So, ever since Halloween I've been working on a map that emulates the classic Legend of Zelda game for the NES. The overworld is finished, as is dungeon 9. Caves are in place, but I may move them around a bit before finalizing them. When I finish, this will be a working adventure map, as close as possible to the original experience, but now in 3D! I have not used any mods thus far; if I do I will likely offer the map in modded and un-modded varieties.
So, ever since Halloween I've been working on a map that emulates the classic Legend of Zelda game for the NES. The overworld is finished, as is dungeon 9. Caves are in place, but I may move them around a bit before finalizing them. When I finish, this will be a working adventure map, as close as possible to the original experience, but now in 3D! I have not used any mods thus far; if I do I will likely offer the map in modded and un-modded varieties.
Let me know what you think!
Looks good, I have to say. Will you be using command blocks for this map?
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One does not simply hate on pizza with me around, and leave with their dignity still intact.
Looks good, I have to say. Will you be using command blocks for this map?
I've already used quite a few. For starters, I've turned off mob drops, the spread of fire, and mob griefing. When the player dies, they get to keep their inventory. The entrance to dungeons come with buttons which will set your spawn point, either to the dungeon entrance or the beginning area outside. When the player reaches the end of Spectacle Rock they will be given a choice to either attempt the second quest or be moved on to the second game, Adventure of Link. Either choice will wipe the player's inventory. When I get around to the Lost Woods and Lost Hills, I will be using tripwire to teleport the player around. I also have a secret room at the beginning of each dungeon with a wall of teleports to each room.
As far as other redstone mechanisms go, I have a few in progress. Bombs are emulated via ender pearls; switches that open 'bombable' doors will be located in nearby high areas. Keys are emulated via redstone torches; placing them on the wall next to a doorway opens both sets of attached doors. Shops function more or less as they should, though everything costs 1 rupee/emerald. Picking up the raft/boat in dungeon 3 will unlock dungeon 4 and the heart container/golden apple island in the east. Picking up the ladder in dungeon 4 will cause wool blocks in every dungeon to retract, as well as unlocking the shortcuts into the death mountain area. I may have it unlock the heart container/golden apple sitting open in the east as well, but I'm not quite sure how yet. Picking up the magical key in dungeon 8 will cause all doors to unlock. I am considering tracking the acquisition of heart containers/golden apples so that the requirements for the white/iron and magical/enchanted diamond swords will be emulated as well. Eight triforce pieces/Nine gold bars (two in dungeon 8) must be acquired in order to open the doors inside dungeon 9.
The emulation isn't perfect, of course. Leaves can be cut by swords, which is unintentional and easily permits the player to do things impossible in the original game. The candle is basically obviated by this; instead the shops sell torches, and the red candle in dungeon 7 is replaced with flint and steel, which itself only serves the purpose of igniting the ground to cause damage to enemies. Old women sell their potions regardless of possession of the letter/written books, though they will buy them for an emerald. The recorder is now an enchanted disc (I used Far) that is required to progress in Digdogger rooms, cuts off a waterfall to open the passage to dungeon 7, and unlocks a room near the beginning area that allows the player to teleport to dungeon entrances (still working on the specifics of that last one).
In case it wasn't clear, I mean to emulate not just the original game (and second quest) but also the second game, Adventure of Link. The first map for the original game is present as a subset of the Adventure of Link map, at 1/8 size.
Currently, I'm trying to figure out how to set the white and magical sword locations up so that the player needs to acquire the correct number of heart containers/golden apples before they may upgrade. So, for the white sword I will need the switch to activate when 3 out of 13 golden apples are acquired, and for the magical sword 9 out of 13. I could use help on this one.
Looks neat. How will you be controlling the enemys, through mob spawners?
Mainly, though I haven't worked on that aspect of the map at all yet. Dungeons are mostly unlit (you can buy torches at shops) so monsters will naturally be more prevalent there. I hope the API update will allow me to create custom monsters.
Will the puzzle where it's the same area over and over again, with directions up, down, left, and right, be in the game through command blocks? Perhaps the wrong way TPs you to the start and the correct lets you through.
Mainly, though I haven't worked on that aspect of the map at all yet. Dungeons are mostly unlit (you can buy torches at shops) so monsters will naturally be more prevalent there. I hope the API update will allow me to create custom monsters.
Use MCEdit filter Custom Mobs, it allows you to use a chest and make a zombie, skeleton, pig zombie, wither skeleton, or villager zombie, along with thier respective 'baby' versions. Heres how it works:
put a chest down.
the first item is the tool
then the boots, then leggings, then chest-plate, then helmet
then open an older MC-edit(new versions suck)
use filter(download first)
Let me know what you think!
Looks good, I have to say. Will you be using command blocks for this map?
I've already used quite a few. For starters, I've turned off mob drops, the spread of fire, and mob griefing. When the player dies, they get to keep their inventory. The entrance to dungeons come with buttons which will set your spawn point, either to the dungeon entrance or the beginning area outside. When the player reaches the end of Spectacle Rock they will be given a choice to either attempt the second quest or be moved on to the second game, Adventure of Link. Either choice will wipe the player's inventory. When I get around to the Lost Woods and Lost Hills, I will be using tripwire to teleport the player around. I also have a secret room at the beginning of each dungeon with a wall of teleports to each room.
As far as other redstone mechanisms go, I have a few in progress. Bombs are emulated via ender pearls; switches that open 'bombable' doors will be located in nearby high areas. Keys are emulated via redstone torches; placing them on the wall next to a doorway opens both sets of attached doors. Shops function more or less as they should, though everything costs 1 rupee/emerald. Picking up the raft/boat in dungeon 3 will unlock dungeon 4 and the heart container/golden apple island in the east. Picking up the ladder in dungeon 4 will cause wool blocks in every dungeon to retract, as well as unlocking the shortcuts into the death mountain area. I may have it unlock the heart container/golden apple sitting open in the east as well, but I'm not quite sure how yet. Picking up the magical key in dungeon 8 will cause all doors to unlock. I am considering tracking the acquisition of heart containers/golden apples so that the requirements for the white/iron and magical/enchanted diamond swords will be emulated as well. Eight triforce pieces/Nine gold bars (two in dungeon 8) must be acquired in order to open the doors inside dungeon 9.
The emulation isn't perfect, of course. Leaves can be cut by swords, which is unintentional and easily permits the player to do things impossible in the original game. The candle is basically obviated by this; instead the shops sell torches, and the red candle in dungeon 7 is replaced with flint and steel, which itself only serves the purpose of igniting the ground to cause damage to enemies. Old women sell their potions regardless of possession of the letter/written books, though they will buy them for an emerald. The recorder is now an enchanted disc (I used Far) that is required to progress in Digdogger rooms, cuts off a waterfall to open the passage to dungeon 7, and unlocks a room near the beginning area that allows the player to teleport to dungeon entrances (still working on the specifics of that last one).
Condemnant quod non intellegunt...
Is this dead?
Edit: oops didn't see the new thread
Will the puzzle where it's the same area over and over again, with directions up, down, left, and right, be in the game through command blocks? Perhaps the wrong way TPs you to the start and the correct lets you through.
Edit: noticed it's a necro.
You can't do it by yourself! Get somebody to help because....
IT'S DANGEROUS TO GO ALONE! TAKE THIS.
Use MCEdit filter Custom Mobs, it allows you to use a chest and make a zombie, skeleton, pig zombie, wither skeleton, or villager zombie, along with thier respective 'baby' versions. Heres how it works:
put a chest down.
the first item is the tool
then the boots, then leggings, then chest-plate, then helmet
then open an older MC-edit(new versions suck)
use filter(download first)