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Old 03-01-2009, 07:23 PM
Pheonix1025 Pheonix1025 is a male United States Pheonix1025 is offline
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Ideas For Future Temples

Any ideas for temples? Include the name of the temple, the types of enemies found in it. Maybe describe the temple such as features, the way it looks and/or the weapon found in it.

My idea,
An insect temple (I think I posted this idea somewhere else) that is alive and you have to kill it. The inside would look like a Aztec or Mayan temple. It would look creepy with webs and green poisonous gunk everywhere that you can't walk through until you get a magic belt or something that lets you walk through it. The belt also help you get to the middle boss which lets you get the weapon. (For a description of my middle boss idea see my post in Future Bosses Section). There would be big bug creatures everywhere like scorpions and spiders.
That is my idea. Post any ideas.
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Old 03-01-2009, 09:47 PM
franky-du franky-du is a male Canada franky-du is offline
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Re: Ideas For Future Temples

I'd like to see a type of tower temple and it would be like the cave of ordeal in TP instead it’s a tower and you get like a weapons when you reach the top.
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Old 03-01-2009, 10:52 PM
The Great Panda The Great Panda is a male Norway The Great Panda is offline
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Re: Ideas For Future Temples

I've always liked the idea of a water dungeon that was set out at sea. My idea was that the dungeon was basically a large coral reef around a small island with numerous wrecked ships surrounding it. To top it all off, the area is in the midst of a monsoon.

The boss of this particular dungeon is a monolithic whale-like monster, similar to this. I haven't worked out the exact details on the monster's origin, but the fight is incredibly challenging as you climb all over it looking for weak spots and as it literally changes the battlefield in its attempts to kill you.


My second idea is for the game's "horror dungeon." It is an ancient Royal prison that has since succumbed to the demons within. It's dark and dank, and most everything is obscured by shadow. To make matters worse, it plays with your head: while inside, you can hear the screams of tortured people trapped inside, as well as the far off sound of doors opening and closing. Not only that, but many rooms contain instruments of torture, and around them are puddles of blood.

The enemies of this dungeon include your typical zombie, Stalfos, moblins, and demons. I have not worked out the boss for this dungeon, unfortunately.
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Old 03-02-2009, 01:36 PM
MrsBonJovi MrsBonJovi is a female Canada MrsBonJovi is offline
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Re: Ideas For Future Temples

Quote:
Originally Posted by The Great Panda View Post
My second idea is for the game's "horror dungeon." It is an ancient Royal prison that has since succumbed to the demons within. It's dark and dank, and most everything is obscured by shadow. To make matters worse, it plays with your head: while inside, you can hear the screams of tortured people trapped inside, as well as the far off sound of doors opening and closing. Not only that, but many rooms contain instruments of torture, and around them are puddles of blood.

The enemies of this dungeon include your typical zombie, Stalfos, moblins, and demons. I have not worked out the boss for this dungeon, unfortunately.
This is something i've always wanted. I'm all about the horror! I'm basically thinking Shadow Temple on steroids.
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Old 03-02-2009, 01:42 PM
zoraprince zoraprince is a male Austria zoraprince is offline
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Re: Ideas For Future Temples

a temple like in indiana jones(traps, rolling rocks and such)
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Old 03-02-2009, 01:53 PM
The Goron Moron The Goron Moron is a female Canada The Goron Moron is offline
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Re: Ideas For Future Temples

I wouldn't mind seeing a thunder temple or somethihng....

Zelda has pretty much used every element except thunder.
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Old 03-02-2009, 02:39 PM
Erikson Erikson is a male Canada Erikson is offline
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Re: Ideas For Future Temples

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Originally Posted by zoraprince View Post
a temple like in indiana jones(traps, rolling rocks and such)
I would say OoT's Fire Temple is like that.
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Old 03-02-2009, 03:25 PM
Bravo Bravo is a male Ireland Bravo is online now
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Re: Ideas For Future Temples

Here's one:

Labyrinth Dungeon
Once you enter, the door seals shut behind you and you have to complete it to be able to leave. Visually similar to a sewer or the Swamp Palace of ALttP (shallow water everywhere, grey stone walls, small lit torches on walls), with the rooms being mostly branching hallways in shape, and there are often deeper trenches where you have to dive down to get under a grating. There is however the occasional large open-plan room, with usually a miniboss to fight. The entire first floor is as described, with lower levels that are completely submerged and are accessed by diving. These submerged areas are long, meaing you have to solve whatever puzzle is down there and/or get the required item/key and resurface to move on. Curiously, every trap in the dungeon can be reset if you choose. The dungeon item is a pair of Pegasus Boots, which allow you to sprint in a straight line when the button is held, though if you sprint too much you fall and have to catch your breath.

When you reach the boss room, all torches go out and you get out your waterproof lantern (which Link got in a previous dungeon). The boss room is a narrow passage and the door does not lock behind you as it usually does. At the far end of the passage, two eyes light up and a gigantic snake, as wide as the passage, starts bearing down on you.

Giant Subterranean Serpent:
Nagiropa

Link's helper (like Navi or whatever) panics and tells you to run. When you leave the boss room, the true boss battle begins. The snake chases you throughout the now pitch-black dungeon, and you must damage it by resetting the traps to catch it. Each trap can only be used once, as the snake destroys it in frustration after being damaged. Each trap is required to finish it off. You must rely on memory as the pitch-dark doesn't let you see what's in each passage until you're practically on top of it. The Pegasus Boots are extremely useful, as the snake deals massive damage every time it gets you, and pursues you relentlessly.

Something like this:
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That's right up there with falling down a cliff on the Finality Scale of Deadness.
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Old 03-02-2009, 03:46 PM
Kankki1 Finland Kankki1 is offline
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Re: Ideas For Future Temples

Quote:
Originally Posted by Evilsbane View Post
Here's one:

Labyrinth Dungeon
Once you enter, the door seals shut behind you and you have to complete it to be able to leave. Visually similar to a sewer or the Swamp Palace of ALttP (shallow water everywhere, grey stone walls, small lit torches on walls), with the rooms being mostly branching hallways in shape, and there are often deeper trenches where you have to dive down to get under a grating. There is however the occasional large open-plan room, with usually a miniboss to fight. The entire first floor is as described, with lower levels that are completely submerged and are accessed by diving. These submerged areas are long, meaing you have to solve whatever puzzle is down there and/or get the required item/key and resurface to move on. Curiously, every trap in the dungeon can be reset if you choose. The dungeon item is a pair of Pegasus Boots, which allow you to sprint in a straight line when the button is held, though if you sprint too much you fall and have to catch your breath.

When you reach the boss room, all torches go out and you get out your waterproof lantern (which Link got in a previous dungeon). The boss room is a narrow passage and the door does not lock behind you as it usually does. At the far end of the passage, two eyes light up and a gigantic snake, as wide as the passage, starts bearing down on you. Link's helper (like Navi or whatever) panics and tells you to run. When you leave the boss room, the true boss battle begins. The snake chases you throughout the now pitch-black dungeon, and you must damage it by resetting the traps to catch it. Each trap can only be used once, as the snake destroys it in frustration after being damaged. Each trap is required to finish it off. You must rely on memory as the pitch-dark doesn't let you see what's in each passage until you're practically on top of it. The Pegasus Boots are extremely useful, as the snake deals massive damage every time it gets you, and pursues you relentlessly.
That's.... an awesome idea! I WANT THAT!
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Old 03-02-2009, 04:09 PM
Tess Tess is a female Canada Tess is offline
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Re: Ideas For Future Temples

Quote:
Originally Posted by Evilsbane View Post
Here's one:

Labyrinth Dungeon
Once you enter, the door seals shut behind you and you have to complete it to be able to leave. Visually similar to a sewer or the Swamp Palace of ALttP (shallow water everywhere, grey stone walls, small lit torches on walls), with the rooms being mostly branching hallways in shape, and there are often deeper trenches where you have to dive down to get under a grating. There is however the occasional large open-plan room, with usually a miniboss to fight. The entire first floor is as described, with lower levels that are completely submerged and are accessed by diving. These submerged areas are long, meaing you have to solve whatever puzzle is down there and/or get the required item/key and resurface to move on. Curiously, every trap in the dungeon can be reset if you choose. The dungeon item is a pair of Pegasus Boots, which allow you to sprint in a straight line when the button is held, though if you sprint too much you fall and have to catch your breath.

When you reach the boss room, all torches go out and you get out your waterproof lantern (which Link got in a previous dungeon). The boss room is a narrow passage and the door does not lock behind you as it usually does. At the far end of the passage, two eyes light up and a gigantic snake, as wide as the passage, starts bearing down on you. Link's helper (like Navi or whatever) panics and tells you to run. When you leave the boss room, the true boss battle begins. The snake chases you throughout the now pitch-black dungeon, and you must damage it by resetting the traps to catch it. Each trap can only be used once, as the snake destroys it in frustration after being damaged. Each trap is required to finish it off. You must rely on memory as the pitch-dark doesn't let you see what's in each passage until you're practically on top of it. The Pegasus Boots are extremely useful, as the snake deals massive damage every time it gets you, and pursues you relentlessly.

I LOVE THAT! I WANT THAT!
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Old 03-02-2009, 04:35 PM
Wrath of Pong Wrath of Pong is a male United States Wrath of Pong is offline
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Re: Ideas For Future Temples

My idea.
Citadel of the Celestials
This is basically a temple built by a long lost people (known to hylians only as the Celestials) possesing an extreamly high level of technology who vanished about 20,000 years before OOT. This temple relies heavily on changing gravity. By hitting switches you can select which way is up, truning a wall or cieling into a floor. You also can turn on small pedestals that either dissipate gravity for weightlessness (allowing you to float to unreachable places or fly over large gaps), or increase gravity to slow enemies (this also can affect you though, and would cause a similar affect to wearing the iron boots).

The item you recieve is the void summoner, which is able to creat portals on certain surfaces (it would work almost exactly like the gun in Portal but can stick to more types of surfaces and allows you to designate the size of the portal). This opens up new parts of the dungeon, and allows you to easily escape high gravity areas. The portals it fire can also exist through game loading zones, so you could put a portal in Castle Town and one in Kokiri Forest and it would take you there in seconds. It is still limited to only two openings at a time however. There is also an option to create a more general location portal that you wouldn't need to be there to make which would provide the game's warping function.

The boss would be a large creature chained to various machinary that covers that walls, cieling, and floor. This creater is infact what creates the gravity bending technology. When a switch is hit in the temple, the creature is forced to manipulate gravity to power that switches function. When it sees you, it immediatly puts on high gravity, slowing you to a crawl, and fires lighting bolts at you, and later creating black holes to try to trap you. You must create a portal under one of the 10 ton mechines lying around the chamber floor, and another above the boss, dropping it on it. When it is hit it falls over and gravity returns to normal, allowing you to run up and hack away with your sword. You then repeat this until it dies.
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Old 03-02-2009, 05:18 PM
Desert Colossus Desert Colossus is a male United States Desert Colossus is offline
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Re: Ideas For Future Temples

The ideas here are great! For future dungeons, I want some that have realistic interiors. For example a temple (or even a castle, fortress, or prison) dungeon that actually looks like a temple (or the other examples) on the inside but has hidden passageways within it as well.

I was also disappointed that OOS didn't have a 4-part dungeon, like you can only complete certain areas during certain seasons. Or certain areas could only be accessed during certain seasons, but some areas from previous seasons could be accessed to gain extra items, like Pieces of Heart. I thought that would have been cool.
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Old 03-02-2009, 05:20 PM
Charon Charon is a male United States Charon is offline
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Re: Ideas For Future Temples

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Originally Posted by Vamachara View Post
This is something i've always wanted. I'm all about the horror! I'm basically thinking Shadow Temple on steroids.
I second that. Shadow Temple was too kickass to not see again.
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Old 03-02-2009, 05:28 PM
Ashanark Ashanark is a male United States Ashanark is offline
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Re: Ideas For Future Temples

Evilsbane had a great idea there.

I thought an optional super-dungeon made up of mini-dungeons (each corresponding to a required temple entered so far) would be great. A huge dungeon that isn't required to beat. And it would give Link all sorts of extra stuff if he went to the time of passing it. there would be a water section, fire section, a section where Link only fights enemies, and so on. At the end Link would fight a powerful boss that gives him a Heart Container once beaten. And it would all be optional.

How about a temple that requires some sort of digging item to complete? One which is almost entirely underground tunnels filled with dirt that Link has to dig through.

Or there could be a dungeon that is built like a Coliseum. There would be a large, open-roofed arena in the center of the dungeon where most of the doors come from. In the middle of the arena is a large statue holding the story-related item Link's supposed to get. He finally gets the Big Key to enter the arena and get the object. The statue then breaks apart and reveals a huge monster, which is the boss.
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Old 03-02-2009, 06:49 PM
Bravo Bravo is a male Ireland Bravo is online now
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Re: Ideas For Future Temples

Quote:
Originally Posted by Ashanark View Post
Evilsbane had a great idea there.

I thought an optional super-dungeon made up of mini-dungeons (each corresponding to a required temple entered so far) would be great. A huge dungeon that isn't required to beat. And it would give Link all sorts of extra stuff if he went to the time of passing it. there would be a water section, fire section, a section where Link only fights enemies, and so on. At the end Link would fight a powerful boss that gives him a Heart Container once beaten. And it would all be optional.
Well they've had super-dungeons before (Ganon's Tower in TWW has four sections at the start based on the 4 dungeons), and they've had optional dungeons before (the colour-based dungeon in Link's Awakening DX), so it's workable.

Quote:
How about a temple that requires some sort of digging item to complete? One which is almost entirely underground tunnels filled with dirt that Link has to dig through.
Like the Fortress of Winds in TMC?

Quote:
Or there could be a dungeon that is built like a Coliseum. There would be a large, open-roofed arena in the center of the dungeon where most of the doors come from. In the middle of the arena is a large statue holding the story-related item Link's supposed to get. He finally gets the Big Key to enter the arena and get the object. The statue then breaks apart and reveals a huge monster, which is the boss.
Cool. How would the rest of the dungeon work?
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That's right up there with falling down a cliff on the Finality Scale of Deadness.
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Old 03-02-2009, 07:39 PM
TourianTourist TourianTourist is a male Germany TourianTourist is offline
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Re: Ideas For Future Temples

Quote:
Originally Posted by Pheonix1025 View Post
My idea,
An insect temple (I think I posted this idea somewhere else) that is alive and you have to kill it. The inside would look like a Aztec or Mayan temple. It would look creepy with webs and green poisonous gunk everywhere that you can't walk through
There is a dungeon like that in Tingle's Rupeeland, called the Insect Cavern. It features giant insects, which spread poison gas all over the dungeon. You have to kill them to proceed.

So, I suggest, go play this game. It's nice.
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Old 03-02-2009, 07:59 PM
Revo Revo is a male United States Revo is offline
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Re: Ideas For Future Temples

a wisdom temple maybe?
i don't know what it would be like though
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Old 03-03-2009, 07:20 PM
Bravo Bravo is a male Ireland Bravo is online now
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Re: Ideas For Future Temples

How about:

In a Wind Waker-style game, you sail the seas. Having upgraded your ship to handle fast currents, you venture further into the unknown and encounter a heavy storm. You awaken to find your ship disappeared, and you have washed up alone on:

Kren Isle
The dungeon is mostly open-air, and I'm envisioning a kind of Lost World-type aesthetic, all jungley and primordial with feral enemies like Dinalfos and Wolfos and Octoroks, with waterfalls and bays and plains that are connected similarly to the way Hyrule Field is interconnected in TP (though on a smaller scale). Many of the puzzles involve traversing the terrain (like crossing a gorge, but not just in your usual, simple, 'push over a large tree' way), but others involve caves scattered around the island, which are more like conventional dungeon fare. The caves have locked doors on the entrances and hints on how to find the key. Usually this will involve tracking specific wild animals who behave in different ways and require different methods to capture, each of which drops a key when defeated.

The dungeon item is a grappling hook which enables you to climb the central volcanic mountain. Climbing the mountain will involve scaling with your grappling hook, dodging falling boulders (á la Death Mountain in OoT) and weaving in and out of the mountain caves like Dragon Roost. When you reach the top, you jump down into the smoking volcano crater. You land on a large ledge overlooking a lava pit, and face off against the boss:

Forgotten Hunter King:
Odongo

Visually similar to Odolwa (though broader and with a more asian-looking mask), Odongo rides a fire-breathing Dodongo. You must use the standard technique of throwing bombs into the Dodongo's mouth (while not getting knocked into the lava which deals massive damage), however this just stuns it. While it's immobile, you use the grappling hook on metal hooks sticking out of the walls to swing onto its back. The Dodongo gets up and starts running around, trying to shake you off. You must attack Odongo while avoiding being shaken off. You can use the Grappling Hook to hold onto Odongo when the Dodongo thrashes extra hard. If you get thrown, you must stun the Dodongo again.

Once Odongo is defeated, the Dodongo flies into a rage, spewing fire everywhere and stomping the ground. This makes the volcano active, shaking the whole crater, creating a makeshift staircase of sorts and starting a timer. You must escape the crater, climbing rocks and using the Grappling Hook, before time runs out and the volcano erupts. When you escape, you're shown a brief cutscene of the Dodongo, hot on your tail, not making it out in time and getting fried. You collect your piece of heart and whatever macguffin you're collecting, and your ship finally shows up.
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That's right up there with falling down a cliff on the Finality Scale of Deadness.
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Old 03-04-2009, 02:17 AM
trimph forks trimph forks is a female United States trimph forks is offline
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I've got one, for TGM:

The Lightning Temple
This temple is a tall tower, so tall that from the bottom you can't even see the top. It's made of a light gray stone. It has ten (yes, ten) floors, all of which are above ground. In other words, no B floors.

As you advance through the temple, you see odd markings that look like designs at first: two squares, not too small, on the walls and ceilings. You also see what look like mining carts. You can get in the carts, but they don't move. There is also a suspicious lack of track for the carts to move on.

At the fifth floor, you find that there are no stairs to advance to the next floor. On this floor, you find a room that you can't get out of. You then have to defeat a new enemy, your first Darknut.

After the Darknut is defeated, a large treasure chest appears. In the chest you find... the Electric Gloves! Danana NAAA! These gloves bring the power of electricity to specially-designed switches on the walls and ceilings, which bring power to those mining cart-like things. The carts then move from floor to floor. Link suddenly spots a cart on the far side of the room. On a wall there is a pair of squares. You get in the cart and put on your new Electric Gloves. From there you aim for the squares. A yellow signal like the one for the Grappling Hook in The Wind Waker appears when you've aimed correctly, and bolts of lightning shoot at the squares. The cart takes you up through the wall to level six.

Boss: Monstroelectros
This guy is basically a humanoid giant. It can pass through the ceiling like the carts, making the boss room three stories high, ceilings and all. Its weak spot is its forehead, which isn't very easy to get to.

In order to defeat it, you must first stun it by shooting it in the shoulders (both of them) with your handy dandy boomerang, (aquired [sp?] in a previous dungeon) which, mind you, can only target one thing at a time. Of course, that creature is going to be shooting you with bolts of lightning, and the shoulders will be moving... from the second to third boss-floors.

After stunning sufficiently, you have to get to the third floor to shoot an arrow at the creature's forehead. Monstroelectros will promptly fall to the first boss-floor, so you'll need to get down there to whack it with your sword pretty quickly, before it gets up again. Being LoZ, you'll have to go through this entire process three times.

He heh, three items needed for a boss fight, PLUS the Master Sword! Muahahahaha!
So that's my temple. I hope you ike it, especially you, TGM.

*Falls asleep from excessive use of brain*
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Old 03-04-2009, 02:26 AM
BlueLink7 BlueLink7 is a male Australia BlueLink7 is offline
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Re: Ideas For Future Temples

I was thinking maybe like an illusion temple with all illusion puzzles and traps.
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