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Adventure A Terraria Adventure: The Legend of Zelda - Two Worlds

IronTsunami

Skeletron
We really want to avoid adding rules players have to enforce on them selves, as a lot of players won't follow them or will bend them. Ideally it would be good to have some direct indication of what chests you have visited but it is not a big problem, any noteworthy chest would be behind a challenge which would be memorable enough. A rule change allowing players to mine chests comes with many risks and problems and would not be worth it.

Thank you very much for your suggestion though, it is definitely something I'll discuss with the other two map makers as we work on our new ones.
Alternatively you could have a switch of some kind around each chest that lights up a torch to show you've been there.
 
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IronTsunami

Skeletron
I don't normally double-post but I think this should be a new post.

First off, I really enjoyed this map. It was open enough to where you can freely choose what to do instead of it holding your hand through where you were suppose to go, but it was closed enough to where you didn't truly get lost either. The puzzles were great. The unique ways you use certain items and mechanics is brilliant.

I loved the way each item could be used to obtain a better reforged version of that item, or, in the case of the sword, getting a new one. Getting the Mana Crystal as the staff "upgrade" was also a nice touch.

You definitely included more than enough to be able to complete the game. Lots of cannons, arrows, boss summoning items, even an amazing amount of potions. I went back with my main character after completing the map just to collect items (Slime Crowns and Guide Voodoo Dolls ftw! =D)

On that note, I did find one thing that may be an issue. There's some lever that re-locks the entrance to the boss room of the Jungle Temple. I don't exactly know what ends up locking it after you get to that room, but I don't think the switch to initially unlock it is anywhere near the opening. I spent time roaming around the Jungle Temple trying to find the switch that opens it again before finally just using the Rod of Discord to get the remaining Slime Crowns. This could possibly lead to someone dying during the boss fight and not being able to get back into the room.


I don't know if it is a problem with the way the map is made or if you can even do anything to control it, but the map is very off from the normal map scroll background. It's not a huge issue, but it does make the map a little more annoying to look at sometimes.

I noticed you guys are working on a new adventure map and I'm really looking forward to it. You mentioned it's not a LoZ-based map, and I'm fine with that. But I do want to say that I really hope you end up doing another LoZ map. In fact, I think a sequel to this one would be amazing. The character could continue off with the items you've received from this map. The player could find Life Fruits instead of Heart Crystals to end up with 500 total hp, tinked upgrades to the accessories, and obviously better armor and weapons to deal with hardmode enemies. Just something to think about.

One final suggestion. The places where you pick up the map and compass in each dungeon. The lightning in some places is horrible. Perhaps there could be a switch next to those chests that light up some more torches to make vision easier. It would give finding the map and compass a bit more meaning.
 

Clara

Terrarian
I don't normally double-post but I think this should be a new post.

First off, I really enjoyed this map. It was open enough to where you can freely choose what to do instead of it holding your hand through where you were suppose to go, but it was closed enough to where you didn't truly get lost either. The puzzles were great. The unique ways you use certain items and mechanics is brilliant.

I loved the way each item could be used to obtain a better reforged version of that item, or, in the case of the sword, getting a new one. Getting the Mana Crystal as the staff "upgrade" was also a nice touch.

You definitely included more than enough to be able to complete the game. Lots of cannons, arrows, boss summoning items, even an amazing amount of potions. I went back with my main character after completing the map just to collect items (Slime Crowns and Guide Voodoo Dolls ftw! =D)

On that note, I did find one thing that may be an issue. There's some lever that re-locks the entrance to the boss room of the Jungle Temple. I don't exactly know what ends up locking it after you get to that room, but I don't think the switch to initially unlock it is anywhere near the opening. I spent time roaming around the Jungle Temple trying to find the switch that opens it again before finally just using the Rod of Discord to get the remaining Slime Crowns. This could possibly lead to someone dying during the boss fight and not being able to get back into the room.


I don't know if it is a problem with the way the map is made or if you can even do anything to control it, but the map is very off from the normal map scroll background. It's not a huge issue, but it does make the map a little more annoying to look at sometimes.

I noticed you guys are working on a new adventure map and I'm really looking forward to it. You mentioned it's not a LoZ-based map, and I'm fine with that. But I do want to say that I really hope you end up doing another LoZ map. In fact, I think a sequel to this one would be amazing. The character could continue off with the items you've received from this map. The player could find Life Fruits instead of Heart Crystals to end up with 500 total hp, tinked upgrades to the accessories, and obviously better armor and weapons to deal with hardmode enemies. Just something to think about.

One final suggestion. The places where you pick up the map and compass in each dungeon. The lightning in some places is horrible. Perhaps there could be a switch next to those chests that light up some more torches to make vision easier. It would give finding the map and compass a bit more meaning.
Thanks for your comment.

For the Jungle Boss the entrance closes the same time the exit opens, which happens at the end of the fight. There is a switch right next to the entrance of the room which changes both of these, opening the entrance and closing the exit, so you are forced to beat the boss even if you die. The switch could be made more obvious, I don't think there is any lighting next to it.

The map issues come from creating a custom map in TEdit with a different size, surface and cavern levels, there is not much we can do about it without redesigning large portions of the map.

It would be good to have a direct sequel, but forcing players to use characters from another map would stop most people from playing it, most people who have already played the map will of deleted their character, and anyone new will be forced to play the first one. With a completely new map people will be able to choose which map they want to play, also we have a lot more freedom with what we can do in the map if we don't limit ourselves to do a Zelda themed map again, especially if it's meant to be a direct sequel of another map.

We have already built 90% of our next map, though like the first map it will go through a lot of testing and refinement. It was originally planned to be released for 1.3 but we have been a lot faster than expected, we do have a small amount of plans for a third map in 1.3 though, which will most likely not be Zelda themed. I have no idea what we will do after that.

With the map and compass, some of them were placed quite late into making the dungeon and are not in good positions, considering they are a bonus/easter egg that don't do anything it hardly matters but I don't really like where some of them are placed. In fact the bigger problem is that most people don't realise they are a reference to Zelda games and get confused by them, which is ironic considering the trifold map prevents confusion in game.
 

IronTsunami

Skeletron
Thanks for your comment.

For the Jungle Boss the entrance closes the same time the exit opens, which happens at the end of the fight. There is a switch right next to the entrance of the room which changes both of these, opening the entrance and closing the exit, so you are forced to beat the boss even if you die. The switch could be made more obvious, I don't think there is any lighting next to it.
Sorry, I should've been more specific. The one directly above the boss room has a switch on the wall that does effect the opening and the exit. I was referring to the blocks right before you repel down the rope into the boss room. There's like 6 or so in a vertical line right in front of the rope that relocked and I've absolutely no idea what controls it.
It would be good to have a direct sequel, but forcing players to use characters from another map would stop most people from playing it, most people who have already played the map will of deleted their character, and anyone new will be forced to play the first one. With a completely new map people will be able to choose which map they want to play, also we have a lot more freedom with what we can do in the map if we don't limit ourselves to do a Zelda themed map again, especially if it's meant to be a direct sequel of another map.
The one thing you could do so they don't absolutely have to play the first map is provide them with the same items you can get in the original map right from the start, so they can technically make a new character and still have everything as though they just finished the first. The one underlying factor is they wouldn't get all the upgraded versions. You know, if you ever feel like making a sequel. :dryadtongue:
 

Clara

Terrarian
Sorry, I should've been more specific. The one directly above the boss room has a switch on the wall that does effect the opening and the exit. I was referring to the blocks right before you repel down the rope into the boss room. There's like 6 or so in a vertical line right in front of the rope that relocked and I've absolutely no idea what controls it.

The one thing you could do so they don't absolutely have to play the first map is provide them with the same items you can get in the original map right from the start, so they can technically make a new character and still have everything as though they just finished the first. The one underlying factor is they wouldn't get all the upgraded versions. You know, if you ever feel like making a sequel. :dryadtongue:
Oh right I didn't even know those existed or why they are they for. Looking at the wiring it is only connected to the teleporter you use to exit the area after you get the items after defeating the boss. I have no idea how that would be activated without defeating the boss, unless you forget to take the items. It does seem pointless, perhaps there's a good reason for them, I'll have to ask the other two, it looks like something mbran did.

Certainly, we would have to add some basic starting gear if we did a sequel map like that. Would be something cool to do if we had lots of time and nothing else to do, but I really doubt we will, I think we'd all prefer to make something separate from this map.
 

Azu

Retinazer
I cannot for the life of me find out what to do after aquiring the cobalt shield, did i miss something?
 

Clara

Terrarian
I cannot for the life of me find out what to do after aquiring the cobalt shield, did i miss something?
Considering you got the cobalt shield, did you complete the three dungeons? If so you will be able to progress by going down the well just right of the spawn of the map.
 

GoldenTerrabyte

Duke Fishron
I think I either broke something here or something was just missing, but I had to go to another map I had to get a stoneblock to even beable to continue here, I even watched pedguins video to see if maybe I was supposed to do something else first but nope, There was just a random silt block missing for no reason next to where the arrow is http://i.imgur.com/sACCPzS.png

Great map so far, Love it.
I had this same problem happen to me but on the other side, so I did the same thing

Anyway, I just got to the fourth dungeon, but I died and accidentally ended up far away, I forgot to set my spawn. :p

I'd say this is the best adventure map I've ever done, but it's the ONLY adventure map I've ever done, so I can't really say that.;)
 
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Azu

Retinazer
That was AMAZING i just finished it and it was awesome! The puzzles, the bosses EVERYTHING!:eek:
 

Wings

Terrarian
Welp, I just finished it today myself, and I've gotta say, that was brilliant! The only bad thing about the map was that it was only four main dungeons hahaha. I loved every moment of it! Just a quick question though... what's the max amount of health you can get to? By the time I got to the wall of flesh, I had 320 if I remember correctly.
 

Clara

Terrarian
Welp, I just finished it today myself, and I've gotta say, that was brilliant! The only bad thing about the map was that it was only four main dungeons hahaha. I loved every moment of it! Just a quick question though... what's the max amount of health you can get to? By the time I got to the wall of flesh, I had 320 if I remember correctly.
Thank you, the max amount of HP you can get is 400.
 

Novate

Terrarian
Hmm.
Been awhile since I've played and I got the urge to try some :red: and this looked interesting.
I think I spent like 20mins on getting claw and flippers and finishing up the rest of that stuff...

AND 2 HOURS+ (literal) trying to find the hermes boots rofl.
Seriously though make that gold chest room like 4x bigger and grander I skipped over it while marveling at the rest detail of the map cause it didn't stand out enough......... Somehow ;p
Somehow double popped the trigger and got a whoopie cushion... 2hrs searching trolled by chest hrrgh.

2015-04-18_00006.jpg
^ stood inside the tree next to this switch then walked right. Did I just derp myself? *reloads*
I did this twice cause I'm that good. (move the switch out of range from someone standing inside tree?)
I am not actually sure if I am actually derped here 2 many switches and I'm done tree hugging.
Then went on to lose an enchanted sword in my inventory for another 30mins TT

2015-04-18_00008.jpg
^ Oh we don't get Free Heals or Chests in our respawn anymore? I see how it is.
Not really needed just found it interesting to see a deviation from the 'standard' bed spawns littered around the map.
Only reason I thought about this was because of the amazing plot twist to the main story down the bottom vvvv.

2015-04-18_00007.jpg
*glub* *glub* *glub* *glub* *glub* *glub* *glub*
(screw swimming around ima hit this through the wall)

2015-04-18_00001.jpg
^ Doesn't really matter but if you go the claw way at the meteor head area you can shortcut down to the hermes area by freefalling and double tapping this teleporter.
Assuming you land on a pinhead you can't see while dodging meteor heads.
(put a roof on it?)

2015-04-18_00002.jpg
For some reason earlier in my playthrough I was very happy about making this jump first pop.
Couldn't reproduce. Then proceeded getting lost for 2hrs.

2015-04-18_00009.jpg 2015-04-18_00010.jpg
Wall of flesh got sick of waiting for me and left on a honey moon with Zelda.
FML.

*roll credits*
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Anywho...
Very detailed map (almost to a fault) that one can easily spend a good amount of time playing.
Enjoyed quite a few parts though nothing I haven't really seen before.
Thought the pacing of some areas were a bit off like I get it, it's a ball O' hurt killing a cob web AGAIN.

No seriously though I liked the map.

edit:
420 health, well played buff potion.
 
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Hey dude, very nice map. Having fun with this character here:
ToviLink.jpg

Don't worry, the Fishron Wings and Mythril Helmet are both in the vanity slot. Same goes for the claws. I just wanted my character to be one of my characters (this one:
Tovi.jpg
) cosplaying as the Hero of Time.
 
A little feedback. I liked the map overall but there was one little big thing that nearly ruined the experience for me. Just one thing. Wall jumping from wall to wall. That there, felt needlessly difficult but it's not your fault.
 
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