Up to you goodra. I always enjoyed following your project, but I'm pretty involved with my own projects so I haven't always been able to check out your updates and stuff. I hate to see projects unfinished as well though. Is there a way you can scale back your plan and release something workable now for the fans? Then you could always return to improve things if you get other people to help or get some motivation later.
Rollback Post to RevisionRollBack
Download and play my new Survival Map!
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
I've always liked the idea of this map and I'd enjoy a reboot if you began one! Now that you have some more experience, though, I'd warn against Feature Creep; don't try to recreate on your own what took teams of hundreds of people years to get right. Stick with a somewhat limited scope and get things working on a small scale before you raise them to where you want them.
That's one of the most important things I've learned working in the Computer Science industry and making my own Minecraft maps.
Good luck!
Thanks for commenting! I'm not simply making this as a Zelda map. I'm trying to avoid falling under stereotypes (i.e. finding the three virtue macguffins or whatever). This map will have some things that mapmakers have never really done (from my experience), including a gameshow, a date, werewolves (UWA?!). One of the most important aspects of this map will be the OST. I would consider that one of the most important parts of the map. The soundtrack will not be your typical Zelda map soundtrack.
Up to you goodra. I always enjoyed following your project, but I'm pretty involved with my own projects so I haven't always been able to check out your updates and stuff. I hate to see projects unfinished as well though. Is there a way you can scale back your plan and release something workable now for the fans? Then you could always return to improve things if you get other people to help or get some motivation later.
I can't see a playable build being finished. I might do a creative build (just for derping) for anyone who might care, but I feel like there would not be enough finished new content to make it worth releasing a build. =/
All right, everybody. I've begun PHASE 1. This consists of planning, creating the terrain with WorldPainter, writing the script, and smashing together the OST, which will consist of original songs as well as remixes by me. Don't expect any mechanics or anything like that, because I think I'll wait until 1.13 and they've broken everything to work on commands.
Keep in mind that I will basically stick with that story I posted, but it will certainly be a little different, especially in the early segments. The geography of the map will also be changed a bit. The map will have a large field akin to Twilight Princess (which I've almost beat, great game), and New Kokiri Town will go through a complete rebuild. The OST will be on my Soundcloud as I finish songs.
I'm still making progress, but I can't show you guys many of the things I'm working on ATM, mostly because 90% of it is spoilers (i.e. the characters, their themes, some of the more significant motifs, and the terrain); however, I'm doing a lot of planning, and I have some ideas that I've been kicking around in my mind that I'd like some input on. Some of them are:
-A Boss Ring at which the player can refight the bosses for Rupees and can fight them consecutively for prizes
-A "hall of minigames" at Kakariko Village
-A loot system similar to Skyward Sword
-All items having optional upgrades, kind of like A Link Between Worlds or Skyward Sword
-The protagonist not being silent
-An alternate ending
-An item that turns the player into a wolf when used
I'd also like ideas for custom mobs, because with damage variants it's much easier to make a mob with a custom model via a resource pack. I've almost finished Torch Slugs and Withered Babas and have several other models.
Something else that I've put a lot of thought into are the boss fights. I want them to be interesting and fun, not just buffed zombies with an occasional special attack. I'd make them fun enough that people would want to replay them. I'll take suggestions for those, too.
So, consider those things I listed and remember that I'm open to suggestions. =D
Space Expedition to EPIC 204:Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Okay, everyone. I have a (semi) major update. For the past couple of months, I've been working on the story, music, models, and textures for the map, and I've finally begun actually working on the first dungeon (I won't begin on the actual world until we get a stable 1.13 release) I guess I'll give you guys a little update.
For the first dungeon, I am going with my original vision for the first dungeon from the first map. It will be a bit more interesting, seeing as I compromised a lot when I was making the original. It will look a lot better and will be a bit less linear, leaving the player to find the path to the end.
For the mechanics, the new functions system (as well as many other things) makes items/spells/mechanics much easier and faster to run. For those of you who are unaware, functions are basically scripts from the old Adventurecraft, but instead of using JavaScript, they use commands. I have the boomerang, bombs, and hover boots, as well as many other mechanics, ported to the new system.
For mobs, I am keeping some of the vanilla mobs, such as Zombies, Skeletons, Silverfish, Slimes, etc. But some, such as Endermites, Guardians, and Spiders, won't be in because they just don't fit, but the more basic ones which I already listed fit better to a Zelda game. I am working on custom mobs to make the game more interesting. I have finished Tektites, Torch Slugs, Withered Babas, and Leevers. I'm still working on Deku Babas, Keese, Deku Babas, Morths, Keese, and a Slime Stack miniboss. I have plans to do very interesting boss battles that use lots of custom models to create a really cool experience.
For music, I really haven't finished many songs that I consider good enough to put in the OST (Just some dungeon music and some bonus tracks xD) I am combining modern instrumental and synth sounds with retro video game stuff. I'm happy with how it's progressing.
For the story, I will pretty much go with the basic framework I stated a while back, but with some changes. Characters will play more of a role, and I plan to put in lots of character development
The terrain is done (For the most part), but I will need to do a lot of manual touching-up with WorldEdit. Structures also need to be built.
On the whole, I'm making a lot of process on the technical side while I'm waiting for a 1.13 pre-release to come out. I know I haven't done a great job at keeping this thread updated, and I think I'll make a new one sooner or later.
-----------------------------------------------
Now, onto something a little different. I'm considering getting some help (not like some kind of "team") but just some help with models and textures. I don't really need help with building and redstoning, but between custom mobs and custom models for nearly all npc's, I might need some help with getting things done. If you want to help with textures or models somehow, just send me a PM.
I am also looking for beta testers for the map. I will not do public updates like I previously did, I just want to have a group of testers who I know will give me feedback. If you want to be one, just send me a PM and I'll fill you in.
-----------------------------------------------
I'll try to post updates (and maybe some screenshots sooner or later) and keep you guys from thinking that this map is dead. I really am working on this map a lot (I mean it this time lol) and I think that if I continue working at the rate I am right now, I can get this map done at some point, seeing as I know pretty much how I want everything and I'm not just making it up as I go like I did with the original map.
Thanks for reading to the end and have a good evening.
Progress for first test version:
Terrain:
Structures:
Mechanics:
Models:
Dungeon 1:
Ah, yes. There is something I forgot to mention in the last update. I want to do multiple translations for the map. Because of the way that json text display commands work now, all of the game's text (npc dialogues, signs, and pretty much all other ingame text) can go through the lang file. That means I can add new translations without changing the actual map. I just need to change the lang file. I will do English, Pirate and Spanish (and maybe Quenyan, but nobody would use it...), but I would like to have French and German versions as well. My French is very bad, so I won't even try, and I don't really speak German at all, so if anyone wouldn't mind going through the .lang file and translating, it would be much appreciated. I know there are a lot of German and French people out there who like adventure maps but don't speak much english, so I want to make sure that they can play, too.
In other news, the dungeons have changed from when I listed them last. They will be like:
1 - Sanctum of Courage (working on this one right now)
2/3/4 - Royal Vault
2/3/4 - Temple of Wisdom (will be much different)
2/3/4 - Charred Citadel
5 - Lanayran Mines
6/7 - Ancient Obelisk
6/7 - Creepy Catacombs
8 - Angwethrin
Ah, just noticed that I forgot to post the picture of the redone room. It's a little bit outdated (I've done some more detail work since then) but it's a pretty accurate representation of what there is now.
So, I ended up deciding not to use WorldPainter for the terrain. It's difficult to get the proportions right, and the fact that once you load the world up in minecraft, it's no longer editable is really a turnoff for me. However, with WorldEdit, I can easily make hills, caves and walls in less than half the time that it would have taken me to do them previously. So, all in all, the terrain will be much better than that of the original map.
As for mechanics, I finally have everything I need for the first testing version updated to 1.13 via functions. The new system is MUCH faster and more efficient than physical command blocks and I'm pretty excited about it.
I have finished Keese, Torch Slugs, Deku Scrubs (still needs a model, though...), Leevers, Like Likes, Withered Babas, and Tektites by way of mobs. I still have several in the works (both mechanics and models), such as Floormasters, Skulltula, Walltula, Deku Babas, and ReDeads (okay enough spoilers).
The first dungeon is complete (minus mechanics, waiting until I update the world to 1.13 for that). The overworld is coming along nicely, and I feel like I'll have it done maybe next weekend.
I'm making a lot of progress, so if you're a tester, expect a build at some point in late August.
NOTE: This map is dead; however, a remake is in progress. It will have its own thread once it becomes more presentable. Until then, see the latest posts to this thread.
Got some more progress for you folks. Nothing too exciting to report, just twiddling my thumbs in 1.12.2 while I wait for a 1.13.1 Forge port.
By way of dungeons, I am renovating the first dungeon a bit and WorldEdit is making my life super easy.
The soundtrack is filling itself out nicely (I will post some stuff for real soon), and while it's not of the greatest quality, I'm trying to make music that will make you feel a certain way. Kind of like games like Undertale or Chrono Trigger. I'm currently spending (wasting) a lot of time on a big, fancy orchestrated intro, however.
The overworld is coming along much faster than anticipated (like I said, where has WorldEdit been my whole life?) and will probably be done soon. Once Hyrule Field and the Dark Forest are finished, I'll get to working on the demo.
Okay, now for some things I've been bouncing around in my head:
So, I've had a Nintendo Switch for about roughly a month and half, and as I've been playing Breath of the Wild (9.746/10), I've thought of a few things I'd like to do in this map. I have changed the mine dungeon into Kah Budah Shrine. This way, I can add some tech-based puzzles and monsters (one of the things I wanted to do, but couldn't think of a way to do it). The boss of the dungeon would be an interesting concept, one that would fully be appreciated by the true Zelda nerds out there. Also, don't be surprised if you stumble upon a Sheikah rune in the dungeon, either. *wink wink*
Also, I'm replacing Rogor Village with Hateno Village, seeing as I named and built the original Rogor Village in about twenty minutes (some of you may remember the original...). This way, I can move it to a different location, seeing that I don't currently like the village's location.
Trust me: 1.13.1 is the best update for making directional-based mechanics. EVER. There is so much more that you can do with command blocks and the carrot selectors. What used to take hundreds of blocks (and the crapload of lag that came with it) can now be compressed to two dozen lines in a function that causes no loag whatsoever. This will finally make things like the Hookshot, Fire Rod, and Boomerang possible.
So, just keep in mind that this map is undergoing some big changes and that although I do not say anything on this thread much, I am still working on the map.
Up to you goodra. I always enjoyed following your project, but I'm pretty involved with my own projects so I haven't always been able to check out your updates and stuff. I hate to see projects unfinished as well though. Is there a way you can scale back your plan and release something workable now for the fans? Then you could always return to improve things if you get other people to help or get some motivation later.
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Thanks for commenting! I'm not simply making this as a Zelda map. I'm trying to avoid falling under stereotypes (i.e. finding the three virtue macguffins or whatever). This map will have some things that mapmakers have never really done (from my experience), including a gameshow, a date, werewolves (UWA?!). One of the most important aspects of this map will be the OST. I would consider that one of the most important parts of the map. The soundtrack will not be your typical Zelda map soundtrack.
Trust me, I've still got some tricks up my sleeve
I can't see a playable build being finished. I might do a creative build (just for derping) for anyone who might care, but I feel like there would not be enough finished new content to make it worth releasing a build. =/
All right, everybody. I've begun PHASE 1. This consists of planning, creating the terrain with WorldPainter, writing the script, and smashing together the OST, which will consist of original songs as well as remixes by me. Don't expect any mechanics or anything like that, because I think I'll wait until 1.13 and they've broken everything to work on commands.
Keep in mind that I will basically stick with that story I posted, but it will certainly be a little different, especially in the early segments. The geography of the map will also be changed a bit. The map will have a large field akin to Twilight Princess (which I've almost beat, great game), and New Kokiri Town will go through a complete rebuild. The OST will be on my Soundcloud as I finish songs.
which will consist of original songs as well as remixes by me.
Awesome !!! I can't wait to see (or hear lol) that
Thanks. Expect a mix of Zelda, Cucumber Quest, and Undertale.
Undertale for the Switch...
Oh. Wow. Didn't see that. Doesn't really effect me, other than inflating the toxic fanbase. (I don't have a switch)
Quick Message for those who care about this map:
I'm still making progress, but I can't show you guys many of the things I'm working on ATM, mostly because 90% of it is spoilers (i.e. the characters, their themes, some of the more significant motifs, and the terrain); however, I'm doing a lot of planning, and I have some ideas that I've been kicking around in my mind that I'd like some input on. Some of them are:
-A Boss Ring at which the player can refight the bosses for Rupees and can fight them consecutively for prizes
-A "hall of minigames" at Kakariko Village
-A loot system similar to Skyward Sword
-All items having optional upgrades, kind of like A Link Between Worlds or Skyward Sword
-The protagonist not being silent
-An alternate ending
-An item that turns the player into a wolf when used
I'd also like ideas for custom mobs, because with damage variants it's much easier to make a mob with a custom model via a resource pack. I've almost finished Torch Slugs and Withered Babas and have several other models.
Something else that I've put a lot of thought into are the boss fights. I want them to be interesting and fun, not just buffed zombies with an occasional special attack. I'd make them fun enough that people would want to replay them. I'll take suggestions for those, too.
So, consider those things I listed and remember that I'm open to suggestions. =D
Big update coming soon...
Awww yeah!
Download and play my new Survival Map!
Space Expedition to EPIC 204: Go on a Space-Age Adventure to visit and explore EPIC 204, a wacky world of dense asteroids and full of alien life! Experience Custom Seasons, Weather, Over 50 new creatures, Beautiful Biomes, Alien Ruins, Dungeons, and new space age tech crafting recipes!
Okay, everyone. I have a (semi) major update. For the past couple of months, I've been working on the story, music, models, and textures for the map, and I've finally begun actually working on the first dungeon (I won't begin on the actual world until we get a stable 1.13 release) I guess I'll give you guys a little update.
For the first dungeon, I am going with my original vision for the first dungeon from the first map. It will be a bit more interesting, seeing as I compromised a lot when I was making the original. It will look a lot better and will be a bit less linear, leaving the player to find the path to the end.
For the mechanics, the new functions system (as well as many other things) makes items/spells/mechanics much easier and faster to run. For those of you who are unaware, functions are basically scripts from the old Adventurecraft, but instead of using JavaScript, they use commands. I have the boomerang, bombs, and hover boots, as well as many other mechanics, ported to the new system.
For mobs, I am keeping some of the vanilla mobs, such as Zombies, Skeletons, Silverfish, Slimes, etc. But some, such as Endermites, Guardians, and Spiders, won't be in because they just don't fit, but the more basic ones which I already listed fit better to a Zelda game. I am working on custom mobs to make the game more interesting. I have finished Tektites, Torch Slugs, Withered Babas, and Leevers. I'm still working on Deku Babas, Keese, Deku Babas, Morths, Keese, and a Slime Stack miniboss. I have plans to do very interesting boss battles that use lots of custom models to create a really cool experience.
For music, I really haven't finished many songs that I consider good enough to put in the OST (Just some dungeon music and some bonus tracks xD) I am combining modern instrumental and synth sounds with retro video game stuff. I'm happy with how it's progressing.
For the story, I will pretty much go with the basic framework I stated a while back, but with some changes. Characters will play more of a role, and I plan to put in lots of character development
The terrain is done (For the most part), but I will need to do a lot of manual touching-up with WorldEdit. Structures also need to be built.
On the whole, I'm making a lot of process on the technical side while I'm waiting for a 1.13 pre-release to come out. I know I haven't done a great job at keeping this thread updated, and I think I'll make a new one sooner or later.
-----------------------------------------------
Now, onto something a little different. I'm considering getting some help (not like some kind of "team") but just some help with models and textures. I don't really need help with building and redstoning, but between custom mobs and custom models for nearly all npc's, I might need some help with getting things done. If you want to help with textures or models somehow, just send me a PM.
I am also looking for beta testers for the map. I will not do public updates like I previously did, I just want to have a group of testers who I know will give me feedback. If you want to be one, just send me a PM and I'll fill you in.
-----------------------------------------------
I'll try to post updates (and maybe some screenshots sooner or later) and keep you guys from thinking that this map is dead. I really am working on this map a lot (I mean it this time lol) and I think that if I continue working at the rate I am right now, I can get this map done at some point, seeing as I know pretty much how I want everything and I'm not just making it up as I go like I did with the original map.
Thanks for reading to the end and have a good evening.
Progress for first test version:
Terrain:
Structures:
Mechanics:
Models:
Dungeon 1:
I'll beta test you, if you beta test me
Edit : that came out wrong lol
It's okay, bro. I know what you mean. I'll put you on the list.
Ah, yes. There is something I forgot to mention in the last update. I want to do multiple translations for the map. Because of the way that json text display commands work now, all of the game's text (npc dialogues, signs, and pretty much all other ingame text) can go through the lang file. That means I can add new translations without changing the actual map. I just need to change the lang file. I will do English, Pirate and Spanish (and maybe Quenyan, but nobody would use it...), but I would like to have French and German versions as well. My French is very bad, so I won't even try, and I don't really speak German at all, so if anyone wouldn't mind going through the .lang file and translating, it would be much appreciated. I know there are a lot of German and French people out there who like adventure maps but don't speak much english, so I want to make sure that they can play, too.
In other news, the dungeons have changed from when I listed them last. They will be like:
1 - Sanctum of Courage (working on this one right now)
2/3/4 - Royal Vault
2/3/4 - Temple of Wisdom (will be much different)
2/3/4 - Charred Citadel
5 - Lanayran Mines
6/7 - Ancient Obelisk
6/7 - Creepy Catacombs
8 - Angwethrin
A dungeon 1 sneak peek...
Thanks!
Ah, just noticed that I forgot to post the picture of the redone room. It's a little bit outdated (I've done some more detail work since then) but it's a pretty accurate representation of what there is now.
Progress is coming along nicely... Where has WorldEdit been all of my life?
Update coming soon. ;D
A little progress report, I guess.
So, I ended up deciding not to use WorldPainter for the terrain. It's difficult to get the proportions right, and the fact that once you load the world up in minecraft, it's no longer editable is really a turnoff for me. However, with WorldEdit, I can easily make hills, caves and walls in less than half the time that it would have taken me to do them previously. So, all in all, the terrain will be much better than that of the original map.
As for mechanics, I finally have everything I need for the first testing version updated to 1.13 via functions. The new system is MUCH faster and more efficient than physical command blocks and I'm pretty excited about it.
I have finished Keese, Torch Slugs, Deku Scrubs (still needs a model, though...), Leevers, Like Likes, Withered Babas, and Tektites by way of mobs. I still have several in the works (both mechanics and models), such as Floormasters, Skulltula, Walltula, Deku Babas, and ReDeads (okay enough spoilers).
The first dungeon is complete (minus mechanics, waiting until I update the world to 1.13 for that). The overworld is coming along nicely, and I feel like I'll have it done maybe next weekend.
I'm making a lot of progress, so if you're a tester, expect a build at some point in late August.
NOTE: This map is dead; however, a remake is in progress. It will have its own thread once it becomes more presentable. Until then, see the latest posts to this thread.
Got some more progress for you folks. Nothing too exciting to report, just twiddling my thumbs in 1.12.2 while I wait for a 1.13.1 Forge port.
By way of dungeons, I am renovating the first dungeon a bit and WorldEdit is making my life super easy.
The soundtrack is filling itself out nicely (I will post some stuff for real soon), and while it's not of the greatest quality, I'm trying to make music that will make you feel a certain way. Kind of like games like Undertale or Chrono Trigger. I'm currently spending (wasting) a lot of time on a big, fancy orchestrated intro, however.
The overworld is coming along much faster than anticipated (like I said, where has WorldEdit been my whole life?) and will probably be done soon. Once Hyrule Field and the Dark Forest are finished, I'll get to working on the demo.
-----------------------------------------------------------------
Okay, now for some things I've been bouncing around in my head:
So, I've had a Nintendo Switch for about roughly a month and half, and as I've been playing Breath of the Wild (9.746/10), I've thought of a few things I'd like to do in this map. I have changed the mine dungeon into Kah Budah Shrine. This way, I can add some tech-based puzzles and monsters (one of the things I wanted to do, but couldn't think of a way to do it). The boss of the dungeon would be an interesting concept, one that would fully be appreciated by the true Zelda nerds out there. Also, don't be surprised if you stumble upon a Sheikah rune in the dungeon, either. *wink wink*
Also, I'm replacing Rogor Village with Hateno Village, seeing as I named and built the original Rogor Village in about twenty minutes (some of you may remember the original...). This way, I can move it to a different location, seeing that I don't currently like the village's location.
Trust me: 1.13.1 is the best update for making directional-based mechanics. EVER. There is so much more that you can do with command blocks and the carrot selectors. What used to take hundreds of blocks (and the crapload of lag that came with it) can now be compressed to two dozen lines in a function that causes no loag whatsoever. This will finally make things like the Hookshot, Fire Rod, and Boomerang possible.
So, just keep in mind that this map is undergoing some big changes and that although I do not say anything on this thread much, I am still working on the map.
Thanks for reading this long post to the end! =D