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.
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
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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 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:
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