Castlevania harmony of dissonance map

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I mapped out some of the out of bounds warps but stopped before I could finish them. I'm posting here what I have so far. I'm not sure if I'll ever come back to finish this. Every arrow is a warp from one room to another, and I give what map-tile of the room you warp to. In the process of doing this, I noticed the destination of any warp is always to a tile that that has an entrance to it going in the direction you're warping. So if a room has two doors on the left and right, it never happens that you would warp to it from the bottom going up. I changed the formatting conventions as I went through, so that the later ones I did tend to be more specific.

Castlevania harmony of dissonance map

The rule can be viewed here. Home Help Tags Login Register. Pages: [ 1 ] Go Down. Author Topic: Harmony of Dissonance question s Read times. I played Harmony of Dissonance via emulator a couple years ago, but quit after a couple of hours. I'm several hours into it and enjoying it more than I thought I would. When I'm playing a game and have a question about it, I try to just keep going and figure it out on my own. The 'net is a great source for answers, but there's nothing worse than when you're searching for a very specific answer and you end up accidentally seeing a bunch of spoilers. So I thought it would be better just to ask the questions here. Map A fills in places you've visited with dark blue.

Japanese Version. Using good old trigonometry, I calculated the cos value for a 45 degree angle which gave me something like 0. The room is 4x4 big, so it's 1 left of the bottom-right tile.

Castlevania: Harmony of Dissonance Harmony of Dissonance begins with Juste Belmont and his buddy Maxim Kishine entering the castle, where they split up to find their kidnapped friend Lydie. From there, the tale gets more bizarre - Maxim begins to act strangely, and Juste begins to suspect that something is, obviously, wrong. The first thing you'll notice about the gameplay is that it's fast. Juste trots along at a quick pace, and the shoulder buttons let him dash forward and backward with the greatest of ease, making both exploration and combat very quick. You can technically save any time, but when you restart the game, you'll be back at the last save room. Much like Symphony, there are several merchants to be discovered that will sell you potions and other vaguely interesting stuff.

Keep Death's words in mind as you explore the upper right portion of the castle for the second time. Most of the area will be familiar to you - only the contents have changed. As always, I expect you to explore off the beaten path, but I will direct you to all the important items. At this point in time, you will be able to look up the maps for both castles. From the warp chamber descend the stairs and enter the room where you fought the Max Slimer in the other castle. You should head to the save point.

Castlevania harmony of dissonance map

For specific gameplay instructions controls, etc , please consult the game manual. This section deals with basic game mechanics and background information that should help you find your way in Castlevania's complex castles. Points of Reference Throughout the guide I refer to areas based on what castle they are in, as well as what area they are in. The areas were my own breakdown of the castle as a whole, which I made when I first started making my maps.

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Not only does a map of that size take a bit of memory to make, but it also takes a bit of memory to view, especially in a browser window. I don't think I was completely consistent with this though, so you might not be able to exit in all the rooms that aren't crossed out. On the bright side, the sound effects are very well done, with plenty of whip snaps, screams and yells. Also see that Top9-B has that same warp-sequence as TopB, because they both lead to the same destination going the same way. There's a box with a bar separating two rooms, and the one in Ent9-A it separates 4 rooms. The castle design is something that's caused a bit of controversy, as the overall design is much more loose than before. Or something. SMF 2. I'm trying hard not to deviate from the one I'm working on now especially since I'm almost done. I played Harmony of Dissonance via emulator a couple years ago, but quit after a couple of hours. Using good old trigonometry, I calculated the cos value for a 45 degree angle which gave me something like 0. It's unique to me and is giving me a headache. And the clock tower on the final map does also look very nice. The rule can be viewed here. The destination of the warp also gives the tile of that room you warp to, such as Cha5 15 -B.

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Each side is 68 pixels wide. The destination of the warp also gives the tile of that room you warp to, such as Cha5 15 -B. Map B fills it in with bright green, but also seems to fill in places which exist on both planes with light blue. Juste trots along at a quick pace, and the shoulder buttons let him dash forward and backward with the greatest of ease, making both exploration and combat very quick. Okay, I'm still working on more maps but I made a finer rotation of the tower, in increments of 5 degrees instead of Like Circle of the Moon, there are various bits of clothing and armor to increase your defense, and stones to attach to your whip to alter its elemental affinity. Harmony Of Dissonance has a big advantage though: it's incredibly easy to map, it's just that there are two castles and they are quite big so it would still take some time to map. This game requires lots of backtracking which is why it can be very confusing. I'm hoping someone can explain this map system so that it makes more sense to me. The first thing you'll notice about the gameplay is that it's fast. The castle design is something that's caused a bit of controversy, as the overall design is much more loose than before.

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