This is a project I've been working on and off for a couple of years now. The idea was to create a 1:1 recreation of the overworld from the NES Legend of Zelda.
However, as I built I began to come up with more and more ideas. I decided to try and make the world look as alive and natural (by Minecraft standards, anyway.) while still conforming to the 1:1 scale of the original map. This was a decision that quickly became overwhelming, however, as realistically recreating the world would involve constantly shaping and reshaping the mountainous region to the north, as well as double and triple checking constantly to ensure I haven't miscounted, yet still somehow managing to make mistakes that negatively impact the accuracy of the map.
The project is still very early in development, but I feel like I've made enough progress to at least share my progress so far:
A bird's eye view of the map:
Yes, I understand that there's a distinct lack of color around the Death Mountain area. I started this map long before mesas were introduced so I didn't have much color variety to work with while still providing contrast with the rest of the map. Perhaps after the map is finished I'll get to work renovating the mountains to make it more visually pleasing. Also, I am well aware that there are some inconsistencies. These will hopefully be fixed in the near future.
The spawn point including the entrance to the Wooden Sword chamber.
The forest north of the spawn point:
The desert:
A close-up of the mountains (This has eaten up a large majority of my time with this map)
I'd say I've created about 30-40% of the complete map. Here's an image of my reference with the area I've created roughly outlined in red:
Please note, this entire map is being built on a superflat world by hand. I went into this project refusing to use any sort of external help. I started the project by hand and I plan to finish it by hand.
I have a lot of plans for this map in the future, such as recreating the dungeons and every individual secret in the overworld. The locations of secrets are already marked by entrances surrounded by black hardened clay. Due to the nature of superflat worlds, this would require me to become familiar with command blocks, which I am not particularly good with at the moment. Unfortunately, I could not simplify things by using the tunneler's dream preset as that makes the surface high enough for stagnant water to freeze over, completely ruining the bodies of water throughout the map. Plus, it would just be easier to build the dungeons and chambers away from the main map and simply have the player teleport to them, this would also alleviate any potential impossible space issues (such as a dungeon overlapping into a nearby secret chamber or even another dungeon.)
The ultimate goal of this map is to allow a player to fully immerse themselves into the world of Hyrule, experiencing it from a first-person perspective. In order to accomplish this, I have to take a few creative liberties here and there. I wanted the player to be able to stand at any point in the map and feel like they're in a living, breathing world rather than just a 2D map. My hope is that I'll one day be able to turn this map into a complete recreation of the original game in Minecraft as an adventure map, including dungeons filled with monsters, but I'm getting way ahead of myself.
Just what do you think of what I have so far? Do you have any tips or suggestions on how I could make this project a bit more efficient? Like I said before, I refuse to use any external programs, I want to build the entire map by hand.
This is a project I've been working on and off for a couple of years now. The idea was to create a 1:1 recreation of the overworld from the NES Legend of Zelda.
However, as I built I began to come up with more and more ideas. I decided to try and make the world look as alive and natural (by Minecraft standards, anyway.) while still conforming to the 1:1 scale of the original map. This was a decision that quickly became overwhelming, however, as realistically recreating the world would involve constantly shaping and reshaping the mountainous region to the north, as well as double and triple checking constantly to ensure I haven't miscounted, yet still somehow managing to make mistakes that negatively impact the accuracy of the map.
The project is still very early in development, but I feel like I've made enough progress to at least share my progress so far:
A bird's eye view of the map:
Yes, I understand that there's a distinct lack of color around the Death Mountain area. I started this map long before mesas were introduced so I didn't have much color variety to work with while still providing contrast with the rest of the map. Perhaps after the map is finished I'll get to work renovating the mountains to make it more visually pleasing. Also, I am well aware that there are some inconsistencies. These will hopefully be fixed in the near future.
The spawn point including the entrance to the Wooden Sword chamber.
The forest north of the spawn point:
The desert:
A close-up of the mountains (This has eaten up a large majority of my time with this map)
I'd say I've created about 30-40% of the complete map. Here's an image of my reference with the area I've created roughly outlined in red:
Please note, this entire map is being built on a superflat world by hand. I went into this project refusing to use any sort of external help. I started the project by hand and I plan to finish it by hand.
I have a lot of plans for this map in the future, such as recreating the dungeons and every individual secret in the overworld. The locations of secrets are already marked by entrances surrounded by black hardened clay. Due to the nature of superflat worlds, this would require me to become familiar with command blocks, which I am not particularly good with at the moment. Unfortunately, I could not simplify things by using the tunneler's dream preset as that makes the surface high enough for stagnant water to freeze over, completely ruining the bodies of water throughout the map. Plus, it would just be easier to build the dungeons and chambers away from the main map and simply have the player teleport to them, this would also alleviate any potential impossible space issues (such as a dungeon overlapping into a nearby secret chamber or even another dungeon.)
The ultimate goal of this map is to allow a player to fully immerse themselves into the world of Hyrule, experiencing it from a first-person perspective. In order to accomplish this, I have to take a few creative liberties here and there. I wanted the player to be able to stand at any point in the map and feel like they're in a living, breathing world rather than just a 2D map. My hope is that I'll one day be able to turn this map into a complete recreation of the original game in Minecraft as an adventure map, including dungeons filled with monsters, but I'm getting way ahead of myself.
Just what do you think of what I have so far? Do you have any tips or suggestions on how I could make this project a bit more efficient? Like I said before, I refuse to use any external programs, I want to build the entire map by hand.
This is a test, this is only a test.
boooooooooooooooooooooooooooooooooooooo...