View Full Version : [5th quest entry] peteandwally

11-09-2013, 11:20 PM
peteandwally's 5th quest entry! (http://plaza.ufl.edu/kaligamo/PnW5th.qst)

Have fun and good luck to everyone! I hope you enjoy my take on the 5th quest :)


Edit: I added cheat codes. 1 2 3 and 4 respectively.

Love For Fire
11-27-2013, 12:23 AM
Almost finished with this quest. Found a possible bug in Level 8. I like the changes to the over world though that probably might not be appropriate for the contest rules. The dungeons were kind of simplistic at first, but got better as you went along. I found all the hearts by the completion of Level 4 and found most of the game very easy though Level 9 is making me have to think a bit.

The block above Link is pushable but nothing happens.

Edit: Finally finished someone else's 5th quest entry lol

12-06-2013, 12:17 PM
Thanks for playing! That screen in level 8 was just an extra flag. Maybe I was going to have it open the doors at one time, but forgot to erase to push flag later on. The difficulty was set for those who might not have found all the hearts/items, just in case. I hope it wasn't too much smooth sailing :)

12-12-2013, 05:01 PM
Voting is now open for this quest. Vote for as many categories as you please, but be sure to vote before tax day!

Also, please post in this thread stating which categories you selected and explaining why you picked those categories.

01-02-2014, 12:52 AM

Been playing this entry. Beat levels 1 & 2; I can't find 3. Tried playing Level 4 but it seems I need the Latter, guessing it's in level 3. I have the white sword, blue candle, found the cheap shield shop, though I'm not exactly short on rupees. TBH, I was happy to finally run into Door Repair rooms so all the excess rupees I've been collecting weren't just wasted. An extra stair popped up on one of the door repair room screens. I'll post an image.

Haven't really found bugs but there are a few things that might get this DQ'd. I found and played level 2 first. Wood sword and 3 hearts and I think it was way too easy. It might have even been easier than level 1 and I played level 1 with 5 hearts and a Lvl2 Sword. I'm not a guy who loves hard dungeons, in fact I die a lot! The other thing is the overworld. I love it. It is a breath of fresh air. It is also mostlikely against the rules of the contest. Finally a personal dislike: WTF is with the black levers of insta-death?

tl;dr Gimme a hint where level 3 is so I can keep playing.


EDIT: Found level 3!

01-03-2014, 06:40 PM
Selected could not complete. i was enjoying the quest (played first few levels), i stopped because i felt it didn't really follow the contest rules (overworld mainly). at the time i was trying to sample as many of these as i could. i'd actually like to keep playing, and feel it would make a great first quest remix.

01-04-2014, 04:42 AM
Finished level 3 and 4. This isn't a bug perse but making a Pol's Voice hold a key makes it possible for the key to get stuck out of reach, since they can bounce over unwalkable areas. Two digdoggers in a room full of taps is nice and kicked my butt the first time but going back to the boss room they were dead. Kinda disappointing.

01-10-2014, 10:14 PM
I'm glad you guys enjoyed what parts you played so far. I had fun making the quest, and though it may get dq'ed, it does get more and more interesting and tricky as you go along. I don't know why the boss would disappear unless you killed one of them and the boss kill flag got triggered or something. I wouldn't know how to fix that. You do have some nasty bosses to look forward to in the future dungeons though :)

01-16-2014, 12:04 AM
the overworld screen one right of where you find the power bracelet has armos statues with the wrong undercombo.

01-16-2014, 04:29 PM
in level 7. looks like some cset issues with stairways, blocks and darkrooms. at least one push block has the wrong undercombo. and in the lit darkrooms the stairways show in weird cset.

01-20-2014, 06:49 PM
I returned to this quest because i was worried it wasnt getting attention due to the radical changes. i was hoping for good dungeons and new enemies that could nominate this for contention with the classic overworld restored. unfortunately i didn't find that.

the overworld is really really good, but the dungeons lack any interesting ideas. most are too easy and short. there were too few new enemies - most were the same except they took more hits. the one exception was the red zol, i like the way you made it determental to use the boomerang against it - would be cool for a goriya type enemy.

the bosses were boring. most were just chaotic with too many other enemies. And many of the boss room shapes were annoying. there was a couple times with the multiple boss rooms were i died after killing one or more but not all the bosses only to return and find them all dead.

I hope you rework the quest with broader rules because the overworld is really really good.

01-25-2014, 08:13 PM
Didn't think I'd be able to post my thoughts with "zeldaclassic" down. Gotta thank someone from the PureZC site for linking to these forums!

Another quest where 'authenticity' goes right out the window. Very uniquely done; in essence, you cut off the three left-hand columns of OVW screens and spliced them to the other side. (At the least, the one raft screen finally matches, palette-wise, with the screen next to it!)

The Dungeons didn't seem to have quite the flair to them. I'm not sure if it was deliberate to have the compass point to the boss, rather than the triforce. Stunning to me that the first two levels contain no Gorriyas, Darknuts, OR Wizzrobes, and that it's not until Level 8 that you see any blue Darknuts. Nothing out of the ordinary with the 'new' creatures, either. (The one boss room, with multiple entrances, was unique ... and vexxed me, as I didn't go in there until near the end, and had to double-back to grab the HC.)

It was a fun, quick quest, but apart from the OVW (which probably did go too far, in regards to this contest), nothing particularly struck me as awe-inspiring. (Being able to grab all OVW HCs and get the Magic Sword did remind me of Quest 1, to be fair.)

A couple errors: the screen SE of 'old Lvl 2' shows two staircases after you exit the cave; there's a 'pushable block' in Level 8 that accomplishes nothing; there's a gravestone that pushes, but doesn't play a chime.

Still, a tidy effort. "colon capital dee"

06-01-2014, 09:28 PM
Lucky 13 :laughing2:

This is the 13th contest entry I've finished (only 4 more to go!)
My thoughts: I think the shifted overworld was very interesting, with enough changes to individual areas (other than changing connectivity along the edge, of course) to make it more than just a shift. A few things about the overworld: The dock in what used to be the upper-right corner of the map is a little buggy. Sometimes when I launched from it to the left, the screen scrolled, but link didn't continue across, but since he was on a raft, I couldn't whistle aways (and the first time this hppened I didn't have the whistle anyway!). I would suggest modifying the screen to make the dock be one step in from the edge- I think that might fix the problem.
The blue molblins take only 1/2 damage from sword beams- is that deliberate, or a mistake? Also, the wand seems to do magic swrod damage (rather than white sword damage) is that correct?

As for the dungeons, again, only a few comments- nothing bugged, just preferences:
1) you use the same color bubbles for both A-type and B-type. When you need to get a specific recovery bubble, it would be nice to have a way to distinguish them (the same is true for the jinx bubbles, but to a lesser extent; you aren't going to not-avoid one based on the type, in general)
2) In dungeon 6, The first door I opened led to the magic book. As a result, there were no more keys that I could get to, so I had to leave and purchase one (fortunately, I had found the cheap key shop, so it wasn't too bad). I then had an extra key that I refused to use when doing dungeon 7 (turns out that I got the magic key before I had to worry about that- I think that the magic key should probably be switched with the magic boomerang, as dungeon 7 is a bit early for it)
3) the fire gels were interesting, but is there a way to make the flames go out faster? Too many times I cleared a room and had to sit back a while for them to slowly fade out.
4) There should be a way in dungeon 9 to get to the silver-arrow path without taking damage- but the way it is set up, only a clock will prevent taking damage.
5) multiple bosses in one room is interesting, but the problem is that if you kill any one boss, then they all disappear if you have to leave. In some cases, where you can leave without dying, it is a way to "cheat"- and once I actually got pushed out of the room by a hit, and so "beat" the bosses with only a partial battle.
6) as has been pointed out by others, the compass points to the boss, not the triforce piece.

Overall, this was well constructed, but a bit too easy for a 5th quest (I've been saying that a lot recently- maybe these quests have improved my skill more than I thought- or just the luck of my playing order) There wasn't much in the way of interesting new creatures/bosses (most were simply powered up versions of existing ones), and so this earns a middle-of-the-pack 3 out of 5 from me.