Little update here for whatever weirdos still like this map:
Progress is coming along... sort of. I'm pretty low on motivation tbh, and all I'm really getting done is detail work on the dungeon. I have updated the world to 1.13, however, and have begun to actually work on the commands for the story. I am still doing a fair bit of physical command blocks for various things, as I don't want too heavy a function load on the datapack (as long as it doesn't cause lag, in which case I will move it to the datapack). I also finished the hookshot, which is actually pretty cool IMO. It's pretty much a lame ripoff of NOPEName's, and it won't be used until the 4th/5th dungeons, so I think I'm getting a little ahead of myself.
The first dungeon is basically done. All it needs now is the doors, puzzles, enemy encounters, minibosses, etc... The stuff that's actually fun to make. Most of the custom enemies are done, and actually kind of cool.
I actually kind of like how NPC's are coming. For most of the random ones, I'm just using some custom steve and alex models and skins, so no big deal; however, for a few (i.e. Saria, Groose, Ravio, etc.) I have made completely custom models, which I think really sets this map apart from other maps in its class. (listen to me, bragging on myself...)
The story is mostly solidified, with most of what I want to do having been decided on. It's kind of interesting; I like it.
I have been paying a bit more attentive to level design in this map, and I already have graphs drawn for this map (If you have no idea what I'm talking about, watch Mark Brown's Boss Keys series) I'm paying a lot more attention to what makes a good dungeon, and trying to make them truly challenging and enjoyable, not just more difficult segments of monotonous Minecraft map.
In general, working on maps in 1.13 is SO SO SO much easier than previous versions. With caveats in the chat and command blocks, I almost never have to check the wiki for tagnames (which I used to do frequently). Although I do check certain tutorials to learn a new detail about the breathtaking new /execute command.
So, all in all, for the first time EVER, progress is actually coming along. I'm starting to have some more motivation to work on this map, and Christmas Break is really giving me some time to work on it. In addition, I don't have many major music projects going, with a basic Soundcloud hiatus going, so this is the only real major project I have going.
Be back later, with hopefully some more frequent updates coming in the future.
Yes, 1.13's "execute" command is incredible. I was so happy when I read the 1.13 anticipated changelog. The prior command was great and I used it probably in 40%+ of all my commands, but the new kind is so much better and addresses most of my wishlist haha.
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!
Yes, 1.13's "execute" command is incredible. I was so happy when I read the 1.13 anticipated changelog. The prior command was great and I used it probably in 40%+ of all my commands, but the new kind is so much better and addresses most of my wishlist haha.
I KNOW RIGHT?!
Seriously, this command, combined with functions, makes doing items and mobs SO SO easy.
This map is on the latest 1.14 snapshot and running great. I didn't have to convert ANY commands, which is, like, a first. I guess this could become normal, seeing as Mojang has finally finalized the commands.
As for the new default textures, I think the map will have two versions of the resource pack: one for the new textures, and one for programmer's art. This will be for anyone who prefers the old textures over the new.
I have finally decided on the layout of the first dungeon, and now I just need to finish some rooms and add the puzzles/enemies/all that jazz. I don't think I've ever spent as much time on one dungeon as I have on this one. I sure hope it turns out good. =P
I've been working on aesthetics for a while, because I want to create a map that is not only fun and engaging, but also visually pleasing. I don't always feel like doing that sort of thing, but to get my motivation up, I just play a couple of waves of The Unseen Forces III lol
SO. I still have a few mechanics to finish/make, such as locked doors that can be placed with spawn eggs, L-Targeting, Projectile Motion mechanics, Dungeon Map/Compass... I'm really trying to make things that will make working on the map later easier. I've been making tools that make jobs easier (which I may release as a datapack eventually)
Altogether, things are coming along nicely, and I'm not even going to act like it's coming out soon.
Progress report for the, what, three people who still like this map.
Recently I have become more interested in mapmaking again, maybe because I'm in a slump music-wise, and I just finished the game I got for Christmas (Shovel Knight: Treasure Trove btw) so my free time is not being spent on as many things. For the first time in, like, years, I'm actually getting a lot of stuff done. The first dungeon is almost done, with the layout finished, and all that really needs to be done is to finish a couple of rooms/puzzles. Despite its small size, it was an ambitious project. I've been studying level design lately, and I wanted to create a dungeon that would have been at home in Majora's Mask. (If you're curious about that, the map will have plenty of notes)
Also, I finally decided on a system for Locked Doors that I like. As players of the original map remember, the system I used was cool (as the key was visible in the lock briefly, similar to Tendoboy's mechanic), but in this map I've been focusing a bit more on inventory management, and I don't want the player to have to be scrambling in their inventory for keys. Instead, keys will be a stat on the sidebar, just like Rupees, arrows, and bombs. The player will simply click on the lock, and if they have a key, the door will be unlocked. It uses droppers for click-detection (because who still uses droppers?) and I really like it.
Sand Rod V2 is here and ready for action! I completely rebuilt the mechanic, and it works about 300% better. It uses shulkers and the new /teleport command, and works seamlessly.
I have also decided to use Blokked's Spinner mechanic. He said that it is free to use, so long as credit is given, so I decided to use it. I made a new BotW Sheikah-style model for it, and it looks great.
The hookshot is also finished, and it's really cool.
Altogether, don't be surprised if a testable version is ready soon.
Great to hear you are getting back into your project! I hope it goes well!
I'm looking forward to doing so myself this year! We doing a builder playtest once a week instead for the time being both to bug test and get back into things. I think Lezandria plans to record some of the progress!
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!
Great to hear you are getting back into your project! I hope it goes well!
I'm looking forward to doing so myself this year! We doing a builder playtest once a week instead for the time being both to bug test and get back into things. I think Lezandria plans to record some of the progress!
If she does, I'll watch it.
I meant to post some screenshots earlier, but here are some. Nothing too... spoilery (IS THAT EVEN A WORD)
I'm not making a lot of progress on this project. I don't feel very motivated atm, but I don't intend to quit it. I may well get into it a little this weekend.
I'm also considering making a discord server for this map, although I wouldn't want to get rid of this thread. Discord servers are great for real-time discussion and messaging, but the forums work way better for this sort of project. Also i don't think anyone would use the server tbh
Don't expect this to be finished (not that you ever were in the first place, right?)
I'm in my first year of college right now, and I most of my scant time spent gaming is being poured into Sonic Mania and Super Smash Bros.
On an unrelated note, I am still working on a Minecraft project. I don't really want to spoil anything before it's finished, so that I can release the full thing when I reveal it.
I think I've really discovered my passion, which is music, and I'm very much enjoying it, which explains my lessening activity here.
I'm probably going to be a little more active here (lol I mean it this time) and I'm gonna see who's still here and who's new, and try to meet some old and new friends.
Aight, change of plans. I'm finishing this map. But only the dungeons. I only started on this map in the first place because I wanted to make dungeons, and I kept getting bogged down making story segments. The first one is pretty much done (just needs some bugfixing) and I'm picking up work on the second one over this weekend.
Man, going back and reading back over this thread... Dang. These were the days. There were only like four people who interacted with me here, and I was really cringy all the time, but this was the fun. I loved this site and its users so much way back then, and it made me so happy to be a part of this community. I can't believe that I spent more than four years working on this thing and got nothing done. While literally nothing ever came about from this project save a lot of empty locales and a data pack full of useless game mechanics, I wouldn't have traded this experience for anything. They say the real zelda map was the friends you made along the way. Or maybe it was the forum thread. I don't know. Something like that.
Anyway, if you made it through that absolute mudhole of a paragraph, and any of it rings a bell to you, then thank you. If you were one of the like five people who interacted with this map, then thank you for the motivation to keep me going with this project. I know I never really got ya'll anything to play. But it wouldn't have been good in the first place.
Thankful for this experience. Some very good memories. Until the next time I log onto this site in like six months or something, good luck and take care!
Appreciate you Rabid! Yeah we had some good times, brings back a lot of memories. Hope you are doing well man!
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!
Little update here for whatever weirdos still like this map:
Progress is coming along... sort of. I'm pretty low on motivation tbh, and all I'm really getting done is detail work on the dungeon. I have updated the world to 1.13, however, and have begun to actually work on the commands for the story. I am still doing a fair bit of physical command blocks for various things, as I don't want too heavy a function load on the datapack (as long as it doesn't cause lag, in which case I will move it to the datapack). I also finished the hookshot, which is actually pretty cool IMO. It's pretty much a lame ripoff of NOPEName's, and it won't be used until the 4th/5th dungeons, so I think I'm getting a little ahead of myself.
The first dungeon is basically done. All it needs now is the doors, puzzles, enemy encounters, minibosses, etc... The stuff that's actually fun to make. Most of the custom enemies are done, and actually kind of cool.
I actually kind of like how NPC's are coming. For most of the random ones, I'm just using some custom steve and alex models and skins, so no big deal; however, for a few (i.e. Saria, Groose, Ravio, etc.) I have made completely custom models, which I think really sets this map apart from other maps in its class. (listen to me, bragging on myself...)
The story is mostly solidified, with most of what I want to do having been decided on. It's kind of interesting; I like it.
I have been paying a bit more attentive to level design in this map, and I already have graphs drawn for this map (If you have no idea what I'm talking about, watch Mark Brown's Boss Keys series) I'm paying a lot more attention to what makes a good dungeon, and trying to make them truly challenging and enjoyable, not just more difficult segments of monotonous Minecraft map.
In general, working on maps in 1.13 is SO SO SO much easier than previous versions. With caveats in the chat and command blocks, I almost never have to check the wiki for tagnames (which I used to do frequently). Although I do check certain tutorials to learn a new detail about the breathtaking new /execute command.
So, all in all, for the first time EVER, progress is actually coming along. I'm starting to have some more motivation to work on this map, and Christmas Break is really giving me some time to work on it. In addition, I don't have many major music projects going, with a basic Soundcloud hiatus going, so this is the only real major project I have going.
Be back later, with hopefully some more frequent updates coming in the future.
Oh, and Merry Christmans, btw! =D
Yes, 1.13's "execute" command is incredible. I was so happy when I read the 1.13 anticipated changelog. The prior command was great and I used it probably in 40%+ of all my commands, but the new kind is so much better and addresses most of my wishlist haha.
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 KNOW RIGHT?!
Seriously, this command, combined with functions, makes doing items and mobs SO SO easy.
Okay, time for some updates, I guess.
This map is on the latest 1.14 snapshot and running great. I didn't have to convert ANY commands, which is, like, a first. I guess this could become normal, seeing as Mojang has finally finalized the commands.
As for the new default textures, I think the map will have two versions of the resource pack: one for the new textures, and one for programmer's art. This will be for anyone who prefers the old textures over the new.
I have finally decided on the layout of the first dungeon, and now I just need to finish some rooms and add the puzzles/enemies/all that jazz. I don't think I've ever spent as much time on one dungeon as I have on this one. I sure hope it turns out good. =P
I've been working on aesthetics for a while, because I want to create a map that is not only fun and engaging, but also visually pleasing. I don't always feel like doing that sort of thing, but to get my motivation up, I just play a couple of waves of The Unseen Forces III lol
SO. I still have a few mechanics to finish/make, such as locked doors that can be placed with spawn eggs, L-Targeting, Projectile Motion mechanics, Dungeon Map/Compass... I'm really trying to make things that will make working on the map later easier. I've been making tools that make jobs easier (which I may release as a datapack eventually)
Altogether, things are coming along nicely, and I'm not even going to act like it's coming out soon.
Progress report for the, what, three people who still like this map.
Recently I have become more interested in mapmaking again, maybe because I'm in a slump music-wise, and I just finished the game I got for Christmas (Shovel Knight: Treasure Trove btw) so my free time is not being spent on as many things. For the first time in, like, years, I'm actually getting a lot of stuff done. The first dungeon is almost done, with the layout finished, and all that really needs to be done is to finish a couple of rooms/puzzles. Despite its small size, it was an ambitious project. I've been studying level design lately, and I wanted to create a dungeon that would have been at home in Majora's Mask. (If you're curious about that, the map will have plenty of notes)
Also, I finally decided on a system for Locked Doors that I like. As players of the original map remember, the system I used was cool (as the key was visible in the lock briefly, similar to Tendoboy's mechanic), but in this map I've been focusing a bit more on inventory management, and I don't want the player to have to be scrambling in their inventory for keys. Instead, keys will be a stat on the sidebar, just like Rupees, arrows, and bombs. The player will simply click on the lock, and if they have a key, the door will be unlocked. It uses droppers for click-detection (because who still uses droppers?) and I really like it.
Sand Rod V2 is here and ready for action! I completely rebuilt the mechanic, and it works about 300% better. It uses shulkers and the new /teleport command, and works seamlessly.
I have also decided to use Blokked's Spinner mechanic. He said that it is free to use, so long as credit is given, so I decided to use it. I made a new BotW Sheikah-style model for it, and it looks great.
The hookshot is also finished, and it's really cool.
Altogether, don't be surprised if a testable version is ready soon.
At least I'm still here.
And that is one reason you're awesome. ;D
Great to hear you are getting back into your project! I hope it goes well!
We doing a builder playtest once a week instead for the time being both to bug test and get back into things. I think Lezandria plans to record some of the progress!
I'm looking forward to doing so myself this year!
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!
If she does, I'll watch it.
I meant to post some screenshots earlier, but here are some. Nothing too... spoilery (IS THAT EVEN A WORD)
so
I'm not making a lot of progress on this project. I don't feel very motivated atm, but I don't intend to quit it. I may well get into it a little this weekend.
I'm also considering making a discord server for this map, although I wouldn't want to get rid of this thread. Discord servers are great for real-time discussion and messaging, but the forums work way better for this sort of project. Also i don't think anyone would use the server tbh
RIP this lol
Don't expect this to be finished (not that you ever were in the first place, right?)
I'm in my first year of college right now, and I most of my scant time spent gaming is being poured into Sonic Mania and Super Smash Bros.
On an unrelated note, I am still working on a Minecraft project. I don't really want to spoil anything before it's finished, so that I can release the full thing when I reveal it.
I think I've really discovered my passion, which is music, and I'm very much enjoying it, which explains my lessening activity here.
I'm probably going to be a little more active here (lol I mean it this time) and I'm gonna see who's still here and who's new, and try to meet some old and new friends.
Aight, change of plans. I'm finishing this map. But only the dungeons. I only started on this map in the first place because I wanted to make dungeons, and I kept getting bogged down making story segments. The first one is pretty much done (just needs some bugfixing) and I'm picking up work on the second one over this weekend.
Man, going back and reading back over this thread... Dang. These were the days. There were only like four people who interacted with me here, and I was really cringy all the time, but this was the fun. I loved this site and its users so much way back then, and it made me so happy to be a part of this community. I can't believe that I spent more than four years working on this thing and got nothing done. While literally nothing ever came about from this project save a lot of empty locales and a data pack full of useless game mechanics, I wouldn't have traded this experience for anything. They say the real zelda map was the friends you made along the way. Or maybe it was the forum thread. I don't know. Something like that.
Anyway, if you made it through that absolute mudhole of a paragraph, and any of it rings a bell to you, then thank you. If you were one of the like five people who interacted with this map, then thank you for the motivation to keep me going with this project. I know I never really got ya'll anything to play. But it wouldn't have been good in the first place.
Thankful for this experience. Some very good memories. Until the next time I log onto this site in like six months or something, good luck and take care!
~rabid
Appreciate you Rabid! Yeah we had some good times, brings back a lot of memories. Hope you are doing well man!
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!