AlexanderStarship
Steampunker
Hello, my name is Alexander.
I play on PC, my Steam is Steam Community :: AlexanderStarship
Download link: Steam Workshop::Castlevania: Symphony of the Night (Journey Mode) Please download, like, subscribe, comment, and share everywhere.
Everything below this is outdated.
Here is a collection of screenshots of the castle:
Alucard Pixel Art made by my friend Ghost-Slime.
If you'd like to lend a hand, your name will be included in any and all publictations as well as within the map itself. I can host a server on steam for interested parties to help build and/or wire in real time, and once the map is complete, a free download will be available to the public and gifted to those who helped.
Some Machine Designs inside the Castle:
1.
2. Clocktower Puzzle lock. In the game it requires Alucard to hit Gears in the wall in a specific order, like a combination lock. I put a series of switches that turn parts of the combo lock on or off (actuated blocks).
3.
In the game, when Alucard approachs, the water from the fountain turns from blue to blood red then when we walks away from it, it returns to blue.
4. Granfaloon Boss fight
It's designed to simulate the Granfaloon Boss fight.
It spawns and drops different enemies from the ceiling down onto the player, in different waves, it lasts a good while. Something like 1 or 2 minutes of carnage. After the waves are over, an explosion will blow a hole in the ceiling, destroy some Crimson Hearts (to summon the brain of Cthulhu), and shower some coins down on the player. It is disabled at the moment but have tested before and it works.
5.
6.
Works in Progress:
1. Working clock in the center of the castle. The 16x16 room design of the actual game limits how ellaborate a clock I can make within the space allotted in Terraria. If I could squeeze an actual analogue clock face into the small space available it could only show perhaps the noon/mightnight, 3 o'clock, 6 o'clock, and 9 o'clock hands. Space for wiring/machinery is also somewhat limited in that area, so nothing too grandiose. I'm thinking I'll have to settle for a simple digital clock display instead, which saddens me greatly. There are two statues above the clock, on the left and right. The left side statue moves away revealing a secret passage into another area every 60 seconds. I can do this simply enough with timers. The right side statue only moves away when Alucard uses the Stop-Watch subitem in the clockroom. This may require a Gem to activate.
Bonus Content:
7. Custom Lighting. Replicating Symphony of the Nights lighting (Candle/Torch) placement leaves a lot of the castle SUPER DARK so I've added custom lighting to each area, sometimes wired up to a switch or puzzle to turn on all lights (csotn+custome) in a particle area.
This thread will be updated frequently until the castle is finished. Any and all ideas are welcome. If you'd be interested in Beta Testing, send me a message with a link to your steam.
I play on PC, my Steam is Steam Community :: AlexanderStarship
Download link: Steam Workshop::Castlevania: Symphony of the Night (Journey Mode) Please download, like, subscribe, comment, and share everywhere.
Everything below this is outdated.
Here is a collection of screenshots of the castle:
If you'd like to lend a hand, your name will be included in any and all publictations as well as within the map itself. I can host a server on steam for interested parties to help build and/or wire in real time, and once the map is complete, a free download will be available to the public and gifted to those who helped.
Some Machine Designs inside the Castle:
1.
2. Clocktower Puzzle lock. In the game it requires Alucard to hit Gears in the wall in a specific order, like a combination lock. I put a series of switches that turn parts of the combo lock on or off (actuated blocks).
3.
4. Granfaloon Boss fight
It spawns and drops different enemies from the ceiling down onto the player, in different waves, it lasts a good while. Something like 1 or 2 minutes of carnage. After the waves are over, an explosion will blow a hole in the ceiling, destroy some Crimson Hearts (to summon the brain of Cthulhu), and shower some coins down on the player. It is disabled at the moment but have tested before and it works.
5.
6.
Works in Progress:
1. Working clock in the center of the castle. The 16x16 room design of the actual game limits how ellaborate a clock I can make within the space allotted in Terraria. If I could squeeze an actual analogue clock face into the small space available it could only show perhaps the noon/mightnight, 3 o'clock, 6 o'clock, and 9 o'clock hands. Space for wiring/machinery is also somewhat limited in that area, so nothing too grandiose. I'm thinking I'll have to settle for a simple digital clock display instead, which saddens me greatly. There are two statues above the clock, on the left and right. The left side statue moves away revealing a secret passage into another area every 60 seconds. I can do this simply enough with timers. The right side statue only moves away when Alucard uses the Stop-Watch subitem in the clockroom. This may require a Gem to activate.
Bonus Content:
7. Custom Lighting. Replicating Symphony of the Nights lighting (Candle/Torch) placement leaves a lot of the castle SUPER DARK so I've added custom lighting to each area, sometimes wired up to a switch or puzzle to turn on all lights (csotn+custome) in a particle area.
This thread will be updated frequently until the castle is finished. Any and all ideas are welcome. If you'd be interested in Beta Testing, send me a message with a link to your steam.
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