This was a fairly enjoyable quest all around. Nothing too complex or crazy, but for a Z1-style quest, it was quite nice.
To begin with, the quest played out pretty nicely. Exploring the overworld felt fairly rewarding at times, finding all those heart containers early on was quite the surprise lol. Most of the dungeons were fun and very Z1-like, which isn't much of a problem since it works with what you're going for, so I think it worked well for that.
There were a few things I wasn't too big of a fan of, and most of my complaints reflect on what's already been said by others. To start with, I feel like the quest is a bit too much on the easy side of things. Having the Red Ring handed to you as early as Level 4 was quite weird to see, and that drastically reduced the difficulty by a lot for the remainder of the quest. I feel like you could've overcame this by either placing much harder enemies for Levels 5-9 to accommodate for this, or removed the Gold Ring in Level 9 entirely and placed the Red Ring there instead. Another thing was that while the overworld was nice, I feel like the interconnectivity of the world could be expanded on more. The big issue here is that the overworld felt very "split" between the left and right halves, with maybe just one shortcut through a use of the ladder (and there's also whistle warps and the 3 stairs rooms). I feel like more paths connecting both halves of the world would make it easier to navigate through, similarly how Z1 had multiple entrances to get to specific places. On the topic of the overworld, I spotted a few tile errors where the top side of some mountain tiles don't have the same tiles as others (I can provide examples if you want, but a good example is the 2nd image on this quest page). Another thing I found is that if you run out of bombs in Level 9, you can get yourself stuck after the "Go to the next room" guy, where you're forced to F6 out. I'd recommend to leave those doors open so you can go back and get some bombs.
On the topic of Z1, I feel like while there is inspiration taken from the game, the quest may have relied on it a bit too much IMO. For example, I noticed that you have the same enemy combinations for all the dungeons compared to Z1 (plus maybe a few extras), items you obtain in dungeons are exactly the same, and that most of the quest progression felt very similar to Z1 as well. I think for your next quest, you could probably begin to try and experiment around a bit with dungeons by having your own enemy combination sets and to try and mix up the items a bit. This can make for some really interesting dungeon orders and layouts. Likewise, I would try to open up the dungeons a bit more too. A lot of the dungeons felt like a straightforward path without much of alternate paths or anything. Having something as simple as multiple paths to reach one area or having branching paths to get different items can make a dungeon feel a lot more open and really give a better flow. It can also avoid having something like Level 9 in this quest, which just felt like one linear path. Since you can have the magic key at this point, you could have definitely made use of it by having a labyrinth-type of dungeon with locked doors in a ton of places, and many paths looping around, similarly to Z1's Level 9. This would make things a lot more interesting for a final dungeon.
In conclusion though, this wasn't a bad quest at all. With some improvements here and there, and less dependence on Z1, I feel like you definitely have potential to make a great quest. I'm gonna give this one a 3/5.
A Simple Quest
Overview
Feature Quest
Creator:
Larre
Genre: NES-style
Updated: 02 Dec 2018
ZC Version: 2.50
Downloads: 138
Rating[?]:
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Download Quest (0.61 MB) |
Information
With all the complexity going on, I thought it was time for something more simple. A good, easy, 9 dungeon quest with a few added perks. Created using the Zero Tileset, with a bunch of pallete modifications, and even an Overworld inspired by Saffith's Antiquity quest. Hope you guys enjoy!
Update 12/2/18 Fixed warp issues as well as the Whistle warp rings.
Update 12/2/18 Fixed warp issues as well as the Whistle warp rings.
About Reviews Comments Forum Topics
Description
This quest is a very simple Zelda 1 style quest using the Zero Tileset.
Story
Gannon has captured Zelda yet again, and the Triforce pieces are scattered all throughout Hyrule! Link must gather the Triforce pieces and meet Gannon in the usual Level 9 location. But, beware, as new challenges exist, and even some new dungeon mechanics can be found!
Tips & Cheats
This quest uses 3 levels of potions, 4 levels of sword, 3 levels of boomerang, and 3 levels of tunics (rings) as added perks to the game. Also life and money can be gained by slashing grass. Maze paths can be found in levels 7 and 9, just before the respected bosses, and can be interpreted by reading the arrows on the blocks.
Credits
Larretronix for quest construction
Saffith for Antiquity (I took some screens for the Overword).
King Aquamentus for the Zero Tileset.
Saffith for Antiquity (I took some screens for the Overword).
King Aquamentus for the Zero Tileset.