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The Legendary Arrows
Overview
Feature Quest
Creator:
PlasmaDiffusion
Genre: NES-style
Added: 19 May 2016
Updated: 21 May 2016
ZC Version: 2.50
Downloads: 377
Rating[?]:
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Download Quest (2.37 MB) |
Information
A fun 7 dungeon quest I made over a few years. This is my first quest and generally the basic Zelda 1 style.
About Reviews Comments Forum Topics
Description
The Legendary Arrows is a traditional Zelda Classic quest with minimal story. It has 7 dungeons plus an optional mini-dungeon. A few dungeons have extra floors, and most dungeons can be completed out of order. Additionally there is a mini underworld to stumble upon.
Difficulty wise this quest is decently harder than the original game but still fair.
Difficulty wise this quest is decently harder than the original game but still fair.
Story
Link has ventured into land inhabited by few, and cursed with many monsters. In order to save it he must collect the Triforce in order to gain The Legendary Arrows.
Tips & Cheats
You can have at most 16 hearts and 5 magic containers.
There are 9 Heart Containers and 16 Heart Pieces to find.
There are 9 Heart Containers and 16 Heart Pieces to find.
Credits
- Uses the DoR tileset by Raiden
- Most Midis from vgmusic.com
- Underworld music is "Cave of Infinity" by Gerudo
Eddy
Posted 21 May 2016 - 09:45 AM
I can't say I really enjoyed myself with this quest. It's one of those where it's a decent effort for a first try, but there were a ton of things which just made me not enjoy the quest anymore by the time I finished it.
The overall screen design is incredibly bland. DoR is a pretty complex tileset to use and requires a lot of time to make a pretty overworld, but here I just seem to come across empty screens with random trees scattered everywhere and a gigantic lack of detail. All the dungeons were pretty boring and empty as well, the later dungeons started to get quite lazy and was almost the same screen copied and pasted over and over (Level 4 onwards does this a lot). The difficulty was quite unbalanced (Levels 1-6 were incredibly easy, and then Level 7 skyrocketed) and I can tell things got quite lazy when you put Level 6 and 7 right next to each other. There were a small handful of secrets, but some of them were in the most bizarre locations which ended up getting me stuck in places.
Next up is the wacky logic I faced. For one, why can you walk on water to get into Level 3? It would make more sense to use shallow water rather than normal water. You can also walk over NPCs and most tiles, which makes no sense. I would recommend to make the NPCs and objects on layers solid so that this doesn't happen. Finally, there just isn't anything interesting with the quest. It felt very generic and while I can definitely see some effort in making something unique, the end result was pretty buggy (I will admit though, I do like those random trials you had to get certain items, but other than that, that's all I like).
Overall, it wasn't that great of a quest IMO, and there is a lot that needs to be done in order to improve this quest. I would recommend to stick with more simple tilesets like Classic for NES-style quests since DoR really doesn't suit this quest genre. It would be best to start simple and then work your way up to the more complex tilesets like this. Either way, I would give this a 1/5, I'm sure you can improve in the future.
The overall screen design is incredibly bland. DoR is a pretty complex tileset to use and requires a lot of time to make a pretty overworld, but here I just seem to come across empty screens with random trees scattered everywhere and a gigantic lack of detail. All the dungeons were pretty boring and empty as well, the later dungeons started to get quite lazy and was almost the same screen copied and pasted over and over (Level 4 onwards does this a lot). The difficulty was quite unbalanced (Levels 1-6 were incredibly easy, and then Level 7 skyrocketed) and I can tell things got quite lazy when you put Level 6 and 7 right next to each other. There were a small handful of secrets, but some of them were in the most bizarre locations which ended up getting me stuck in places.
Next up is the wacky logic I faced. For one, why can you walk on water to get into Level 3? It would make more sense to use shallow water rather than normal water. You can also walk over NPCs and most tiles, which makes no sense. I would recommend to make the NPCs and objects on layers solid so that this doesn't happen. Finally, there just isn't anything interesting with the quest. It felt very generic and while I can definitely see some effort in making something unique, the end result was pretty buggy (I will admit though, I do like those random trials you had to get certain items, but other than that, that's all I like).
Overall, it wasn't that great of a quest IMO, and there is a lot that needs to be done in order to improve this quest. I would recommend to stick with more simple tilesets like Classic for NES-style quests since DoR really doesn't suit this quest genre. It would be best to start simple and then work your way up to the more complex tilesets like this. Either way, I would give this a 1/5, I'm sure you can improve in the future.
- Shane likes this
Matthew
Edited 21 May 2016 - 09:25 AM
Boring overworld, boring dungeons, continue bugs, and layering errors make this a quest that severely missed the mark. 2 stars for at least being playable, but I would not recommend this. I noticed the continue bugs had been patched, but even if they hadn't, I would still rate this 2 stars.
- Shane likes this
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