a Zelda III.....
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Re: DT3 - raocow and overcoming Marioverse

Post by Grounder »

rao scanned them in the desert temple dude
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Re: DT3 - raocow and overcoming Marioverse

Post by Sebby19 »

Didn't scan the floating heads of the boss, though.
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Re: DT3 - raocow and overcoming Marioverse

Post by pholtos »

Zephyr_DragonLord wrote:I think people are secretly yearning for a 2D Zelda game. Link Between Worlds' positive reception supports this hypothesis... Maybe it's time for a Zelda III.....
Although I completely agree with you they'd have to get away from the dumb formula of "dungeon item -> damage boss with dungeon item -> combo til boss recovers -> repeat"
Cause seriously.

I do feel like Zelda just feels better in the top down perspective rather than the 3D style.

Also isn't LTTP Zelda 3 or am I missing something.
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Re: DT3 - raocow and overcoming Marioverse

Post by Sebby19 »

Maybe he meant something like another Zelda II game.

I'm surprised the first two Zelda never got a 'All-Star' treatment like the first 4 Mario games did.
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Re: DT3 - raocow and overcoming Marioverse

Post by Alice »

SAJewers wrote:>learns that arrows one-shot octoroks

>proceeds to continue killing them with a sword only, and complains when he starts having issues.
You're expecting raocow to be logical in a game like this? If only he'd actually realize just how freaking useful the arrows with the piercing accessory actually are though. He'd save himself a shit load of trouble.

Also I like how he said the temple is confusing but struggled even less than I did (which wasn't very much other than orienting myself in each room after flipping it the first time and figuring out that the crystals only flipped the current room) up to the point he's at. It's actually only after this point that it starts to get a bit complicated at points. Zephyr actually did a pretty good job of laying things out in a way that seemed pretty intuitive in my opinion.
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Re: DT3 - raocow and no death runs

Post by ZephyrBurst »

Creation of this dungeon was... something.
Every time I made a slight change, it broke previous paths or made something way too accessible either early on or in the last part of it. Iterating on it was actually really enjoyable though.
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Re: DT3 - raocow and no death runs

Post by RobinLSL »

raocow doing a fine job not getting lost on this temple. I do enjoy how he almost killed himself quite a few times out of pure refusal of using arrows.
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Re: DT3 - raocow and no death runs

Post by Dragooner »

I remember searching for the bombs and when i finally got something that looked like bombs, it was a freaking upgrade to bombs...i raged very hard in this temple and was glad later that i've gotten every item in there. That 2nd key in particular, i just couldn't find it Q_Q.

Srsly, the

water

temple was 5 times easier for me.
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Re: DT3 - raocow and no death runs

Post by Validon98 »

For raocow's benefit, because I don't remember when the game tells you this, but you CAN jump higher with what you already have.

Being in the blast radius of a bomb causes your feet to smoke, which increases your jump height for one jump.
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Re: DT3 - raocow and no death runs

Post by Grounder »

I BET YOU'D LIKE TO HAVE MORE BOMBS.
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: DT3 - raocow and no death runs

Post by ano0maly »

I have a bit of catching up to do, but I'll just comment about today's video first.

First of all, it was amusing to see raocow use the bomb exploit solution to solve Dylan's puzzle. I did the same thing in my first attempt at it. After I learned of the intended solution, I made a diagram representing the rooms:

[attachment=0]Forest Palace Diagram.png[/attachment]

For this diagram, "needs red" and "needs blue" mean that the switch blocks of the respective color need to be solid and thus the other color blocks transparent. "A" is the original room whereas "B" is the flipped variant.


One important thing to remember is that you can flip the rooms around before you go see Dylan in the room with the barrier, but you can't change your configurations afterwards. The solution is this:

set all rooms to B, enter room 6 (the one next to where you first met Dylan) and flip that room to A before going to see Dylan. If you have 2 and 4 set to B but 6 is set to A, then set 2 to A first, flip 6 to B, and then set 2 back to B before reverting 6 to A.



Stalfos is an example of a more advanced and complex enemy. Watch the movement/attack behaviors for enemies like these, and do note that such enemies may have their resists to weapons change depending on what actions they're taking. You're going to face off more duel-based situations where you need to analyze how the enemy reacts to what you do, and in turn understand how you should react to that.

I think it's astonishing that despite all the time spent with flailing around you actually managed to clear the puzzle with an exploit and progress forward.
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