After seeing the way objects appear when triggered, I immediately thought of a "sword in the stone" scenario, and what better way to portray this than through a Zelda-inspired level. I started out just testing the editor, but ended up adding a lot more (and spending more time) than intended. There are only a few enemies, and they are in the first area, so this is more of an interactive environment I guess?
Hopefully this brings back memories. Not sure if I'll add more to this later or not. All criticism welcome. Enjoy :D
PS: Find Navi :)
I experimented with timed structures and tried to direct the player near the end. Try to avoid the hole until you see the arrow. I'm afraid people may get stuck behind the timed structure when the enemies come. Let me know how your play-through went.
I really admire the quality control endorsed by the lexaloffle company. Its my inspiration! I recommend checking out the free games (Alien Artifact is great!) and jaspers journeys, swarm racer 3000 and cat cat watermelon. Just incase your brain was exploding with all the voxel madness then 2d Pixels are like a nice cosy book by the fire. Glad lexaloffle is finally getting the recognition it deserves! Three cheers for ZEP !
HIP HIP HOORAY!
(this is not a level, im just not sure how to take a screenshot from within voxtron yet)

Greetings, this has been renamed from 'Stone Greaves Lair', which was only supposed to be one room of many. But, all rooms are uploaded, thus the wrong name. I am a 3D modeler/TD, using Maya and zBrush, and Voxatron is absorbing my life.
This adventure consists of multiple regions, all of which you are able to return to at any time. There are two 256x256 dungeons, I've made the entrances a little more overt, but you'll still have to find them(does not require killing enemies to find/open). They are beatable, though challenging, I've had people playtest them while I watch. I have used three stock items: the red flower, tree, and small mushroom. Everything else was hand made. There is a lot of detail and effort put in.
Because of the eventual length of the adventure I am posting it in the Finished section. This is a WIP, but I'm only uploading in large chunks, requiring at least one dungeon and supporting regions per update. There is a high level of polish, everything works correctly, and I'm told I should post it.

http://www.youtube.com/watch?v=5nTYhyUq_1Q&feature=related
He's giving the game away, which really isn't fair on those of us who paid for it. Just thought I'd let you know.

You can bounce projectiles with sword. Perhaps not so obscure, but I haven't seen a room based on this ! Using the _dojo feature you could make a room where ranged weapons are not available, and all enemies are on the other side of a pool of lava. The passage appears once all enemies die.
Triple shot fires only two projectiles. Sad, but true ;-). It alternates between "left and middle" and "right and middle", a bit like Mancubus in DooM II. I also tested it on a minotaur. Without Triple, it took 25 shots. With Triple, it took 12. So there you have it, it's just as fake as Quad Damage in Quake 3 (which only triples damage).






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