This is a really cool quest, super quick but worked out well. Dungeon-only quests are just something that haven't been explored enough so it's lovely to play through this one. The floors are nicely built, dungeons have super cool concepts and were utilised very well all the way through. I especially love how the ice and fire dungeons interacted with each other and the mini Water Temple was done very well too. Lots of awesome ideas, difficulty was really good throughout and there's a lot of ALTTP and LA screen design in some places where I look at that and think "huh this is very much like from that game", while still being unique and its own thing.
My only complaints really is some weird behaviour in places, falling into pits can get you in a constant cycle sometimes where you gotta F6 out and some portal tiles that can actually get you stuck in solid combos and also have to F6 out. The dark floors segment were a bit annoying to traverse through since it's super difficult to actually see anything outside of where the light is, and you can very easily miss doors and get yourself a bit lost more than you should. I then realised opening the spacebar map completely negates this since it lights up everything, but even then I do think having a torch next to them would be nice (except for where you want things to be more hidden ofc). The last thing is that the moving tiles on lava is neat but there are some rooms where that can get quite bad and frustrating to deal with, especially the one right before the final boss and the one with the 3-headed Gleeok. Imo the one room at the end should be nerfed quite a bit or have a bit more logic as to where the tiles are gonna end up, because as it is that's the only spot in the whole quest that's kinda terrible.
Otherwise though, this was a solid quest and I had a blast playing it. Very unique adventure and I'm happy to have played it. I'd give this one a 5/5 despite the minor issues present.
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The Colossal Tower
Overview
Feature Quest
Creator:
Shosci
Genre: Dungeon Romper
Added: 31 Aug 2022
Updated: 02 Feb 2023
ZC Version: 2.55
Downloads: 402
Rating[?]:
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Download Quest (4.85 MB) |
Information
This quest is updated to require Zelda Classic Version 2.5.5 - Alpha 109/110 (Build 61). Older versions may not be compatible
Brought to you by the quest creator for Savior of Souls and Summoning War, welcome to the third quest project, "The Colossal Tower"! This is the shortest quest I have made so far (made in 2 months, playtime is about 2 hours). It is strictly a Dungeon Romper, meaning there is no overworld, just a lot of dungeons and puzzle solving.
Brought to you by the quest creator for Savior of Souls and Summoning War, welcome to the third quest project, "The Colossal Tower"! This is the shortest quest I have made so far (made in 2 months, playtime is about 2 hours). It is strictly a Dungeon Romper, meaning there is no overworld, just a lot of dungeons and puzzle solving.
About Reviews Comments Forum Topics
Description
As the name suggests, you will be climbing a large tower dungeon for the entirety of the quest. It was inspired by the quest 'To The Top' designed by TheOnlyOne and also inspired by a video game called 'Pandora's Tower'. After much critisism of my last quest being very easy due to its open-world design, this is a much more linear dungeon-crawler that incorporates more challenging (and perhaps frustrating) level structure. There are a lot of floors, you can fall in pits which can drop you to previous floors, there are no Heart Pieces, there is more platforming involved. Due to its shorten length, I hope the challenge warrants the playtime.
Features include:
- Creative/original items as reskinned Zelda items
- 9 unique Dungeons with standout gimmicks
- Organic dungeon design
- Custom (non-scripted) enemies and bosses
- A shop for buying upgrades
- A custom map system
- A post-game boss rush mode
- A couple of scripts to spruce up certain levels
- Minor Metroidvania level progression with the structure of a Dungeon Romper and playtime of a Miniquest
Features not included:
- An overworld
- Heart Pieces
Update (2/2/23), technical changes:
- Oil Floor script has been reduced/removed in certain areas to prevent extensive lag
- By a surprising amount of request, Gleeok in Dungeon 9 now increased to Two-heads
Update (10/9/22), difficulty changes:
- Save->Continue method now refills all HP
- Dungeon 1 Color Barrier softlock fixed
- Small trap room in Dungeon 2 changed
- Dungeon 2 boss has slower movement speed
- Bombs now only cost 5 rupees in stores
- Gleeok in Dungeon 9 now reduced to One-head
Update (9/2/22), a few fixes in areas causing softlocks:
- Fixed infinite pitfall in Dungeon 3 (Floor 4). Pitfall will warp you instead
- Fixed warp room in Dungeon 3 (Floor 5) which can get you stuck between blocks
- Lava floor rooms in Floor 19 made slightly easier by adding more platforms
- Fixed signposts bug in the beginning of Dungeon 6 (Floor 8 )
- Fixed direct warp from Floor 11 to Floor 10 which can get you stick between skull statues
- Removed pitfall in Floor 3
- Dungeon 8 boss no longer returns
Features include:
- Creative/original items as reskinned Zelda items
- 9 unique Dungeons with standout gimmicks
- Organic dungeon design
- Custom (non-scripted) enemies and bosses
- A shop for buying upgrades
- A custom map system
- A post-game boss rush mode
- A couple of scripts to spruce up certain levels
- Minor Metroidvania level progression with the structure of a Dungeon Romper and playtime of a Miniquest
Features not included:
- An overworld
- Heart Pieces
Update (2/2/23), technical changes:
- Oil Floor script has been reduced/removed in certain areas to prevent extensive lag
- By a surprising amount of request, Gleeok in Dungeon 9 now increased to Two-heads
Update (10/9/22), difficulty changes:
- Save->Continue method now refills all HP
- Dungeon 1 Color Barrier softlock fixed
- Small trap room in Dungeon 2 changed
- Dungeon 2 boss has slower movement speed
- Bombs now only cost 5 rupees in stores
- Gleeok in Dungeon 9 now reduced to One-head
Update (9/2/22), a few fixes in areas causing softlocks:
- Fixed infinite pitfall in Dungeon 3 (Floor 4). Pitfall will warp you instead
- Fixed warp room in Dungeon 3 (Floor 5) which can get you stuck between blocks
- Lava floor rooms in Floor 19 made slightly easier by adding more platforms
- Fixed signposts bug in the beginning of Dungeon 6 (Floor 8 )
- Fixed direct warp from Floor 11 to Floor 10 which can get you stick between skull statues
- Removed pitfall in Floor 3
- Dungeon 8 boss no longer returns
Story
Link see big tower, Link faces big tower. What is in big tower? Find out (duh).
Story has never been my strong-suit, so hear ya go...
Story has never been my strong-suit, so hear ya go...
Tips & Cheats
- Link's bomb blasts and fire does NOT hurt
- There is one Fairy Fountain located in each Dungeon
- Pitfalls where you can see below, will drop you to the previous floor. This can be a detriment, or a blessing depending on where you are
- Slight spoiler territory, but you get the Roc's Feather early...it WILL be your best friend in this quest
- Don't be hesitant in using the ZC 'Map' button if you feel lost.
- If you cannot solve a puzzle or particular spot in a dungeon, there are signposts scattered throughout the game to aid you
- There is one Fairy Fountain located in each Dungeon
- Pitfalls where you can see below, will drop you to the previous floor. This can be a detriment, or a blessing depending on where you are
- Slight spoiler territory, but you get the Roc's Feather early...it WILL be your best friend in this quest
- Don't be hesitant in using the ZC 'Map' button if you feel lost.
- If you cannot solve a puzzle or particular spot in a dungeon, there are signposts scattered throughout the game to aid you
Credits
Tileset:
- Phosphor (Pure Tileset Update Extreme)
- VGMUSIC (Midi Resources)
- IceWind91 (Title theme)
- CtrlAltDestroy (Dungeon 1)
- Katsumi No (Dungeon 2)
- James Flynn (Shop)
- Shawn Gibbons (Dungeon 3)
- David Josue (Dungeon 4)
- Jarron Woodsorrel (Dungeon 5)
- Jose (Dungeon 6)
- Ulrik Ruud Rostrup (Dungeon 7)
- CastChaos (Dungeon 8 )
- Asa Lothario (Dungeon 9)
- Three-Headed-Monkey (Boss theme)
- Extacide (Final Boss 1)
- Coen (Final Boss 2)
- Jarel Jones (Credits)
- GameFreak (Title screen)
- Radien (Extra Dance of Remembrance tiles)
- TheLink (Land Zora)
- MoscowModder (Bari sprite)
- System Error (Mothula sprite)
- jeremy850 (Death reaper boss)
- Ether (Oni Gameboy Boss)
- Mister Man (Mega Man 7 Credits)
- Moosh (Oil Floors)
- Dan358 (Enemy Music)
- Alucard648 (Boss Outro Effects)
- Colossal (Ice Push Block)
- TheRock
- C1
- Aefre
- Nintendo
- PureZC
- TheOnlyOne (Inspiration)
- Shigeru Miyamoto (Creator for Zelda)
- Eiji Aonuma (Creator for Zelda)
- Emily (Extra help)
- Ywkls (Extra help)
- Moosh (Extra help)
- Majora (Extra help)
xanadude
Posted 26 March 2023 - 03:53 AM
This was a pretty neat pick-up and play quest that was easily digestible in one sitting. The floors progressively become more unique as you climb with gimmicks to match, and while nothing is entirely surprising, it's all engaging. The reskinned items are mostly an aesthetic difference, though I do enjoy how the Ice Medallion interacts with later floors. The usage of your toolset is surprisingly thorough for such a short quest, and cycling through items becomes pretty second nature by the end. Item shops feel organic too, and the way that pricing and the items themselves scale throughout the quest is tastefully balanced. Tracking down the next shop in each floor becomes a pretty neat addition to the core gameplay loop of your typical dungeon. My playthrough was around 3 hours with 12 deaths, though a few could've been avoided had it not been for the last dungeon's Gleeok eating at my health due to the slightly janky lava platforms. 80% of the time the gimmick feels well executed with it starting to get more rough near the end, but they don't overstay their welcome too badly. A lot of the bosses aren't too memorable, but they are definitely interesting encounters in the context of the quest. Despite some nitpicks I have with these things and some of the presentation, the slightly jarring redraw in the credits coming to mind, this quest is an easy recommendation and definitely worth your time. And it's not much of it; it's 3 hours of all killer, no filler fun, so there's no reason not to play it.
- Shosci likes this
Shoshon the Elegant
Posted 23 March 2023 - 12:20 PM
Fantastic work as always Shosci. I've always been really fond of your design style, and you just continue it with this quest.
There are some things that I'm kind of just okay on. A couple rooms in particular were a little frustrating, but never too much so. There weren't really any standout bad bosses, but there were also not a lot of memorable ones. I don't really mind that. The final boss was very interesting. I've always just crammed all the cool looking attacks on my bosses, and called it a day. But the way you designed that boss, (which isn't really a new things), really made me reconsider the way I design my bosses. The floors were all unique, and the puzzles were intuitive. The warps were a bit awkward at times. There were times when I warped back to a previous floor from a later floor, and I kind of just wondered what the purpose was for me being there. That's just a minor nitpick. Moosh is also right on the cases of ZC jank. I only personally had one instance where I had to F6. That was in the dark dungeon going between warps from room to room, and I got stuck on the top right and bottom left corner of two blocks in the bottom right. There was also serious lag with the fire and oil pits.
I really don't hold that against you or the quest though. There's only so much you can do about jank.
Anyways, 5 out of 5 stars.
Don't tell the rest of the forum, but with the consistency of the quality of your work I consider you one of my top 2 designers.
Looking forward to what you might come out with in the future.
There are some things that I'm kind of just okay on. A couple rooms in particular were a little frustrating, but never too much so. There weren't really any standout bad bosses, but there were also not a lot of memorable ones. I don't really mind that. The final boss was very interesting. I've always just crammed all the cool looking attacks on my bosses, and called it a day. But the way you designed that boss, (which isn't really a new things), really made me reconsider the way I design my bosses. The floors were all unique, and the puzzles were intuitive. The warps were a bit awkward at times. There were times when I warped back to a previous floor from a later floor, and I kind of just wondered what the purpose was for me being there. That's just a minor nitpick. Moosh is also right on the cases of ZC jank. I only personally had one instance where I had to F6. That was in the dark dungeon going between warps from room to room, and I got stuck on the top right and bottom left corner of two blocks in the bottom right. There was also serious lag with the fire and oil pits.
I really don't hold that against you or the quest though. There's only so much you can do about jank.
Anyways, 5 out of 5 stars.
Don't tell the rest of the forum, but with the consistency of the quality of your work I consider you one of my top 2 designers.
Looking forward to what you might come out with in the future.
- Shosci likes this
Cobgoblin
Posted 09 March 2023 - 12:13 AM
Pretty good! The game flowed really well overall.
Echoing what Moosh said, the main issues in this game are in the last level; if the moving platforms in the lava sections had a clear indication they were about to rise or sink, that would make them a lot better for example.
Most of the bosses were pretty good. I found the last boss a bit frustrating from I think generally moving a bit too fast but it did only take a couple of tries to win.
So yeah, a pretty good way to pass a few hours. Nice work!
Echoing what Moosh said, the main issues in this game are in the last level; if the moving platforms in the lava sections had a clear indication they were about to rise or sink, that would make them a lot better for example.
Most of the bosses were pretty good. I found the last boss a bit frustrating from I think generally moving a bit too fast but it did only take a couple of tries to win.
So yeah, a pretty good way to pass a few hours. Nice work!
- Shosci likes this
Phosphor
Posted 26 May 2023 - 09:06 AM
This looks so good! I'll have to play later, but I did want to comment that while I don't mind being credited for the version of the tileset used, Mr. Z did 98% of the work back when he made it for ZC 1.92. I only updated it to be compatible with more recent versions of ZC. I just wanted to make a disclaimer in case anyone thinks I'm trying to take full credit for the set.
The Colossal Tower Help ThreadStarted by Shosci , 31 Aug 2022 |
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