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Update Screenshots
No one here but us cuckoos. Check the screenshots section for the latest release shots.
Information
As the title of this thread suggests, the goal of this project is to recreate the various islands, dungeons, and game elements of The Wind Waker as accurately as possible, and with as much detail as I can manage. I started the project after being inspired by some of the other great Wind Waker, and general Zelda projects I've seen around the forums. I just so happened to go with Wind Waker because the island structure of the game allow me to set what I see as achievable goals, focusing on one island at a time. The long term goal for this project is the completion and release of a single "Great Sea" map, a full 7000x7000 units (matching the game scale), with all the major and minor islands, dungeons, ships, and what-have-you I can include. However, and because I can guarantee that won't happen for a long, long time, I will release individual major islands as I complete them.
Project Status (Listed by Quadrant) (Updated 1/16)
A1 - Forsaken Fortress - 100% [Released]
B4 - Windfall Island - 100% [Released]
B5 - Pawprint Isle - 100% [Complete, Unreleased]
B6 - Dragon Roost Island - 100% [Released]
G2 - Outset Island - 100% [Released]
I will be releasing maps with the player starting in survival mode, but with cheats enabled so the player can easily switch to creative mode to explore the maps. Also note that my current goal is to reproduce the look of each island and all accessible areas, but not include intricate game mechanics. So, you'll be able to wander the islands and access what areas you could in the game with vanilla minecraft mechanics, but there won't be much more to do, like boss fights, scripted scenes, etc, for a long time, if ever.
A Note on Downloads
I would appreciate your support by using the adfly links. However, for those having issues, or who simply do not want to, you can use the "Direct Download" links.
Texture Pack Information and Download
As important as the maps themselves, this project requires a great texture pack to capture the feel and detail of the Wind Waker. It just so happens that such a pack was already created and available on the forums here, The Wind Waker Texture Pack, currently being maintained by Blaziken584. Since I started using the texture pack, I have begun to modify it to fit the needs of this project, making additions and changes. Most notable is the removal of the jack-o-lantern texture, giving me an invisible light source to add highlights and spot lighting to structures and caves so the player can see key elements, rather than stumbling in minecraft's pitch dark nights, or using 10,000 torches to light up structures and give off smoke particles. Anyway, I am releasing my modified texture pack to primarily use with this project, as the changes I make are essential to these maps, but may not work well for minecraft in general.
Important: Aside from my specific changes and additions, I claim no ownership over the original Wind Waker texture pack. It is the property of, and currently maintained by Blaziken584, with contributions from PavelAK, Spartan9910, jzus, d3fin3d, IronSentron, and Ravecat, who have all put incredible effort into making a great texture pack. Some of my own contributions have been added as well! Please visit and support the original pack here:
All original modifications that I make to the texture pack are listed in the texture pack changelog.
Download: (version 1.4 Updated 1/12 [128x Updated only. 16x will be coming])
Wind Waker [128x] - Custom v1.4 Direct Download
Wind Waker [16x] - Custom v1.3 Direct Download
Changelog
V1.4 [MC 1.4.5]---------------
General
- merged Wind Waker Custom with the latest official texture pack for Minecraft 1.4.5
V1.3 [MC 1.2.5]---------------
Terrain.png
- swapped fern for sapling texture
- replaced fern texture with new fern texture
- replaced tnt texture with wind waker bomb texture
- changed cracked stone bricks texture to large white bricks
kz.png
- replaced 1x2 picture with Chuu jelly shop sign
- replaced 2x2 picture with cafe sign
- replaced 4x3 picture with Beedle's Ship Shop Sign
- replaced 4x4 picture with Windfall Ferris Wheel Sign
[Mobs]
villager_golem
- replaced default skin with darknut skin
V1.2 [MC 1.2.5]---------------
kz.png
- replaced 4x4 picture with Ganon Ship door facade
V1.1 [MC 1.2.5]---------------
General
- Integrated Blaziken584's most recent changes from the official pack
- added default resolution [x16] texture pack version
Terrain.png
- changed stone half-slab texture to original pack sandstone texture
- changed sponge texture
- changed lapis lazuli texture to one provided by Blaziken584
Items.png
- changed cauldron item texture to ceramic jar item texture
kz.png
- darkened mailbox front texture
v1.0 [MC 1.2.5] [Initial Release]---------------
Terrain.png
- top and side grass textures edited to be a permanent mid-green
- gravel texture darkened
- beige mushroom changed to blue with white spots
- tall grass color changed to permanent dark green
- sponge texture color changed to blue-green for use with Fairy Fountain areas
- All leaf types changed to permanent dark green
- clay color changed to redish brown
- pumpkin/jackolantern texture removed (to provide an invisible light source for map highlights, caves, etc)
- pumpkin face texture changed to Telescope texture for item use when placed on head
- Glowstone texture changed to match Fairy Fountain lighting
- Cauldron Texture changed to ceramic jar
- Lapis Lazuli texture changed for fairy fountain use (temp)
- Sandstone texture edited and turned slightly more beige
- Decorative Sandstone texture changed to original pack sandstone top texture
- Dark Wooden Planks color darkened
- Jungle Wooden Planks color changed to dark red
kz.png
- replaced 1x1 picture with original pack stone texture
- replaced 1x1 picture with original pack wooden planks texture
- replaced 1x1 picture with knives/spoons texture
- replaced 1x1 picture with palm tree picture from Wind Waker
- replaced 1x1 picture with flower picture from Wind Waker
- replaced 1x1 picture with mailbox front texture from Wind Waker
- replaced 2x1 picture with hanging vegetables texture from Wind Waker
- replaced 2x2 picture with Forsaken Fortress map from Wind Waker
- replaced 2x2 picture with group of three photos from Wind Waker grandmother's house
- replaced 4x3 picture with Forsaken Fortress Searchlight Schematics from Wind Waker
[GUI]
gui.png
- resized gui.png to 1024x1024
- edited item hotbar to reflect wind waker's gui inventory.png
inventory.png
- reworked inventory.png to reflect wind waker item and quest menus
[Mobs]
Silverfish.png
- default silverfish texture changed to Wind Waker rat
Full Item Hotbar
Empty Item Hotbar
Inventory Screen
Iron Golem Darknut skin
Map Downloads
Individual Maps
A1 - Forsaken Fortress [100% Complete, v1.0]
Creative: Download / Direct Download
Survival: Download / Direct Download
B4 - Windfall Island [100% Complete, v1.0]
Creative: Download / Direct Download
Survival: Download / Direct Download
B6 - Dragon Roost Island [100% Complete, v1.1][MC 1.4.5+]
Links: Download / Direct Download
G2 - Outset Island [100% Complete, v3.0]
Creative: Download / Direct Download
Survival: Download / Direct Download
Images (By Quadrant)
Row A
A1 - Forsaken Fortress
Overview
View from behind the fortress
Some detailing work on Ganon's ship and the giant bird nest
Courtyard East View (Don't mind the red square, it's an editing marker for the center of the map, and isn't present in the downloads)
Courtyard West View
One of the searchlights from the side
One of the fortress flags
The Prison tower, with a couple rats scurrying around. Also, the floor switch is behind the barrels in the corner, and yes, it opens the cell door
The Suspended Jail Tower (Even though the room is smaller than in the game (thanks to the developers' disregard for continuity between external and internal dimensions), all the features are there, including the crawlspace above the bookcase to get out of the cell)
One of the several connecting hallways
The cauldron room with the green banner
The center room with barrel racks and yellow banner
Looking towards the front of the boathouse tower
Looking towards the back of the boathouse tower
The Barracks tower and blue banner
Various Views of the boss tower
Ramp leading to Ganondorf's ship
Doors outside of Ganondorf's ship
Looking towards the bow
Looking back towards the doors
Looking at the right side windows
Looking at the left side windows
B4 - Windfall Island
Looking North
Looking West. Beedle's Shop boat is just leaving the east dock.
Looking South
Looking Southeast
The beach cave under the overhang
View of the crawlspace on the roof of the bomb shop
Inside the bomb shop. You can see the edge of the balcony at the top of the screen.
Ahh... no strange dancing Elvis in sight.
The town entrance and mailbox.
The Chu Jelly Juice Shop Sign
Inside the Chu Jelly Juice Shop (Notice the psychedelic portal smoke!)
The Auction House connecting bridge
The Auction House stage
A night of money and desire, indeed... I've got singles! (Yes, that was in bad taste. I don't care : p)
On the connecting bridge to the House of Wealth
House of Wealth interior
Looking towards Zunari's shop and the Cafe bar
To the cafe bar
Looking at the bar
Looking at the table
Lenzo's House (and a wayward islander)
Lenzo's house first floor
The upstairs gallery. Silly islanders, trying to debate the finer points of art...
Lenzo's balcony hallway. You can see the crawlspace in the back...
which exits above the shop stairwell
Outside the school
Inside Mrs. Marie's School of Joy...
...and impossibly long messages (it was just a single sheet of paper!)
Base of the Windmill/Ferris Wheel/Lighthouse and Salvatore's game shop
Battleship at it's best, without the alien invasion...
Ka-BOOOooom!
North side of Lighthouse, er, ferris wheel... uh... windmill? Make up your mind!
Back of lightouse with alcove
Ferris wheel walkway, and what I am dubbing the ferris wheel operator's shack
Inside of the shack. Though not in the original game, adding this interior allowed me to add ladder access to the top of the lighthouse, since, you know, it can't spin in minecraft...
The lighthouse light by night... alright!
Oh no, he's... he's free! Warning: fugitive wielding deadly green spandex and suffering from a delusional personality. Treat with extreme prejudice!
The town jail cell. Do you dare enter... the labyrinth?
Like a rat in a maze... with rats (and yes, it's identical to the maze in the original game)
Oooh, what's in there? (It's a secret)
Well, at least he died before Tingle got there...
Overview of Pawprint Isle, the watchtower, and rafts. View distance is set to extreme through optifine
Closeup of the watchtower. I'm rather pleased at how it came out.
Looking at the watchtower head-on.
One last night shot... because it looks cool.
A closeup look at one of the rafts, as well as its relation to the watchtower and island.
The treasure hunters' boat that circles Pawprint Isle.
The island's mailbox, as seen from one of the "digits".
The sign says it all. Also, with Minecraft's "far" render distance, the watchtower is fogged.
A view of the "digit" islands, as well as the jumping path to get to the hole that leads to a hidden trial.
The island dome, and the crawlspace to get inside.
Inside the dome. Where could that hole lead?
Leads to the chu cave as it turns out. A couple of notes here. One, I'm having some slight rendering issues with SEUS, so all those black squares are supposed to be blue wool. They show up fine without SEUS for me, so it's a minor issue. Second, the lapis ore blocks are a placeholder. I will be changing them to blue stone to match what the area looks like in-game.
The central room of the chu cave. The ladder leads to a platform that was originally a grappling hook puzzle.
The upper platform and chest.
One of the cave corridors, blocked by stone. A bomb could be useful here...
Another room in the cave. I wonder what could be in that chest?
The hidden trial chamber. As before, the lapis will eventually be blue stone. The reward chest is on the arena platform.
Sailing to the island
A closeup of the beach area
A view from the other side of the island
The Wind Shrine. The boulder on the beach to the right leads to the hidden dungeon.
Hidden dungeon entryway.
Hidden dungeon main room.
A view of the flight deck lit up in the evening. You can also see a bit of the canyon that leads to the dungeon.
Another evening view, with part of the dungeon path up the volcano visible.
Ground floor of the mail center.
Second floor of the mail center.
Prince Komali's room.
Overview of the canyon that leads to the dungeon entrance.
The dungeon entrance lies just beyond that lava...
The first puzzle of the dungeon. Can you find the hidden lever?
The second room. The chest on the left holds the key to unlock the far door.
Thanks to minecraft updates, I could actually name the pressure plate the "small key" ...well, I think that's pretty neat...
The first view of the main volcano chamber as you walk in.
The volcano chamber from the other direction.
Looking down on the volcano chamber from the top.
The dungeon map room. I hope you found the first empty bottle...
Another room. A grappling hook might come in handy to reach that chest... (Sadly, vanilla minecraft doesn't have grappling hooks, so there's a jumping route here for now...)
The lower outside path up the volcano.
Another puzzle room.
The upper half of the same room. I added in a conversation sequence from the game here as a test. It's recorded in a book in that chest. I may be adding more, later.
Normally, you would need to kill all of the enemies in this room to unlock the door. I'm still figuring out how to implement that. Probably with custom spawners and drops...
The boss door room. Looks like we still need the key.
The top of Dragon Roost. Because the island is so close to the height limit, I don't think I can actually fit all of Valoo up there. For now, I quickly made some dragon feet as a placeholder
Entering the third story of the volcano chamber. Time to ride the lava powered platform down.
The passage the lava platform gives you access to. Command blocks teleport you from the platform down here, and vice-versa.
On the way to get the boss key.
The chest with the boss key is surrounded by a ring of fire. How to put it out? That switch looks interesting...
The Boss chamber, with Valoo's tail hanging down.
As there is no boss to fight right now, here's a chest with the two rewards you get, a Heart Container, and Din's Pearl (Though you technically get the pearl from Prince Komali after exiting the dungeon).
G2 - Outset Island
An overview of the island
The east island hut and watchtower
Beedle's Shop boat and the King of Red Lions
The very first mailbox you see (and isn't rocking in a disturbing fashion). Grandma's house behind it
View of the small cliff ledges, with glass steps and a ladder to access the Savage Labyrinth
The cave at the back of the island
Inside the cave
I think you need a sword
The bridge leading to the Fairy Forest
The Fairy Forest entrance
Second area in the Fairy Forest, with the log you can "crawl" through
The boulder marking the Fairy Fountain site. there is a convenient hole and ladder around the back of the boulder to visit the cave
The Fairy Fountain (note the cave/shell texture is temporary until I find or make something better)
Looking back at the entrance to the Fairy Fountain cave
The boulder with a face that marks the entrance to the Savage Labyrinth
Entering the Savage Labyrinth... entrance
Abandon hope all ye who enter here
The east island hut interior. There is a crawlspace by the bed that leads to the small room with a chest
The inside of Orca's house
Orca's house second floor and loft
Grandma's house main room
The loft in Grandma's house. Family photos! Dawww
The hidden basement beneath Grandma's house. It's accessable via the hidden crawlspace out front
House on the hill main room
House on the hill bedroom
House on the hill attic. There are glass "steps" leading down from the bridge to give you access to this room
Videos
Wind Waker Cinematic by haders
~Jaren_117
Also, a thought dawned on me working on the texture pack some more. I'm designing these maps in conjunction with certain changes I've made to the texture pack, with the most obvious dependence on using the jack o lanterns as an illumination source while erasing the texture so they are invisible. with another texture pack, these maps will have a bunch of pumpkins floating around. Having the maps require a custom pack isn't such a bad thing. However, I'm currently working with a hi-res 128x pack, and I realize that not everyone who plays minecraft likes to patch their game with mcpatcher or optifine for hi-res support. If anyone looked at this project and decided not to check out the maps or texture pack because of the resolution, I'd like to hear your opinions. If there are at least a few people that want a "standard" resolution pack, I'll probably convert it and put it up. Thanks.
Also I know the first post has been quiet for several days, but I am still working on the project when I have time. When I have something good to post, it'll be there. Hmm... looks like I might need to figure out what would make a good skin for the iron golems... a darknut, perhaps?
Edit: And just to clarify, I am indeed trying to fit every hidden room/crawlspace/secret from each island that I practically can into the recreations. I'm not sure how much "filling out" I might do for, say, rooms with windows from the outside, but no interior in the actual game, and conversely, depending on space differences, some hidden areas might not make it into the recreation if they can't fit in the required space.
So, that said, if I show off a hidden area in a screenshot, or you find one while touring the map, chances are it's in the original game, as well. And for a current example, though I'm still working on Windfall Island's shape and dimensions, I'm predicting the rat maze that link crawls through might be a bit troublesome to implement with its traps and exits because of the vertical space requirement in minecraft to walk through it, plus issues with exits lining up where they should be.
Working out the scale for windfall island has been giving me headaches, so progress is a bit slow at the moment, but things will pick up eventually!
I can't wait for the rest of the islands, I might just have to cry at the beauty ;D
Btw, as of currently, we have a server that we have taken down while we rework the entire website to be aimed at something else, and in the meantime we could possibly host the Wind Waker map so you could have people help you with the project (of course whitelisted) as I can assume this is majorly time consuming =o
Also, if this takes off really well, we might designate our server to the project, and maybe have people able to connect and see the progress, but not able to build or something.
Anyway, that's up to you to decide how it will work, just some thoughts ;D
@LtLuckey: I'm glad there's at least one person who remembers when I first put up my version of Outset Island on the forums
While progress is slow, there is indeed progress. It's quite rough, but here's another WIP shot for you guys to check out:
That is actually a pretty ingenious way to do the maps, and I am just like you when creating things, I am OCD about fine detail, it isn't even funny, haha.
Biggest Pet Peeves: Square houses, lack of furniture, things not symmetrical where they should be, lack of creativity (for makeshift furniture mostly), and I could go on an on =3
Oh, and Blaziken, I have a small surprise which I should be posting on the Wind Waker Texture Pack thread very shortly. So soon, in fact that you probably won't see this post first, and my mild cross-thread joke will be completely missed, but... oh well, I'll do it anyway.
(http://www.minecraftforum.net/topic/120456-125-adventurecraft-npc-pathing-blocks-r1095/)
2. add scripts, boss fights, enemy fights, and all that jazz!
I would do that if i knew how to do step #1.
@Noahtek: I have considered Adventurecraft and what it could add to a project like this. In fact, there was a demo of another wind waker project going through the beginning of the game on Outset Island, which was quite impressive. For now, though, my focus is solely on recreating the islands and dungeons, making sure all of their related areas are accessible, and placing game-related items (rupee chests, master sword, bow, etc) in their proper locations. If I were ever to adapt the project for adventure craft, it would only be after all forty-nine quadrants were complete and combined into a single map. Also, attempting to adapt each map to AdventureCraft as I go would quite literally double the workload for the project, and as I'm working on this in my free time to begin with, I don't really like how that sounds. The suggestion is appreciated, though, and Adventurecraft pretty much was made for Zelda gameplay, with new items like the hookshot, boomerang, bomb arrows, and door keys.