I liked this one. I thought the whole quest looked and played great, but diagonal movement would have made it smoother. I dug the tileset used.
I thought the dungeons were fun and well thought out, although some screens were recycled and by level 8 and 9 they became a little repetitive.
I thought the overworld could have used a few more puzzles and content to balance out all the dungeon time.
Resources were a little tight and grinding for rupees slowed down the pace a little too much for me.
Overall enjoyable.
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The Realm of Courage
Overview
Feature Quest
Creator:
NaCl586
Genre: NES-style
Added: 30 Nov 2013
Updated: 18 Dec 2013
ZC Version: 2.50
Downloads: 646
Rating[?]:
|
Download Quest (1.31 MB) |
Information
This is my first quest ever made with BS tileset which has the same quality as the original NES Zelda. The quest is done in one and half months. The quest has 8 dungeons with greek letter floor layout (alpha-omega) and one optional master dome.
About Reviews Comments Forum Topics
Description
Thread About the Quest:
https://www.purezc.ne...e=5#entry873954
Updates:
12/1/13 : Fixed raft path in level 9
12/2/13 : Fixed some stuff in overworld and level 8
12/3/13 : Fixed screen 14, level 9 silver arrows screen fix, rearrange some stuff in level 1 and 3
12/7/13: Fixed an item cellar warp on level 8, and adding flag near level 8 HCP
12/14/13: Adding a bush on first dock in level 2 to prevent having spare key.
12/16/13: Adding secret combo at place with HCP near level 5.
ZC 2.50 final (I believe that's the version title) needed to play the quest.
If you don't have it please download it here : http://www.shardstor.../zc-250-win.zip
FAQ:
Q: There's a problem with the raft in level 2. The raft only works for one screen and
when it goes left to the next screen it doesn't show up and it looks like I'm standing in
the water. Link can't move at all.
A: You're using ZC 1571-2.50 RC5 Build which can't allow link to travel with raft to
other screen in a dungeon, you must use the version that I used to make the quest which
is here: http://www.shardstor.../zc-250-win.zip
Q: I stuck in level 3, I opened the door on the south first before opening the door on the
north and now I am trapped because I don't have a whistle to procced (in fact the whistle
and the key you can get after going to the north door).
A: This problem arleady solved on this version with switching positions of the bombs
and the key, if you have gotten the bomb, I am really sorry but you will have to restart
the quest, but if you haven't, you may continue the game and grab the key.
Overview:
This is my first quest ever made with BS tileset which has the same quality as the original NES Zelda, but this is actually my 2nd attempt on making a quest (which my first attempt failed because I can't find a proper texture for level 3 entrance). The quest is done in one and half months. The quest has 8 dungeons with greek letter floor layout (alpha-omega) and one optional master dome. The quest is NES Zelda style so don't expect really much here. I'm trying my best to make my best first quest ever I can make.
The download comes with 2 different quest files which has different difficulties.
There are 8 heart containers on each dungeons and 20 HC Pieces spread both on the overworld and dungeons.
If you find any bugs or errors or things you think it should be fixed, please post a comment on the download page (here), this is my first quest ever so sorry and apologize my mistakes. Your comments and critics will be my guide for me in the future on making my next quests.
https://www.purezc.ne...e=5#entry873954
Updates:
12/1/13 : Fixed raft path in level 9
12/2/13 : Fixed some stuff in overworld and level 8
12/3/13 : Fixed screen 14, level 9 silver arrows screen fix, rearrange some stuff in level 1 and 3
12/7/13: Fixed an item cellar warp on level 8, and adding flag near level 8 HCP
12/14/13: Adding a bush on first dock in level 2 to prevent having spare key.
12/16/13: Adding secret combo at place with HCP near level 5.
ZC 2.50 final (I believe that's the version title) needed to play the quest.
If you don't have it please download it here : http://www.shardstor.../zc-250-win.zip
FAQ:
Q: There's a problem with the raft in level 2. The raft only works for one screen and
when it goes left to the next screen it doesn't show up and it looks like I'm standing in
the water. Link can't move at all.
A: You're using ZC 1571-2.50 RC5 Build which can't allow link to travel with raft to
other screen in a dungeon, you must use the version that I used to make the quest which
is here: http://www.shardstor.../zc-250-win.zip
Q: I stuck in level 3, I opened the door on the south first before opening the door on the
north and now I am trapped because I don't have a whistle to procced (in fact the whistle
and the key you can get after going to the north door).
A: This problem arleady solved on this version with switching positions of the bombs
and the key, if you have gotten the bomb, I am really sorry but you will have to restart
the quest, but if you haven't, you may continue the game and grab the key.
Overview:
This is my first quest ever made with BS tileset which has the same quality as the original NES Zelda, but this is actually my 2nd attempt on making a quest (which my first attempt failed because I can't find a proper texture for level 3 entrance). The quest is done in one and half months. The quest has 8 dungeons with greek letter floor layout (alpha-omega) and one optional master dome. The quest is NES Zelda style so don't expect really much here. I'm trying my best to make my best first quest ever I can make.
The download comes with 2 different quest files which has different difficulties.
There are 8 heart containers on each dungeons and 20 HC Pieces spread both on the overworld and dungeons.
If you find any bugs or errors or things you think it should be fixed, please post a comment on the download page (here), this is my first quest ever so sorry and apologize my mistakes. Your comments and critics will be my guide for me in the future on making my next quests.
Story
Same as the original NES Legend of Zelda, collect all 8 Triforce Pieces and defeat Ganon in level 9.
Tips & Cheats
Video Guide Playlist:
https://www.youtube....6Xi4mXOez-T0CE7
Personal tip from me:
I highly recommend to get a lot of rupees from enemies, because everything in the shop are expensive. They are 6 stores in the whole overworld. (one blue heart shop)
Semi Spoilers:
They are 10 secret rupees caves and 5 door repair caves spread in the overworld and the values that you will earn or you will lose varies. On the forest there's a stone on the screen that you can go from and go to the same screen but in different position, bomb it and you should know something new.
Spoilers:
Blue Heart is the way to get to the master dome where you have to pound the entrance.
https://www.youtube....6Xi4mXOez-T0CE7
Personal tip from me:
I highly recommend to get a lot of rupees from enemies, because everything in the shop are expensive. They are 6 stores in the whole overworld. (one blue heart shop)
Semi Spoilers:
They are 10 secret rupees caves and 5 door repair caves spread in the overworld and the values that you will earn or you will lose varies. On the forest there's a stone on the screen that you can go from and go to the same screen but in different position, bomb it and you should know something new.
Spoilers:
Blue Heart is the way to get to the master dome where you have to pound the entrance.
Credits
Tileset Used :
BS Zelda Tiles by VEL
Music :
One that is might be copyrighted is the overworld music
Special thanks to boram_c for the suggestion of the 12/14/13 revision and all of you who reported to me any glitches in the game :}
BS Zelda Tiles by VEL
Music :
One that is might be copyrighted is the overworld music
Special thanks to boram_c for the suggestion of the 12/14/13 revision and all of you who reported to me any glitches in the game :}
anikom15
Posted 18 December 2013 - 05:39 PM
I like this quest, but I had some issues with it. For one the overworld music was just too loud. The music should never make the sound effects sound like they're distant. I also thought the dungeons were too linear. There wasn't much thought that had to go into exploring them. That's about it. But it gets huge bonus points for using pink haired Link. I love him.
DaDoc540
Edited 11 December 2013 - 12:51 PM
In Level 2, if a player obtains the Raft, backtracks to the Dock closest to the entrance (Room 62), rides the Raft to the northwestern portion, and reaches the room just northeast of the Heart Piece with the rows of blocks seemingly cutting off the northern and southern passages (Room 12), one can push the northern blocks to reach the northern passage and, using a key obtained earlier (one in the northeastern region of the dungeon after a short Raft ride, another in the flooded western portion), eventually obtain the Candle. Taking this long path to the Candle allows the player to bypass two locked doors and, eventually with the Magic Boomerang, keep one spare Key for a later dungeon.
Edit: I tried Level 2 again, pretending that the Dock at Room 62 required the Candle to access. Even after obtaining the Candle and backtracking to Room 62 to use its Dock, the only problem from there is the possibility of using the Key found along the flooded western portion to open the Locked Door leading to the Boss instead of the one leading to the Magic Boomerang—nothing that a borrowed Key from a later dungeon cannot fix. Therefore, I suggest that you block off the Dock in Room 62 (the one nearest to the entrance) with burnable bushes, requiring the player to have both the Raft and the Candle to use the shortcut.
When you create future dungeons, think of all the ways a player can explore and complete it. Then, foolproof the dungeon so a player does not either get stuck or obtain an unintended benefit (spare Key, extreme shortcut) if (s)he takes the unintended path. Consider replacing the All-Purpose Small Keys with Level-Specific Small Keys if you do not want the player to use any spare Keys outside the dungeon in which they were found.
Are you using NES Dungeon-type DMaps for your dungeons? For example, the Locked Door on the western wall of Room 14 is not matched with a Locked Door on the eastern wall of Room 13. Unlocking a locked door created with Door Combo Sets (as opposed to placing Lock Blocks manually) will unlock both sides.
Edit: I tried Level 2 again, pretending that the Dock at Room 62 required the Candle to access. Even after obtaining the Candle and backtracking to Room 62 to use its Dock, the only problem from there is the possibility of using the Key found along the flooded western portion to open the Locked Door leading to the Boss instead of the one leading to the Magic Boomerang—nothing that a borrowed Key from a later dungeon cannot fix. Therefore, I suggest that you block off the Dock in Room 62 (the one nearest to the entrance) with burnable bushes, requiring the player to have both the Raft and the Candle to use the shortcut.
When you create future dungeons, think of all the ways a player can explore and complete it. Then, foolproof the dungeon so a player does not either get stuck or obtain an unintended benefit (spare Key, extreme shortcut) if (s)he takes the unintended path. Consider replacing the All-Purpose Small Keys with Level-Specific Small Keys if you do not want the player to use any spare Keys outside the dungeon in which they were found.
Are you using NES Dungeon-type DMaps for your dungeons? For example, the Locked Door on the western wall of Room 14 is not matched with a Locked Door on the eastern wall of Room 13. Unlocking a locked door created with Door Combo Sets (as opposed to placing Lock Blocks manually) will unlock both sides.
DaDoc540
Posted 02 December 2013 - 03:23 PM
Check the Warp Return on screen 14 in the Overworld; it needs to be placed near the cave entrance.
So far, I have noticed that Levels 1 and 3 have excess Small Keys, as there is at least one Locked Door that does not necessarily need to be opened to complete each Dungeon. If, on the other hand, one arrives in Level 3 without spare Small Keys and opens the Locked Door leading to a Stair requiring the Whistle (Ocarina) before opening the Locked Door leading to the Whistle itself, then a player can get stuck. I suggest that you run through Level 3, keeping track of Small Key and Locked Door locations and see if you can redesign the position of Keys and Locks to prevent the player from inadvertently getting stuck because of opening a different locked door.
So far, I have noticed that Levels 1 and 3 have excess Small Keys, as there is at least one Locked Door that does not necessarily need to be opened to complete each Dungeon. If, on the other hand, one arrives in Level 3 without spare Small Keys and opens the Locked Door leading to a Stair requiring the Whistle (Ocarina) before opening the Locked Door leading to the Whistle itself, then a player can get stuck. I suggest that you run through Level 3, keeping track of Small Key and Locked Door locations and see if you can redesign the position of Keys and Locks to prevent the player from inadvertently getting stuck because of opening a different locked door.
The Realm of CourageStarted by NaCl586 , 30 Nov 2013 |
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