For a first quest, it was playable for sure and I can see you've tried and put as much effort as you can. Starting with the good things, I really like the open ended nature of the quest, the fact that you can go anywhere immediately and even jump straight to Ganon early on. So that was a pretty cool concept, and I imagine that was very BotW inspired. The world itself was open and interesting to explore with unique areas everywhere and plenty of secrets and items to find. I liked the interesting take on dungeons, where you can tackle them in almost any order and that it breaks away from the conventional Triforce fetch quest. The difficulty was generally tame and nothing felt too hard or too easy.
As for the negatives, I feel the world design in general is where the quest fell really flat here. A lot of the screen design was very mediocre in a lot of places, with tiles not being used as intended and quite a few tile errors around. The dungeons especially weren't designed very well, while they had an interesting idea they all seemed a bit lackluster with the design. I'd probably try to spruce up the walls so they look more like the ones from the GB games if it isn't too much of a hassle (since to me it looks like you were going for that type of freeform dungeons). Finally, I'd double check a lot of screen transitions since I managed to get myself stuck in a few places which ended up with things like this. That accounted for quite a few bugs I came across.
Overall, it was a decent effort. Not the worst for a starting quest, but with a bit more brushing up here and there and overall polishing, I'm sure you'll be able to make some more quality quests in the future. I'm kind of sitting at around a 2.5 and 3, but I guess I'll go in the middle, so 2.75/5, which just rounds up to a 3. Decent start, keep going at it and keep improving.
The Legend of Zelda: Brotherhood
Overview
Feature Quest
Creator: DrewZG Genre: NES-style Added: 29 Mar 2019 Updated: 31 Mar 2019 ZC Version: 2.50 Downloads: 299 Rating[?]: |
Download Quest (1.46 MB) |
Information
A classic 9-dungeon design, with a focus on exploration and a map that is open to you (but difficult to traverse) from the beginning.
Update: Managed to work around the number of instadeath tiles I had, and rebalanced the Death Mountain area because of it.
Magic Shield (Level 2 Shield) now blocks everything the mirror shield does, and the mirror shield now reflects far more projectiles.
Update: Fixed the "swimmable lava" in the Divine Tower
Update: Managed to work around the number of instadeath tiles I had, and rebalanced the Death Mountain area because of it.
Magic Shield (Level 2 Shield) now blocks everything the mirror shield does, and the mirror shield now reflects far more projectiles.
Update: Fixed the "swimmable lava" in the Divine Tower
About Reviews Comments Forum Topics
Description
Sort of a reimagining of the original Zelda, with a somewhat more interesting story, a more varied map along with more varied (albeit shorter) dungeons.
I wanted to capture the original "pocket garden" approach Miyamoto had designed Zelda I with, but with more telegraphed secrets, more content (thanks to ZQuest of course)
and with the "you can fight the final boss right away" schtick of BotW. The game is pretty dull visually, since when I started making the quest I was very new to ZC, so it only
uses the vanilla tile set, but I tried to be as creative as possible with it to convey different areas with a unique flair, making every screen as memorable as my skill allowed
me to. There's also nothing game changing about the gameplay; classic items, find the dungeon, beat the dungeon, repeat. It's the first quest I put any real effort into, and
that effort was put entirely into making the game - decent. It may not blow your socks off, but I hope you have a bit of fun with it nonetheless.
I wanted to capture the original "pocket garden" approach Miyamoto had designed Zelda I with, but with more telegraphed secrets, more content (thanks to ZQuest of course)
and with the "you can fight the final boss right away" schtick of BotW. The game is pretty dull visually, since when I started making the quest I was very new to ZC, so it only
uses the vanilla tile set, but I tried to be as creative as possible with it to convey different areas with a unique flair, making every screen as memorable as my skill allowed
me to. There's also nothing game changing about the gameplay; classic items, find the dungeon, beat the dungeon, repeat. It's the first quest I put any real effort into, and
that effort was put entirely into making the game - decent. It may not blow your socks off, but I hope you have a bit of fun with it nonetheless.
Story
The story was considered AFTER I had made the quest, so bear with me:
Link and Luke are twin brothers who grew up in a small village just outside the ruined kingdom of Hyrule.
One day, monsters attacked their village and the girl that Luke had a crush on was killed in the ensuing chaos.
While he was mourning, a cloaked figure introduced himself as the Master Wizzrobe, and said that he could
revive the girl if Luke helped him revive Ganon. Link tried to stop him, but was knocked unconscious by the Master
Wizzrobe. Using Luke's blood, and the Triforce of Wisdom of Princess Zelda, who was held captive in the Dark Fortress,
Ganon was revived. Luke was then cursed to be the guard who kept Zelda imprisoned.
By the light of the Triforce of Courage, Link woke up and headed to Hyrule, where his journey to defeat Ganon and his brother
begins, in a familiar green area.
Link and Luke are twin brothers who grew up in a small village just outside the ruined kingdom of Hyrule.
One day, monsters attacked their village and the girl that Luke had a crush on was killed in the ensuing chaos.
While he was mourning, a cloaked figure introduced himself as the Master Wizzrobe, and said that he could
revive the girl if Luke helped him revive Ganon. Link tried to stop him, but was knocked unconscious by the Master
Wizzrobe. Using Luke's blood, and the Triforce of Wisdom of Princess Zelda, who was held captive in the Dark Fortress,
Ganon was revived. Luke was then cursed to be the guard who kept Zelda imprisoned.
By the light of the Triforce of Courage, Link woke up and headed to Hyrule, where his journey to defeat Ganon and his brother
begins, in a familiar green area.
Tips & Cheats
There's no bs "bomb every wall and burn every bush" secrets here. Every secret is telegraphed, though some of them are quite obscure, so keep an eye out.
"Bomb every wall and burn every bush - that looks suspicious." - DrewZG
There's information and hints scattered about the map, so all in all you should be able to complete this quest without too much difficulty.
Needless to say, if you don't know where to go next, just give your map a quick gander and try to find anything that you've missed.
"Bomb every wall and burn every bush - that looks suspicious." - DrewZG
There's information and hints scattered about the map, so all in all you should be able to complete this quest without too much difficulty.
Needless to say, if you don't know where to go next, just give your map a quick gander and try to find anything that you've missed.
Credits
Made this quest entirely by myself using vanilla ZQuest resources (and the included music.zh for boss music), with the exception of the slippery ice combo script made by Mero, and various MIDIs - I got all of them from KHinsider and some other obscure
Zelda themed site I can't remember the name of, so I have no idea who made them. Kudos to you if you recognize one of your MIDIs in the quest.
Zelda themed site I can't remember the name of, so I have no idea who made them. Kudos to you if you recognize one of your MIDIs in the quest.