[FE7] [COMPLETE] Fire Emblem: The Blazing Silver PME v1.0b

I´ve done Endgame1, if any of you have some feedback please reply to this message or quote it.

Here´s the map


Btw the map is F2U/F2E

3 Likes

When I noticed that ferrah [Hannah replacement] will leave augury at Ch22T/23A, living legend, I thought since Zuhio doesn’t have fortune telling powers, I thought it would make sense for Tyche to teach Zuhio some fortune telling/Tarot, rewriting the opening of living legend so an injured Tyche meets up with the player army there [excuse to not have her join], then having Tyche help in that chapter and genesis’s augury, and it being mentioned that she taught Zuhio on the way to/during their short time in Bern, at the start of four fanged offense, when Tyche and Mina leave to bern castle/wherever they go.

I think this would make it easier to drop hints in augury, and not having a lot of time to learn would allow her readings to be more vague similar to vanilla augury.
There could even be a small arc about her getting better/more confident each chapter.

Seems big, way, way too big from the base of stairs above the super morph rooms it would take a 8 mov unit 4 turns to reach the boss with no obstructions, assuming the boss is in the same spot as vanilla.

I noticed the top roof is gone, that kinda defeats the point of the map, as the player can just run/ warp to the boss.

Unless enemy placement is majorly reworked it will be very tedious
if all the super morphs still need to be defeated.
Also if the map uses ASM, it could very well be hard to
replace and keep the same structure.
I feel like this is very much trying to fix what isn’t broken.

This map has a very specific flow in vanilla
that this version completely loses.

I would say if you want to change this map it should be reworked completely.

2 Likes

Ok then, so let´s throw that out of the window and just make a normal defeat boss map? It´s hard to know what to do when the Nergal replacement is just someone that seems that it wouldn´t make morphs or such things.

I do agree that the map is a little to big, but because I couldn´t change the base hight without erasing some parts of the map I decided to keep it that way, but yes it can be cut down drasticaly.

Also the intention was to make you fight the super morphs on that base, using the JP version (AKA 2 doors open at a time), and with the big middle it was intended that you would take more bosses at a time.

The thing about reaching the boss is that I always disliked how you could just park your 2 boss kilers at the door and then rush it, so I was thinking about extending it, adding more enemies in the way.

With this I don´t attemp to excuse myself as your feedback was preatty helpful, I think that the top part of the map could have some height cutted and then reworking the lower part and then just make it a rush to the boss like a normal map then this map could thribe, I´ll probably just keep the split the army before reaching boss thing and just rework the rest of the map.

Btw the roof thing is because you can add that in less than a minute so I decided it was better to show the insides, but not for the morph rooms because those are just normal floor tiles.

That’s quite the smart change, my issues where more with the northern part of the map

That’d still be possible just take longer or require a warp.
I think a better way to do this would be to split the army with walls or void and make the super morph deaths/certain turns, lower walls/spawn bridges.
This is a concept I use for a Ch 29 map in FEBOG [note game does not go past ch 7 currently]
although that map is also heavily based on FE6’s dragon temple.

2 Likes

Does the layout of Endgame need changing in the first place? It already has a pretty nice flow in vanilla, although making the door opening order the JP variation (2 at a time, IIRC) might be a possible improvement?

3 Likes

That´s really smart, I´ll take that into account, I think that with that what it can happen is that when the 6 doors are open then a floor in the middle will come out and then when all of them are dead then the door to the boss opens, and maybe it can have more than one door.

And Nergal is a stationary boss, so it doesn’t really matter how far away he is from the door. You could make him not-stationary (attack units in range AI?), I suppose? In that case, you could move the door at the top of Nergal’s staircase to the bottom and scooch Nergal up 2-3 tiles in the room he’s in, and that should be enough.

Making Nergal appear in the center of the map also works, but I think the top of the map works better because of the reinforcements (and the Berserk Druid).

2 Likes

I like the idea. Sounds like a fun arc.

It does have good flow, is just that I dislike that the optimal way to play is sitting x units in x doors, I think it would be better if it was something like you have to dedicate 6 units to 6 bosses, of similar strength to your endgame units, that is what I always wanted for Endgame1. But I understand that lots of people like how the original plays.

The problem with dedicating 6 units to 6 bosses is that there’s softlock/awkwardlock potential if you just don’t have units that reach the stat benchmarks.

And even if you remove the doors, the bosses can still be “camped” if the player positions their units just outside of their move+attack range.

How about randomizing which bosses are in which chambers? I dunno if that would be an improvement to the map (I like being able to plan out my boss dunks/1v1s), but if you want to remove boss donking, that would make it harder.

2 Likes

Right now the Idea is just taking the base map and spliting it in half so that you have to separate your units, this makes it so that the map can have the JP doors and at the same time making it faster but not overwhelming as the bosses can only swarm half of your units at a time.

You already do have to separate your units, though? The map is large enough that they can’t be everywhere at once.

2 Likes

I know, is just that I don´t like how slow the map is, you just place your units at the entrances and then counter the bosses to death, I would prefer if you had to bait them out of the rooms and then swarm them down, also I want to so this because I don´t like that you always have some units doing nothing, that´s why I think the separating units could make it so you use all of your units. I understand your concerns on when you have alive just the lords, that´s why when the all the doors open the thing separating your army will disapear. So if you only have your lords and Athos you can still win.

In more basic terms is like if you play 2 mini endgames 1 at the same time, and after some turns you get to reunite your armies for the final push.

I think you should make sure to connect the parts after a time, regardless to alleviate soft-locks and similar issues.

2 Likes

Btw I have zero idea of how to do ‘hard edits’ on maps. I am doing some very light adjustments in some maps to help out with the new units (e.g. Aerith’s Mode ‘Ch03 Band of Mercenaries’ there is no fliers to get to the northwest village so I’m opening up the wall with forest tiles instead), however complete map overhauls is beyond my newbie romhacking knowledge lol.

@Alex_p_v For what I’ve noticed when checking out everything about the last two maps in FEBuilder they have a bunch of [MAPCHANGE:Map change]Make a map change(MAC1) events to open the morph boss doors, nevermind Dezdana’s final door that i’ve not even sure if I found the event that opens it, so I’m assuming they are ASM hardcoded? You could try to simply do a “Vanilla Plus” change of the maps if you want, leave all the important doors at the same place while only giving a new look at the areas around.

Again I have no idea how to work with maps and all this talk you guys are having I’m understanding it as much as I understand nuclear science, but I hope this is a good idea to help. Wishing good luck too. :star:

2 Likes

Ok then, I´ll do that. Instead I´ll try to change just the main boss room, and then I´ll suggest where you could put some enemies.

Btw if we are keeping the morphs could we change the generics to other bosses?

2 Likes

Also if you need any help with palettes just message me, I´ll help you do some, also I´ll do the ones of my characters, so don´t worry about those.

2 Likes

I think I’ll leave the enemies as is, since I want to give all the replaced units’s morph boss version their ‘morph skin’ portrait as usual, which needs their vanilla separate character slots, and the ‘Character List’ is already at it’s limit as the game also needs it for cutscene NPCs etc.

I’ve already done some palettes but not all of them, if you can do the palettes of your characters it would help a lot ty!

3 Likes

If you don´t mind then I´ll also make the morph version of my character.

3 Likes