Promised Lands
Overview
Feature Quest
Creator:
Jamian
Genre: Dungeon Romper
Added: 12 Nov 2013
Updated: 02 May 2017
ZC Version: 2.50
Downloads: 2429
Rating[?]:
|
Download Quest (5.99 MB) |
Information
A quest featuring 8 large dungeons, fully scripted bosses and minibosses, several minigames, custom caves, and a story slightly more elaborate than the usual "defeat the bad guy, save the girl" fare.
About Reviews Comments Forum Topics
Deathrider
Posted 16 February 2020 - 05:19 PM
I just finished my LP of this quest on my YT channel (Tytanium Joopy) and I loved it. It had a great balance between challenging bosses, complicated dungeons and puzzles, and being easy enough for someone newer to ZC, but still remained a challenge for a veteran. I had one and only complaint and that was with how late you obtain the map in level 8, I felt by the time you can got it you are already around 80% through the dungeon so its helpfulness is low. I was left confused with how I scanned the entire world and literally dove and dug everywhere and ended up with a 75% clear rate. I spent about 2hrs checking everything only to have 3/4 of everything, I am so confused of what I missed. But overall, I had a lot of fun! Was a great Lets Play!
Haikon
Posted 15 April 2019 - 08:39 AM
I only made it through the first dungeon.
This is a great quest if you're looking for a challenging and quasi-unfair Zelda-on-rails. The best part are the cutscenes (I only saw the first one, but it was great!)
I have some pretty harsh sounding criticisms, that I hope will be constructive. Keep in mind this quest is still better than anything I could come up with, so don't be discouraged, and keep generating content! Also, I'm holding this quest to the standard of an actual team of professionals, so, as a single amateur, take it with a grain of salt.
The reason I say it's quasi-unfair is this: about half way or three-quarters way through level 1, I realized that I needed the boomerang to proceed. If I didn't already have the boomerang, I would've quit right then, and I suspect many players do just that. ~Or~, even worse: I would have assumed that the boomerang was hidden somewhere in the dungeon, wasted a frustrated hour or two looking, and then quit. The boomerang obstacle should be close enough to the beginning that players realize they need to explore more of the overworld before they're ready for this dungeon.
On the overworld, I didn't get the feeling that I was exploring a new land. None of the barriers to progress were tantalizing— I was never like "Ooh, I can almost get to that cool thing I can see across the bridge! I wonder when I get bombs?"; there was just a bridge with an obvious metroidvania obstacle— so I was sort of unmotivated to proceed for the sake of exploring.
The multiple NPCs who just said "Come back later." were kinda abrupt, and contributed to the "on-rails" feeling of the game. But they also seemed, like, cheerful. They're living pretty alright lives. They don't seem oppressed, or hiding out from the evil king mentioned in the intro. They don't seem to want or need to go to the promised lands at all! The intro scenes and the cutscenes were solid, but then when the player gets to exploring the actual world, the NPCs dismantle the established mood. For example, the cartographer says "I love making maps, and doing what you love is great!" when he could've just as easily said "I make maps because the tyrant king forces us to hide everything valuable." and Old Man Ulrira only gives hints over the phone just because he's shy, not because he's hiding out from the secret police. So I was sort of unmotivated to proceed for the sake of the story.
The dungeon was really good. It was intense, a good contrast to the "grinding playgound" feel of the overworld, just as maze-like as it needed to be and not any more. The enemies served as an obstacle to navigating the maze. They were just an obnoxious, frustrating obstacle for their own sake, with nothing to do with the greater goal. The shortcuts that became available after certain milestones were acheived were really well done. The whole dungeon had a tight, solid theme that was evident consistently.
This is a great quest if you're looking for a challenging and quasi-unfair Zelda-on-rails. The best part are the cutscenes (I only saw the first one, but it was great!)
I have some pretty harsh sounding criticisms, that I hope will be constructive. Keep in mind this quest is still better than anything I could come up with, so don't be discouraged, and keep generating content! Also, I'm holding this quest to the standard of an actual team of professionals, so, as a single amateur, take it with a grain of salt.
The reason I say it's quasi-unfair is this: about half way or three-quarters way through level 1, I realized that I needed the boomerang to proceed. If I didn't already have the boomerang, I would've quit right then, and I suspect many players do just that. ~Or~, even worse: I would have assumed that the boomerang was hidden somewhere in the dungeon, wasted a frustrated hour or two looking, and then quit. The boomerang obstacle should be close enough to the beginning that players realize they need to explore more of the overworld before they're ready for this dungeon.
On the overworld, I didn't get the feeling that I was exploring a new land. None of the barriers to progress were tantalizing— I was never like "Ooh, I can almost get to that cool thing I can see across the bridge! I wonder when I get bombs?"; there was just a bridge with an obvious metroidvania obstacle— so I was sort of unmotivated to proceed for the sake of exploring.
The multiple NPCs who just said "Come back later." were kinda abrupt, and contributed to the "on-rails" feeling of the game. But they also seemed, like, cheerful. They're living pretty alright lives. They don't seem oppressed, or hiding out from the evil king mentioned in the intro. They don't seem to want or need to go to the promised lands at all! The intro scenes and the cutscenes were solid, but then when the player gets to exploring the actual world, the NPCs dismantle the established mood. For example, the cartographer says "I love making maps, and doing what you love is great!" when he could've just as easily said "I make maps because the tyrant king forces us to hide everything valuable." and Old Man Ulrira only gives hints over the phone just because he's shy, not because he's hiding out from the secret police. So I was sort of unmotivated to proceed for the sake of the story.
The dungeon was really good. It was intense, a good contrast to the "grinding playgound" feel of the overworld, just as maze-like as it needed to be and not any more. The enemies served as an obstacle to navigating the maze. They were just an obnoxious, frustrating obstacle for their own sake, with nothing to do with the greater goal. The shortcuts that became available after certain milestones were acheived were really well done. The whole dungeon had a tight, solid theme that was evident consistently.
- Avaro likes this
Naru
Edited 23 July 2017 - 05:38 PM
I know it is not fair to give such a low rating. This quest deserves more for sure. I love this quest as much as the GBC-titles.
The story is a slightly bit behind - based on what I expect that is totally a compliment. I was a little confused at first, didn't realize that the soldier and the new king are different persons. I have too much money since before entering the dungeon where you get the hookshot. Though that might be my own fault for nearly never using bombs, arrows or potions, I have the same problem with the official games. The only "flaw" I encountered so far was the puzzle where you avoid the statues gazes. Took me some time to figure out that the gaze just reaches one combo. I mean I did figure it out by trying, but some hint like "the statues see what's close to them" or "the statutes have only a narrow sight" would have been more helpful to me than that I (obviously) have to look at the statues.
I am in the time-dungeon right know. Or rather pausing it to dance with gorons. I will edit my post if I find something else.
The story is a slightly bit behind - based on what I expect that is totally a compliment. I was a little confused at first, didn't realize that the soldier and the new king are different persons. I have too much money since before entering the dungeon where you get the hookshot. Though that might be my own fault for nearly never using bombs, arrows or potions, I have the same problem with the official games. The only "flaw" I encountered so far was the puzzle where you avoid the statues gazes. Took me some time to figure out that the gaze just reaches one combo. I mean I did figure it out by trying, but some hint like "the statues see what's close to them" or "the statutes have only a narrow sight" would have been more helpful to me than that I (obviously) have to look at the statues.
I am in the time-dungeon right know. Or rather pausing it to dance with gorons. I will edit my post if I find something else.
SomeZeldaFan
Posted 17 May 2016 - 04:48 AM
Your "Linked to the past" and "Hyrule's resurrection" are great quests, but this one is not.
First of all what's with the ugly GB tiles everyone loves to use? They are super ugly and boring. GB and NES had no power to produce beautiful graphics, that's why they looked as horrible as they did, no need for us to reproduce it now that we can do much better! If it's nostalgia you're after then why not make the quests look like ALTTP instead? Anyway that's my opinion.
Secondly I stopped playing after i reached level 3 and saw the same boring and crammed dungeon design. Both the overworld and dungeons were very crammed and confusing, hardly any room to walk on. This was so unlike your other quests I mentioned.
Lastly though I do know that you put a lot of time into making this and commend you for that.
First of all what's with the ugly GB tiles everyone loves to use? They are super ugly and boring. GB and NES had no power to produce beautiful graphics, that's why they looked as horrible as they did, no need for us to reproduce it now that we can do much better! If it's nostalgia you're after then why not make the quests look like ALTTP instead? Anyway that's my opinion.
Secondly I stopped playing after i reached level 3 and saw the same boring and crammed dungeon design. Both the overworld and dungeons were very crammed and confusing, hardly any room to walk on. This was so unlike your other quests I mentioned.
Lastly though I do know that you put a lot of time into making this and commend you for that.




