I am only concentrating on outdoor areas for now, so heres the list:
Kokiri Forest - Done, needs to be redone
Lost Woods - To Do
Sacred Forest Grove - To Do
Hyrule Field - Done
Zoras River - Done
Zoras Fountain - Done
Kakariko Village - Done
Kakariko Graveyard - Done
Death Mountain Trail - Done
Castle Market - Done
Hyrule Castle - Done
Hyrule Castle Courtyard - To Do
Lake Hylia - Done
Fishing Pond - Done, could be better
Gerudo Valley - To Do
Gerudo Fortress - To Do
Haunted Wasteland - To Do
T_T DDD;
No... LON LON RANCH ( its'a outside ;) )
Hey MaJoRa!
You've been doing an excellent job with these maps, I'm really fond of your work. I haven't got any real criticism, apart from the Hyrule Market map, maybe the alley needs some work, namely the house on the top left part of the alley. Perhaps the door of the house should be put a little more to the right? Otherwise excellent job, keep it up!
I remember, I made a request regarding the tree in Lake Hylia, and Dascu made a nice 2D render of it, you might wanna tweak yours accordingly so it matches the general aspect of the OoT tree :
(http://img704.imageshack.us/img704/9555/lakehyliatree.png)
I'll see what I can do for those Gerudo Valley screenshots.
As for the castle itself, I agree entirely about the impracticalities about using the entrance I have made. I am considering having a pull switch that lowers the water so you can walk straight up into the section the water comes from, but that wouldn't be true to OOT itself so I am not sure what to do with that.My advice would be to stay a bit more true to OOT. In OOT Link has to push a block on a small plateau in the moat. Making a platform high enough and a gap small enough to jump over. In a 2D variation, you can still use the block. On both sides of the moat are half arches, that signify a possibility of a bridge. Link can then push a block in between the arches to complete the bridge. And because it are arches it is still believable that water is flowing under the bridge. Or something like that.
Not much to say regarding the Gerudo Valley, since you said you can't have multiple waterfalls. However I think the small waterfall that fills the pool should only be one tile wide. I was wondering though, are you going to make the hidden spot, behind the big waterfall, slightly visible? There's a ladder that allows Link to climb up there.
This project is really getting great, I just hope the final overworld map ends up as big, if not bigger, than the ALTTP map (http://www.vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png). I always felt OoT's world to be bigger than ALTTP's.
Pics (taken while being young Link) :
Lost Woods (http://www.mediafire.com/?0kym2352dyj)
Sacred Meadow (http://www.mediafire.com/?m3jytzomqzd)
Hey guys!
Niek - As for the monotonous colour, I have edited that as you suggested, take a look:Hmm, still really monotonous brown. Just a crazy suggestion and it will be quite some work, but try to make the entire area where Link can walk (with the exception of the lower parts near the river) into the yellow/brown floor of LttP death mountain. And leave the desert tiles more to the area with the Gerudo foretress.
[imgzoom]http://img.photobucket.com/albums/v173/Zeldamo/oot2d/ootgerudovalley.png?t=1277375999[/imgzoom]
Hey MaJoRa, it's TakaM here.
Not sure if you remember me but I was pretty into tiling areas with LTTP tiles when I used to post here, anywho I saw this thread and your tiling and I had to give you some advice:
First off, here's WWFans' TileSplit program (http://www.sendspace.com/file/iblprm) (I hope he doesn't mind me uploading it), this will help you quickly remove the tiling grid and it makes it easier to identify faults.
Now for the criticism:
Here's your hyrule field with flaws pointed out (http://img717.imageshack.us/img717/2080/errorsb.png)
I'll go over these in depth in no particular order.
Most things are just small tiling errors where you forgot small but necessary tiles or transition tiles are missing, you're missing a lot of shadow tiles for the north facing cliffs, and there's a few spots where some tiles use slightly different colours.
Your FSA trees have a hue shift towards dark blue which is cool, but doesn't really fit in with LTTP, you should alter the colours more in line with the original LTTP trees.
Your grass is a little too patchy, you should group the tufts of grass together in more natural shapes rather than individual tiles, don't forget to use the little animated flowers too.
There was more variety to the dirt pathways than what you have used, I think around the teleporter on the death mountain on LTTP (I can't remember if it was the light or dark version) there is a ring of dirt using every single tile for the dirt paths- you should check it out if you're curious.
I'm not tooting my own horn here, but here's an area for a fangame I made years ago (http://img338.imageshack.us/img338/7218/officialsod.png)
It's not without its share of errors of course, I'm mainly showing you it for how I used the tufts of grass and flower tiles, the shadow under the bridge, the leaves near the trees, the rocks in the shallow water, basically all the attention to detail.
Now don't take any of this the wrong way, you're doing an awesome and inspiring job with all this.
You're going to run into a lot of situations the LTTP tileset wasn't made for, don't be afraid to just create custom tiles.
And lastly, you should consider tiling these areas in gamemaker, I can remember how tedious tiling areas in paint was, and it didn't really help people that much since they had to retile them in GM. It's really a lot easier once you get the hang of it and it will help you avoid simple mistakes.
keep up the good work.
ANother error that has crawled into the lake laboratory in lake hylia. BTW: Mamy, couldn't he post that himself :huh: :huh: Or is he banned or something?
He left :P Doesn't really wanna re-register.
(http://i46.tinypic.com/1ovd4o.jpg)There is however a very big flaw with this house. It still has the shadow on the ground that the tree casts with his canopy. However as there is no canopy there shouldnot be a shadow either. The houses in LttP only have a shadow to the right side and at door entrances.
Mammy, I know that. But lttp is consistent with its flaws. And the flaws for what TakaM made was for a tree. The flaws it should have are from a house. And I don't see those flaws.
(http://i46.tinypic.com/1ovd4o.jpg)There is however a very big flaw with this house. It still has the shadow on the ground that the tree casts with his canopy. However as there is no canopy there shouldnot be a shadow either. The houses in LttP only have a shadow to the right side and at door entrances.
Mammy, I know that. But lttp is consistent with its flaws. And the flaws for what TakaM made was for a tree. The flaws it should have are from a house. And I don't see those flaws.
I would suggest using the original ALttP tiles as much as possible. Merging anything from MC and such just makes it look too mixed and less official.
The original ALttP trees are not that bad..
I'm curious as to how Lon Lon Ranch will work out? It's probably been discussed once before in this thread.. I'm too tired to look...
If you are planning on making it a separate area then I suppose what you have lain out could work.. but if you are planning to map the overworld entirely, It needs to be much larger..
I really beleive you gotta move on to another project ;P and let people fix those small issues depending on their needs ;P, but making the desert might be awesome enough, so gogogogogogo finish this master pieace ;D but yeah, I would love to see your take on Termina ;).
I registered just to I can keep track of and give input for this project! Fantastic work! I plan on using this for a Graal Reborn (free version of graal online) project, and will of course give due credit to you and anyone whose sprites in this thread I find use for. Looking forward to the rest!
Sorry for double post, and sorry for asking this like this... but I was wondering if as you update this you could update the base tilesets and spritesets? No problem if not.
Edit: Hey, i've found a program that let's me pull out all unique tiles from a map! So far I've done it on lake hylia (there was some tile lineup issues with the borders and a waterfall that had a pale water line on it's left edge, but those were errors of tiles that had a non errored duplicate), Hyrule castle, and I was doing the graveyard, but there were over 500 unique tiles. The issue is that when you save it you save it weird or something, and it lost quality kinda like with a j-peg or something. The tiles have artifacts and slight different colorations. Just letting you know.
Nice job MaJoRa, though I would keep the first version regarding the entrance to the forest temple, I don't see how it should be any harder to program with the tree branch rather than with the small wooden pole you've placed.
I would add some holes on the ground for the temple area.. . and remove the whole broken bridge thing.Yep, keep the bridge/stairs but make it whole. Make the stairs go all the way down, and THEN add the holes to surround the entrance.
Right, so I have gone over this and taken some of your advice into account. I have redone the bridge area for the sacred forest meadow, hopefully it is an improvement from the programmers perspective.Nope it actually brings in more complexity. You should keep in mind that it are two levels. When recreating OOT Link would be able to walk under the upper part of the bridge without being bothered by the solid fences, just like the bridges below. And with the lower part of the bridge you need to make it so that you can walk up the bridge only when moving with a negative Y direction and when you are on the bridge you can move in any direction. And when you walk over to the gap that you fall in and you have to walk around to get up there.
I think my biggest thing is that the balance is all wrong for that particular area. The stairs are wider than the warp point, which looks off. Honestly, it'd probably be better off with the stock staircase with a missing centerpiece.
There is something I dislike with the Triforce area, it's to detailled for a lttp based game. I put it beside the Excalibur zone in lttp :
(http://i.imgur.com/r5nHA.png)
By the way, all the colored pixels around the triforce are just black, but not the same black, rgb(16, 17, 17), rgb(17, 16, 18), etc...
At the left, a "more lttp area", and at the right, yours :
(http://imgur.com/VrWlV.png)
The courtyard looks nice, but needs more white castle walls. But if you want to really keep it pure ALTTP style it could be ok. It just looks a bit darker and rougher than the original one.
I tried to make an example of what I was thinking about. Only the tree needs to be a tile lower. But this was my suggestion.You still need a shadow.
Hello again, glad to see you've made some progress! I just wanted to let you know that a long time ago I found that the Lake hylia map has a lot of tile mis-alignments. A small thing, but with OCD it's like "ARRGHHH".
I would like to see Guerudo Fortress.(http://i53.tinypic.com/9apoh3.jpg)
I would like to see Guerudo Fortress.(http://i53.tinypic.com/9apoh3.jpg)
Make it with dungeon 2's tiles?Yes, desert palace style.
I like the overall layout of the area. You did a very good job in translating it to 2D. And I agree the tower that allows you to over look the desert is pointless to make in 2D. However I have two things that I don't like.
First I thought the interruptions in the shadow to the right of the building walls were tiling errors. But then I saw Master Yoshi's screenshot and realized that those were actual doors. I don't think side entrance doors in a ALttP overworld work that well. In MC Hyrule town the side entrance doors had their respective roof overhead and doorsteps to indicate the entrance. ALttP does not have such things. And I don't think that using the shadow works that well either. My suggestion is to move the building parts a bit to the back and then have the door at the front. You can still use additional fences to block a players path.
This comes to my second remark, but the fences are not that well aligned to the tile grid. It Looks as if they are put at random where they only look good. But then I wonder, why bother displaying that ugly magenta grid.
As for the slightly different colours on my cliff tiles, that's a huge pain in my rectum. That is the result of taking tiles from both the SNES and GBA versions of the rom, ah well, suppose I had better fix it.The gba version of alttp uses brighter graphics than the snes one.
Sorry to wake up a dead topic, but is this still going on? Or has everyone given up?
This project and Master Yoshis project are absolutely amazing. Even though I dont agree with many of your style choices for your sprites(mixing of other zelda game sprites and such)Im blown away by the work youve done on this, MaJoRa....and all in MS paint too! Wow!
I use MS paint for sprites and I used to use it for tiling but it was a nightmare for tiling!!!
I use GraphicsGale for ripping tiles and tiling maps now...much easier.
I dont agree with many of your style choices for your sprites and your mixing of other zelda game sprites but your actual map layout is mostly excellent.
But yeah, Ive been keeping up with this awesome project since the start and Ive done quite a few rough edits of some of your sprites but havent shown them because they were a bit too messy. The grid thing you use made it too hard and time consuming for me to edit quickly & neatly lol
Also, I can never seem to view your full map as full size :(
Anyway, great work my friend!
Amazing stuff man. I'd enjoy seeing the full-sized version too. Is there something we can do here to adjust it to make it downloadable? I'm sure there probably is.. I doubt any of us are on dial-up anymore.. it shouldn't be that big of an issue.
Seriously though, great work and when I sprite (even though it is horrible) I do it all in mspaint too, it really is what works best for me.
The other day I found a drawing or a tracing of Link from Wind Waker, I ended up cleaning up the entire thing in paint and then drawing it in. I realized how absurd it was when it took me like two days to finish it and I did most of it pixel by pixel. *nerdy* - Then I got bored and ran it through magicvector.com. XD
(I have no Art skills)
One thing that I don't get though, why wouldn't you upload it to MediaFire (http://www.mediafire.com)? Or perhaps gm112 can cook something up for you to upload it in ZFGC. It would be great for the forums if the download link directed to here.
One thing that I don't get though, why wouldn't you upload it to MediaFire (http://www.mediafire.com)? Or perhaps gm112 can cook something up for you to upload it in ZFGC. It would be great for the forums if the download link directed to here.There's the resource system for that.
Yes well he uploaded it elsewhere anyway…
Some C+C :
Nice job changing the pallet as Master Yoshi did, that's just perfect.
Do you have a problem with your trees' roots? For some reason many of them are not shaded, making them look like the trees are alive and about to walk away :)
Aren't you considering using Master Yoshi's Temple of Time?
The warping zones are not all there (at least the Desert Colossus one).
Isn't there an issue with the entrance to the Shadow Temple, as in the warping zone should be positioned differently?
Jabu Jabu's place doesn't seem to have a main entrance.
Those are the things that got my attention.
Nope I do not think you are missing anything for the Shadow Temple's entrance.
I know it is too soon, but you are considering mapping Adult Link's Hyrule right?
Now if only more of those 160 guests signed up :DSoon, Kleaver... this administration is going to shake the grounds soon, too, you know. But I doubt we'll match Majora. Could come close, though. Majora's effort is just epic, lol.
A few sprites I made. Feel free to use them -
Ladder -
(http://img690.imageshack.us/img690/7903/09ladder.png)
(http://img35.imageshack.us/img35/5862/10ladderexample.png)
Graves -
(http://img254.imageshack.us/img254/3006/12mediumgrave.png)
(http://img193.imageshack.us/img193/512/11largegrave.png)
Alternatives -
(http://img715.imageshack.us/img715/6210/13alternategraves.png)
Soil Patch -
(http://img137.imageshack.us/img137/4527/14soilpatch.png)
(http://img190.imageshack.us/img190/2540/windmillexample.png)
Something like this, but way more cleaned up...
Also, this is how I planned to have an entrance for my new stylised windmill -
(http://img854.imageshack.us/img854/7383/23smalltallwindmillentr.png)
New Windmill fan thingy -
(http://img189.imageshack.us/img189/5128/16windmill2.png)
Im not sure if I like the new wood pattern or wood colour though.
Heres on I made ages ago from an edit of MaJoRas one -
(http://img834.imageshack.us/img834/6729/26warppad.png)
Im not finished with it yet and want to try a few things out to try and make it a bit better.
Hey wait, I just realized -- Where's the entrance to Dampe's grave?
Only if you put the brightness on Normal or Bright, the Dark one is the SNES color.As for the slightly different colours on my cliff tiles, that's a huge pain in my rectum. That is the result of taking tiles from both the SNES and GBA versions of the rom, ah well, suppose I had better fix it.The gba version of alttp uses brighter graphics than the snes one.
Hi Sabooru. You can find the latest version of my map project here:
http://filesmelt.com/dl/ootoverworld1.png
You have permission to use my map in your game - with credit of course. I'd also appreciate it if you sent me some details of the project when it progresses. I've always wanted to see this used in a game.