They're really nothing impressive. Beamos are just Guardians that can't move, and Bombats are basically just bats that explode when you get near them. Amoeba are simply squids that hurt to touch. Nothing really special.
If you want, here's the command for Beamos (1.8+):
I can't wait to play this with my brother. Do we need mods to play? Remember when you play Rated I, we used NO MODS. We bent the rules of Minecraft quite a bit but never used mods. Everything in that map was placed by hand. All command blocks were programmed manually. (As is the case with all of our maps) This Zelda map sounds super freakin' amazing! I am stoked to tell my bro about this. He is the bigger Zelda fan between us. I like the original, the sequel, the Super Nintendo version, & I'm just now getting around to the 64 version. Those are the only ones I've played. I was born in 1980 so those are my generation's Zelda's.
Looks great so far Rabid! You've accomplished quite a bit!
As far as mods, yeah, this is the reason why I try to minimize them in my maps. Many players just don't want to be bothered to download new ones or set up the proper package. However, most know how to change resource packs so those are less of a put off! If you use mods try to limit the list so it is pretty short or can be included in a single package you can prepare for them like Forge. It is tempting to include lots of them as it adds new functionality but you are better off sticking with a small set that captures the core features you want or a package as that is easier for the average player to set up. I haven't checked out your list, maybe it's easy to get all of them! But most players decide whether or not to play based on how easy the setup looks vs how cool the map looks. Seeing a long list of links discourages some people from trying. Speaking of which, I will probably try out the next demo since I'm finally making good progress on my own map and having a bit more free time. Where is your list of required mods? I checked the original post and can't find them
Also, if there is any command block system or contraption you want designed feel free to message me. I love designing new stuff and I've invented command block systems for others in the past.
Keep up the great work man!
As far as that dungeon, since I haven't played the demo I don't know what setting we are working with. Do you have a sewer system yet? That would be a good throwback to Link to the Past. And there is always a mountain with cliffs to climb too ;). I wouldn't give up on the factory idea just yet. Having a setting with things moving in the background is actually a really cool experience for players since most of minecraft is so static. It's a ton of work but if you can design some simple block machine animations to run it'll look great! Easiest way to do this is to design 3D minecraft block gifs. You have in a box somewhere different stages of the animation, then you just clone them in in succession on a timer. If you execute through the position of an armorstand you can make the same system work anywhere you place that armorstand with the right tag/name. I can send you and example if you wish. The only downside with lots of clone commands is lag so keep the structures small and only activate them when the player is within sight.
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'm glad to hear that the mods didn't scare you off, as they do most purists. :/ As for the mods, there is a list in the download, but I plan to do a Technic Modpack in the future. I started with mods, but I'm more of a command block kind of guy. At this point, the reason I use mods is to show that mods and redstone are not incompatible, and that just because a map uses mods it is not an "amateur project. The map uses four mods (I'm trying to get off of architecturecraft), but I reccomend Optifine (much better FPS, as well as some Connected Textures), Mo'Bends, and a decent shader (if you can).
As for mechanisms, I do a lot with command blocks (and just between us, I'm working on another map that's vanilla), I'm simply bound to 1.8. I hope to make a vanilla Zelda map in the future, but I'm using this map to hone my skills. I still need to work with pathing, RNG, and raycasting (I'm very weak with those), but other than that, I can do a whole lot of stuff. If I need help, I'll PM you. I'm really glad you'll play this map. It really means a lot for a fellow redstoner to give it a chance.
I hope you like it, but a TON of progress has been made since the last release. ZidaneRob has been lending a hand with his building skills and has really been helping the map look proffessional, as I get caught up with recreating the concepts from the games and forget to actually make it fun.
Once more, it really means a lot that someone will take my map seriously.