ZFGC

Resources => Graphics => Topic started by: MaJoRa on June 22, 2010, 03:28:05 pm

Title: OOT2D Map Project - Accepting Community Sprites - Read
Post by: MaJoRa on June 22, 2010, 03:28:05 pm
Well as many of you know I have spent the majority of my time here mapping and really just creating sprites which might be of use to an OOT2D project (the reason most of the oldschool members came here in the first place). I have been looking at the map which I now have, with all of the areas which I have created and come to the conclusion I am over half way through. What with the holidays starting now and me having nothing to do, I thought I might make a project out of it and see what I could get done.

I have created this with several things in mind, firstly the maps must be as true to the original as possible. Secondly they must fit into the LTTP / FSA style, and thirdly they must piece together correctly (even though the original OOT map failed at this).

So, what do I have and need to do? Firstly, I am only concentrating on outdoor areas for now, so heres the list:

Kokiri Forest (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldKokiriForest.png)
Lost Woods (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldLostWoods.png)
Sacred Forest Meadow (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldSacredForestMeadow.png)
Hyrule Field (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldHyruleField.png)
Lon Lon Ranch (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldLonLonRanch.png)
Castle Market (http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=9823;image)
Hyrule Castle (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldHyruleCastle.png)
Hyrule Castle Courtyard (http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=8805)
Kakariko Village (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldKakarikoVillage.png)
Kakariko Graveyard (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldKakarikoGraveyard.png)
Death Mountain Trail (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldDeathMountainTrail.png)
Zoras River (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldZorasRiver.png)
Zoras Fountain (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldZorasFountain.png)
Lake Hylia and Fishing Pond (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldLakeHylia.png), pond could be better
Gerudo Valley (http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldGerudoValley.png)
Gerudo Fortress  (http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=9445)
Gerudo Training Grounds (http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=9903)
Haunted Wasteland (http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10485)
Desert Colossus (http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10783)      - Needs new sprites, but mapping finished.


This means that I have now complete my project! I have completed all 20 areas and I am happier than can be! To give an idea of how all of this comes together, see this:

(http://filesmelt.com/dl/mapproject1.png)

Some of the links went down. I have replaced them. Hopefully these will last a little better.


I'm still going to keep working on sprite updates and layout updates so keep the criticism coming so I can improve this further!

Thanks, MaJoRa


New:
I am opening this project to the public. I want anyone who can to submit sprite suggestions to replace what I already have. I will of course ultimately be deciding which sprites get into the project itself. I also welcome suggestions to re-do any areas in ways which might make them more playable. For now I am not looking for any new areas (such as inside dungeons) as I am in the process of mapping those out myself.

If anyone fancies making some sprites for the inside of the Greak Deku Tree for me I would be most impressed. I have already mapped the entire area out, I just lack the sprites for it.

I am going to be very busy with exams this week and the next two. So I will only be posting big updates here around once a week. I'm sure I can pick up again after that.


The section below is a list of credits to people who have contributed to the project and whose sprites I have either added, or will be adding to the project itself.

Credits for Community Sprites:
Skeme KOS - Gravestone sprites in the Graveyard, dirt paches for magic beans.

Master Yoshi - Temple of Time in Hyrule Castle Market.
Title: Re: OOT2D Map Project
Post by: AleX_XelA on June 22, 2010, 06:09:45 pm
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.
Title: Re: OOT2D Map Project
Post by: Mirby on June 22, 2010, 06:47:08 pm
*jaw drop*

HOLY CRAP THAT IS AWESOME!
(http://i5.photobucket.com/albums/y194/dakirbymaster/Kobuns/2utkivk.gif)
Good work, my good sir! :D
Title: Re: OOT2D Map Project
Post by: dotyue on June 22, 2010, 07:16:47 pm
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 ;) )
Title: Re: OOT2D Map Project
Post by: MaJoRa on June 22, 2010, 08:18:58 pm
T_T  DDD;

No... LON LON RANCH ( its'a outside ;) )

O_o, that it is. I will add it to my list :)


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.

I thought the alley needed a little bit more work too, but I couldn't think of what I could actually do with it to improve upon it, if you have any suggestions I would be glad to hear them. I will be moving the door slightly to the right as you have suggested.

As for the tree, I agree with you, however I am attempting to create this entire map with sprites either created / edited by either me or Nintendo. I might improve upon my tree, but if someone wishes to use a better tree they will have to edit it themselves.
Title: Re: OOT2D Map Project
Post by: AleX_XelA on June 22, 2010, 08:29:04 pm
I understand you are only willing to use your own work, that's what makes this project even greater. Attached are some shots of the entrance to the Gerudo Valley, in young Link's form as well as adult. Tell me if you need more.
You are going to work on your Temple of Time though right?
Title: Re: OOT2D Map Project
Post by: Mirby on June 22, 2010, 09:22:03 pm
I still think it's epic.

Also, HOLY CRAP IT'S AleX_XelA!
Title: Re: OOT2D Map Project
Post by: TomPel on June 22, 2010, 10:40:39 pm
Whoa. I never realized you did so many of the areas. :o
Great job man. Hopefully someone implements those in an OoT2D remake, because so far it's looking great.
There are some minor flaws, but the whole picture is really neat.
EDIT: OH, AND HI ALEX!
Title: Re: OOT2D Map Project
Post by: Mamoruanime on June 22, 2010, 10:54:25 pm
I absolutely love these, but I've gotta admit, I reallllly hate the pink border between each tile :p
Title: Re: OOT2D Map Project
Post by: Zaeranos on June 23, 2010, 06:35:31 am
Okay, I took a look at those maps and I have some C+C for you. First I am really impressed with what you have made. Keep up the good work. Secondly, personally I don't like the pink grid you have over all your maps. It kinda breaks up the flow of the tiles.  Third, now for some C+C. See attachments for visuals

This one all ready pointed out before:
Death Mountain Trail: At the top there is a stairs that ends in the middle of the cliff face. Not to mention it is partly free of the surface, because it is on a corner. If you take a look at the perspective lines. It does not look right.

Zora's Fountain: At the top there just needs to be one more cave. It is missing.

Castle Town: I love the Temple of Time area. The castle town market however has to much grass. The edge of the pavement has to follow the blue lines next to the buildings.  In addition the tree and the waterpool should be moved more to the center, in order for people to walk around it. That way the market square actually has more of an idea of a square and the back alley the idea of a back alley.

Hyrule Castle: Near the Castle area, the area to the right could use a bit more of the pavement you have used below. At the draw bridge it would look a lot better if there was an actual closed door or draw bridge. Now there is a wide open gap without a way to reach there. It does not look like a main entrance of the castle. The pavement leading up to the drawbridge should actually be like the pavement you have used near the door. Once more signifying that, that is the main entrance. Lastly the entrance Link has to use to get to the garden looks pretty, but it is nowhere near practical.

Oh yeah what happened to the bottom of the trees?
Title: Re: OOT2D Map Project
Post by: MaJoRa on June 23, 2010, 09:52:35 am
Firstly, I would like to say I agree with everyone about the pink lines, it gives me a headache just looking at them after a while. The issue is I needed a colour which wasn't going to be used by the tiles to clearly separate them, and white can't do this, especially for the castle areas.

Secondly, thank you very much for the criticism. Death Mountain Trail I have made some changes too, though I think it still is not perfect. I am considering just having the wall go diagonally down and join in with the other wall that way. Here is the update:

(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/ootdeathmountaintrail.png?t=1277286844)


Zoras Fountain? Here it is with the new cave:

(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/ootzorasfountain-1.png)


Castle town I have updated to look more square. The pool is in the centre now and their is significantly less grass. I have also removed the grass entirely from the back alley area, which you can see below:

(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/ootcastletown.png?t=1277286803)


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. As for the type of ground I have used there, you are right, and I will be changing that shortly. The drawbridge I will be putting in, I have just yet to sprite, it takes quite a while to sprite something like that for me as my area of expertise is mapping, not spriting. I will be having an attempt at it however.

Any more criticisms are more than welcome, so please keep them coming.
Title: Re: OOT2D Map Project
Post by: Zaeranos on June 23, 2010, 11:06:29 am
The changes make the maps look a lot better. Good work.

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.
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: MaJoRa on June 23, 2010, 07:46:04 pm
I might go with the arch idea, though it won't be until a little later when I have completed a few more areas.

I have had an attempt at Gerudo Valley, which can be seen below:
(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/ootgerudovalley.png)

This is of the child area, so the tent is not there. I am also aware of the fact there are two waterfalls in OOT in this area. my issue is I could not have made it in a way which would have correctly connected to Lake Hylia if I had a second.

As usual, criticisms are welcome.

Also, if anyone can, I would appreciate pictures of all the areas in the lost woods, as well as the Gerudo Fortress, I will be moving on to those next. My issue comes with the Lost Woods though. I do not have wooden tunnels which go horizontal, and making them seems to be tricky. Hopefully I will sort it soon though.
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: Zaeranos on June 24, 2010, 05:42:11 am
The general layout of the area looks good. And I don't mind not having a second waterfall. My only problem is that the color looks monotonous. You are going towards a dessert. My advice is to make that visible with a lighter brown title for the walkable paths. Use tiles like in these areas:
http://www.spriters-resource.com/snes/zeldalinkpast/sheet/7616
http://www.spriters-resource.com/snes/zeldalinkpast/sheet/7617
http://www.spriters-resource.com/snes/zeldalinkpast/sheet/7631
http://www.spriters-resource.com/snes/zeldalinkpast/sheet/7630
http://www.spriters-resource.com/snes/zeldalinkpast/sheet/7633


For the Lost Woods Wooden tunnels I think you can rotate them 90o. I don't think that would look bad.
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: AleX_XelA on June 24, 2010, 09:28:31 am
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!
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: MaJoRa on June 24, 2010, 10:41:58 am
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!

Thanks very much for the images. As for the area behind the waterfall, I was actually not aware it existed. That would be something quite major to miss out so I will have to look into it. I agree with the one tile wide for the pool area waterfall, that is what I originally did, but for some reason it doesn't look right as only one tile, so I changed it. Do you think that should go back to just a single tile then?

As for as big / bigger. Just to put it into perspective, my current map is 5864 * 4600. The LTTP map is 4096*4096. Granted I have loads of lines between every 16*16 tile, but this map when finished and compressed with definitely exceed that of LTTP's.

Niek - As for the monotonous colour, I have edited that as you suggested, take a look:

[imgzoom]http://img.photobucket.com/albums/v173/Zeldamo/oot2d/ootgerudovalley.png?t=1277375999[/imgzoom]
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: Zaeranos on June 24, 2010, 10:54:58 am
Niek - As for the monotonous colour, I have edited that as you suggested, take a look:

[imgzoom]http://img.photobucket.com/albums/v173/Zeldamo/oot2d/ootgerudovalley.png?t=1277375999[/imgzoom]
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.
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: AleX_XelA on June 24, 2010, 10:57:54 am
Nice edit, and it's a good thing that the map will be bigger than ALTTP's  :)
As for the small waterfall, I've tried having it a single tile wide and it doesn't look too bad, it looks closer to the original IMO (http://img190.imageshack.us/img190/2959/thelegendofzelda12.png)
One thing though, at the entrance of this area are a sign post and three small rocks (http://img139.imageshack.us/img139/6307/thelegendofzelda11.png).
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: Zaeranos on June 24, 2010, 11:22:37 am
Hmm, I have been looking at the complete map. Even if it is bigger than the LttP map, it still has a lot of unused space. In LttP every bit of tile was used and used in a usefull manner. If someone would make a OOT2D he or she would have a lot of additional space to add a lot of additional content.

Also one more thing. Kokiri Forest looks rather big compared to the rest.
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: MaJoRa on June 24, 2010, 12:23:58 pm
Ok, so we now have a single waterfall, a sign, and three small rocks, thanks for the heads up on those. I am currently working on the colours so when that is done I will post it all together. I agree entirely with the unused space, for the most part it is surrounding the areas, and to be honest I wouldn't have a clue what to do with them aside from adding new areas all together. The issue with tiling is everything must be square really, and in OOT it isn't, so you end up with loads of blank areas for a boarder.

As for Kokiri forest I agree entirely, far too big. I will be redoing it as mentioned, just after I finish the lost woods which I am working on. Though how small I could make it I do not know, as it is actually a very busy area.

As for the LTTP map, there are areas which would have been pointless space, but they have cropped them so the map doesn't work correctly. To see this you only have to go to the east in lake hylia, or the north of the castle.
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: Zaeranos on June 24, 2010, 03:58:40 pm
Well, I would make something like a "Second Quest" or extra story plus a new town or something.


Oh, I remembered I had an OOT poster somewhere with a sketch of the world map on it. I made some pictures of it, maybe it is of some assistance.
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: Mamoruanime on June 25, 2010, 08:45:37 am
Quote from: TakaM about 20 seconds ago on MSN having me relay a message to you :P
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.

Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: Zaeranos on June 25, 2010, 10:10:40 am
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?
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: Mamoruanime on June 25, 2010, 10:45:43 am
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.
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: dotyue on June 25, 2010, 11:57:31 am
He left :P Doesn't really wanna re-register.

but its great from him to help anyway, good to hear some real critism again ;D
Title: Re: New: OOT2D Map Project - Gerudo Valley
Post by: MaJoRa on June 25, 2010, 10:56:32 pm
Wow, that has to be the most detailed criticism I have read since the start of this project.

Thank you .TaKaM, it is a pleasure to receive some constructive criticism from someone who is as skilled as you are. I see your point about my cliff tiles, and the shadows which I have not included, and if you had not mentioned them to me I would never have noticed them. It is amazing how much you can miss on a project this big, but I suppose having the tileset optimiser program really made it easier to see (without the pink lines), so thanks for those too.

I also now see the issue with my water tiles, it is looking like I will have to go back to my LTTP overworld rip and see what I can get from it to repair this.

Also thank you Niek for pointing out the laboratory, I will add that to my "todo" list.


From the look of what you have shown me this will be a rather long repair job, which means I wont be posting any more updates on this for a while (at least until I have repaired them throughout my entire map. Though I have mapped out the entire lost woods, I am just resolving the imperfections.

Again, thank you for your help
Title: Re: OOT2D Map Project - Fixing Errors
Post by: MaJoRa on July 02, 2010, 12:05:06 am
Right, firstly I should say I hate a double post as much as the next person, but I have news now, so I suppose this one is justified. To start with, I have repaired every single error which was pointed out on this thread, aside from .TaKaM's which I am still working on.

Niek, I have fixed the error on the laboratory. I have also added a drawbridge to the castle (closed), and in Gerudo Valley it is much less monotone. You can see the changes to the castle here:

(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/currentcastle.png)

I am not posting the all of the changes to the map (mainly my north-facing cliff tiles, water tiles,etc) because they are yet to be complete, I will re-post all of the areas when I have done it. Though I now only have half of Hyrule Field, Gerudo Valley and Lake Hylia to do. I would like some C+C on the drawbridge however, my recolour of the trees and the water in that area if you could please, as well as anything else you might think of.

In addition, ready for when I get to Kokiri Forest again (hopefully soon), I have started working on my tree houses again. My original attempt is the first on the left, and the following two are my recent attempts. They are below:

(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/helpkokiritrees.png)


Again, C+C on these would be great, I would also like advice on which might be the best to use in my area?

One more thing, I have recently had several requests for the tileset I used to create this. I came to the conclusion the map itself was the tileset. As a direct result of this, I have made my own tileset, which I believe has the majority of what I have, and what I have recently ripped. Please note the well is custom by me, as are the tall tree stumps, the water tiles and the tree houses. I would appreciate a mention for their use. Enjoy:

(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/majoralttpspriteset.png)


That's pretty much it for now, hopefully within a day or so I will be back to show off my areas newly modified and the Lost Woods complete.
Title: Re: OOT2D Map Project - Minor Update
Post by: Mamoruanime on July 04, 2010, 09:37:30 am
[05:33] .TakaM: can you post this in maj's topic
[05:33] .TakaM: http://i46.tinypic.com/1ovd4o.jpg
[05:33] .TakaM: just say he can use it
[05:33] .TakaM: edit it
[05:33] .TakaM: whatever

(http://i46.tinypic.com/1ovd4o.jpg)
Title: Re: OOT2D Map Project - Minor Update
Post by: Mirby on July 04, 2010, 09:39:05 am
.TaKaM TO THE RESCUE!!!

<3 ^_^
Title: Re: OOT2D Map Project - Minor Update
Post by: Zaeranos on July 04, 2010, 10:09:47 am
(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.
Title: Re: OOT2D Map Project - Minor Update
Post by: Mamoruanime on July 04, 2010, 10:19:02 am
I don't think lttp has ever had even the slightest bit of realism in either the perspective or layout of anything in the entire game :P I think TakaM is skilled enough to make a design that fits with lttp's overall visual scheme; and that is probably the most important thing to do when making graphics for lttp. Lttp is filled with design flaws, and fan-graphics should emulate what lttp has set as it's standard.
Title: Re: OOT2D Map Project - Minor Update
Post by: Zaeranos on July 04, 2010, 04:07:22 pm
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.
Title: Re: OOT2D Map Project - Minor Update
Post by: DJvenom on July 04, 2010, 04:38:45 pm
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://www.yoroshii.org/roll_with_it1.gif)
Title: Re: OOT2D Map Project - Minor Update
Post by: शेफाली on July 04, 2010, 05:37:24 pm
(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.

It is consistent with A Link to the Past.  The witches hut in LttP (a treehouse) has a full shadow,
also this: (http://i8.photobucket.com/albums/a40/tdrisko/stump1.gif)
Title: Re: OOT2D Map Project - Minor Update
Post by: Mirby on July 04, 2010, 06:19:24 pm
That's what I was thinking when I read that.

Also, is your name in Arabic or something now, Shefali?
Title: Re: OOT2D Map Project - Minor Update
Post by: शेफाली on July 04, 2010, 07:16:43 pm
It's Devanāgarī, which is an alphabet used in India and Nepal.
Title: Re: OOT2D Map Project - Minor Update
Post by: Mamoruanime on July 05, 2010, 04:28:04 am
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.

No no no leave the graphics to the graphics people >;o

Shefali's examples are spot on.
Title: Re: OOT2D Map Project - Minor Update
Post by: Calvein on July 16, 2010, 08:21:36 pm
Well, I dunno if you need them but it could help :

(http://imgur.com/KfLVS.png)
(http://imgur.com/ZQYfC.png)

(Not lttp palett !).

EDIT : I have to finish this  >:(
Title: Re: OOT2D Map Project - Minor Update
Post by: Mamoruanime on July 16, 2010, 08:37:48 pm
I greatly dislike merging lttp tiles with MC tiles :x They don't go well together at all
Title: Re: OOT2D Map Project - Minor Update
Post by: Master Yoshi on July 19, 2010, 04:40:14 pm
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..
Title: Re: OOT2D Map Project - Minor Update
Post by: MaJoRa on July 19, 2010, 08:49:40 pm
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 would agree with you definitely, thought I would be lying if I said I hadn't taken from other games. If I have taken from any at all though it has been mostly FSA, which I think is actually remarkably close to the LTTP style. Though I admit I have taken one or two minor aspects from MC (a tile or two), and I have also taken (most recently) from Navi's Trackers.

Though as for why I have done this, the FSA castle is a good reason, it looks significantly better than the LTTP one, using very similar tiles. I also think that the FSA trees are far superior, and fit in with the style.

It's been a while since I posted on here, mostly because I have been working on updating my entire map. I have so far finished all except the changes for Gerudo Valley, and Lake Hylia.

Here is my current updated version of Hyrule Field:
(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/OOTOverworldHyruleField.png)

Hopefully it is of a much better standard. I have also been working on a new Great Deku tree sprite, as it would seem my last one sucked quite extraordinarily.

I am trying to work on it all as one image, though I have had trouble. MSPaint starts using about 800-900mb memory with this image and my PC runs so slow I can't do anything, so I switched to Linux. Now I am using 10-30mb of memory for it, which is much better. I am just having the issue that it crashes with the image on copying and pasting (what I do most frequently) in KolourPaint. Any suggestions for this problem are welcome.

I would like to thank Calvein for his offer of sprites, however I do like to create all of my own sprites, I want this entire map to be personally made by me, my sprites or edited from Nintendo's. I would on that note like to thank .TaKaM for his offer of using his sprites. I have not used them, or edited them, however I have taken a good look at them and made a small change to mine based on them. You will see in the image below how I have use a pattern similar to the one you have above the door on the tree. For that I thank you very much, I also thank you for your advice on my maps, and hope you would be able to comment on the changes which I have made to Hyrule Field.

Below is my current sprite set I will be using for Kokiri Forest:
(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/kokiritiles.png)

I would like some comments on the Deku Tree which I have created / edited using a variety of Zelda tiles.
Title: Re: OOT2D Map Project - Minor Update
Post by: Mamoruanime on July 19, 2010, 09:11:18 pm
I don't really like the deku tree :\ It's not that it's a bad sprite in general, but the mashup of other Zelda games into an lttp tile is a horrible horrible practice; especially when using the GB games graphics.
Title: Re: OOT2D Map Project - Minor Update
Post by: Master Yoshi on July 20, 2010, 10:39:08 am
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..
Title: Re: OOT2D Map Project - Minor Update
Post by: MaJoRa on July 20, 2010, 08:11:59 pm
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 agree entirely, and I actually originally created my Hyrule field to be much larger. It extended to the left (much like Hoffy's did) and the space for Lon Lon was much larger. The fact was though that it required having huge dead open spaces, which does not suit the LTTP style. I do not think Lon Lon will fit in the area I have left, so yes, it will be a separate area.

Though I think this fits the LTTP style rather well, the area under the bridge is much wider and larger (vertically) than the bridge itself, so this has already been done by Nintendo.

Though after I have created the ranch I plan on having key areas near the walls show in Hyrule field, for the effect.
Title: Re: OOT2D Map Project - Update
Post by: MaJoRa on August 16, 2010, 03:19:37 pm
So I have been busy at work on all of the changes which were suggested by .TaKaM and various other members. You will be pleased to know that all of these changes are now complete.

I have also got to work on the Lost Woods, which is complete, as well as Lon Lon Ranch. Kokiri Forest has been re-done and so has Hyrule Field (to accomodate for Lon Lon).

Take a look:
(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldLonLonRanch.png)

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=8640)

(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldKokiriForest.png)

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=8642)


Overall:
(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/ootoverworldupdate.png)


My changes to the map overall are in the main topic, I have updated all of the links.

So, any criticisms or thoughts people?
Title: Re: OOT2D Map Project - Update
Post by: dotyue on August 16, 2010, 07:03:47 pm
yay =) i see navi tracker tiles
Title: Re: OOT2D Map Project - Update
Post by: Zaeranos on August 17, 2010, 06:45:22 am
I probably shouldn't say anything, because I'm not a graphics person, but I do have some comments:

1) In Kokiri Forest the little watterfall seems to just start along the cliffwall. It would be nicer to see some origin hole.

2) At the entrance to castle town you use a different and darker set of tiles then in the rest of the town. On the right of that patch however is a small line with lighter tiles. If this signifies a shadow, it seems as if it comes from a low west angle. It looks odd I guess.

3) At the Lon Lon Ranch the house and the barn don't have real visible entrances. I know from experience that the barn has the entrance at the back and the house at the side, but it is not really visible in the map.

4) At the Lon Lon Ranch the left window on the first floor of the house is half a window.

5) In Zora's River you reach the two caves in the middle of the map by following the river downstream. It is not possible to do it upstream. My advice is to place some rocks to the left of the ramp to prevent the player to reach that spot by swimming upstream.
Title: Re: OOT2D Map Project - Update
Post by: Faldomar on August 18, 2010, 08:10:38 pm
This map is getting incredible, keep up the good work!
Title: Re: OOT2D Map Project - Update
Post by: Calvein on August 20, 2010, 10:09:44 pm
I just noticed this :
(http://imgur.com/BSAOQ.png)
Title: Re: OOT2D Map Project - Update
Post by: King Tetiro on August 21, 2010, 05:04:42 pm
One tiny bit of critism. You haven't done the Medalion Slabs (The objects you warp onto)
Title: Re: OOT2D Map Project - Update
Post by: Kren on August 21, 2010, 06:03:11 pm
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 ;).
Title: Re: OOT2D Map Project - Update
Post by: King Tetiro on August 21, 2010, 06:41:21 pm
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 ;).

Agreed. Finish the overworld but leave the internals for everyone else to do. Termina next!
Title: Re: OOT2D Map Project - Update
Post by: Mirby on August 21, 2010, 06:51:09 pm
Oh god, what if he ends up doing flooded Hyrule. All that pink with all that blue... @_@
Title: Re: OOT2D Map Project - Update
Post by: Brendan McCoy on September 05, 2010, 11:09:03 pm
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.
Title: Re: OOT2D Map Project - Update
Post by: MaJoRa on September 06, 2010, 11:39:04 am
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.

I believe these errors come from the details made if you look at the grass. I have versions of the map made without the grass details which you will find far less unique tiles. I have also made my own tileset which I am updating and I will show this later when I have finished it.

For now, I have just complete my Sacred Forest Grove, please comment:
(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldSacredForestMeadow.png)

Some of you will notice major differences in this, for example the bridges. I wanted to create the same experience in LTTP as in OOT. As many of you know you cannot jump ledges in LTTP, and you skip across the tops to get back quickly in OOT. I put the bridges there to offer the same shortcut in LTTP.

As for modifications suggested, I have corrected that little hiccup in Hyrule Field, as well as made some doors which suit sideways entering. I will post these changes later. For now I would like to ask a favour of anyone with time and an OOT rom. Could I have screenshots of the outside of the Gerudo Fortress, and the training grounds? I haven't got the ROM myself and hard as I might try that is one area I cannot create from memory.
Title: Re: OOT2D Map Project - Update
Post by: Kleaver on September 06, 2010, 12:00:40 pm
That's actually not bad. A little bigger than it feels in OoT, but looks really like it would fit in aLttP. Maybe some shadow under the temple entrance could be nice.
Title: Re: OOT2D Map Project - Update
Post by: Brendan McCoy on September 06, 2010, 03:30:02 pm
Wow, looks great! Can't wait to see the updates. Keep up the work :)

Edit: Ok, here's a little sacred forest stuff I wanna say: Looks great, I love the addition of the gossip stones and the teleport pad thing. The pad itself could use just a little bit more perspective, looking at it and then the stump and gossip stone and building.. just out of place just at tad because of only the perspective. Looking forward to seeing the updates with gossip stones and pads :)
Title: Re: OOT2D Map Project - Update
Post by: Jeod on September 06, 2010, 05:01:15 pm
This should help! The training grounds path is on the right side.

(http://www.zeldadungeon.net/Zelda05/Walkthrough/13/Map_3D_GerudoFortress3_Large.jpg)
Title: Re: OOT2D Map Project - Update
Post by: Brendan McCoy on September 06, 2010, 05:03:45 pm
tifftuff.. your picture... i feel guilty for wanting a high resolution copy. (your display picture)

Edit: guess i should make my post relevant.. I'll look into taking some screen shots when I'm not feeling lazy.
Title: Re: OOT2D Map Project - Update
Post by: Jeod on September 06, 2010, 05:17:12 pm
Someone likes boobies...but who doesn't?  ;)

Here's the same image from another angle. Yes, I cheated to get this.

(http://img823.imageshack.us/img823/7640/gerudo1.png)
Title: Re: OOT2D Map Project - Update
Post by: Zaeranos on September 06, 2010, 05:18:58 pm
I like it a lot. Well it would be better if it didn't have the pink lines. There are a few remarks I have to give though.

1) The teleport pads perspective is good, but the forest medal icon is not really visible. But then again you probably want some uniformity in teleport pads. For ALttP you probably want to leave the icons of and the pad just as it is. For OOT the icons are necessary.

2) At the bottom there is a gate to the sacred groove that initially blocks Link's progress. Link has to defeat a Wolfos to open it. Thus there should be a gate at the first narrowing of the path.

3) The top ladder that leads up on the cliff is rather impractical. I don't think there are Link sprites that face down when climbing a ladder. You probably are better of using a ladder on the south side of a cliff or another bridge from the higher part of the path.

4) I have also questions about the practicality of hookshotting to the entrance of the Forest Temple. In OOT you have to hookshot Link from the tree stump to the tree branch. It looks awesome as it is now, but again I see the programming problems arise with such a level layout.
Title: Re: OOT2D Map Project - Update
Post by: Brendan McCoy on September 06, 2010, 05:41:36 pm
@Tifftuff of course =P I only feel guilty because it's Link[ette]

@MaJoRa I also wanted to mention the tree branch. While it does look cool, there are... well, the other guy said it. Programmability issues.
Title: Re: OOT2D Map Project - Update
Post by: MaJoRa on September 11, 2010, 11:34:01 am
Right, apologies for not bothering to reply for a while but again I find myself faced with the memory issue with my PC. To put it into perspective, I have 2GB of ram in total, the screenshot below shows what MSPaint is using alone:

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=8718;image)

Editing the image 90% of the time I get not enough memory errors, this is with a 2GB readyboost device plugged in, so I can only assume that Paint cant see the readyboost memory for whatever reason. I have tried splitting it and opening all the images so I can still copy / paste etc, I get the same issue. It would seem MSPaint is amazingly dreadful at managing memory, as GIMP opens it using only 300MB, but it is just too highly impractical to use for mapping at all.


Basically I am stuck in the position where I cannot edit the map at the moment, so I am editing bits here and there and doing what I can with it split, but it takes significantly longer.

I have made some changes to the Sacred Forest Meadows based on your suggestions, so please let me know what you think:

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=8720)

I have changed the tree to a stump on the ledge for players to grapple, and changed where the north facing ladder is. Since the fence which blocks link at the start will be something that is added / removed I have left this to the programmer (as I have in Lon Lon for example where the gate blocks link from leaving when he competes to get Epona).
Title: Re: OOT2D Map Project
Post by: Brendan McCoy on September 11, 2010, 04:38:27 pm
Try Paint.net... it's always worked fine for me. Though I dunno if it'd be impractical for mapping... just a suggestion, it's an incredibly light weight program that has a small download.

Edit: Paint.net is pretty much a super light version of photoshop, with layers and layer blending, built in effects, color and brightness adjustments etc. A lot of people don't like the anti-aliasing on it, but they don't seem to realize it can be turned off (via the... what i call half swastika that when you highlight it says anti-aliasing)
Title: Re: OOT2D Map Project
Post by: Zaeranos on September 11, 2010, 05:43:32 pm
Really, I find GIMP easier to use than Paint. Especially with layers I could try various things out.
Title: Re: OOT2D Map Project
Post by: AleX_XelA on September 11, 2010, 09:43:40 pm
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. Apart from that, I am eagerly awaiting Gerudo Fortress!
As for the Paint issues, you could perhaps try to use GM's map editor or Helios' World Artist?
Title: Re: OOT2D Map Project
Post by: Zaeranos on September 12, 2010, 06:55:31 am
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 have to agree. The problem with it isn't solved. The problem is the conversion from 3D to 2D. In the original OOT you need to shoot diagonally and up. Something that you can't do in the 2D games. First of all you can only shoot horizontal and vertical. Although a 45 degree diagonal could still be programmed. The biggest problem however is that you also need to be at the same level. In your version when using the hookshot it makes it seem like it is both at the same level, thus you could walk up to it as well.

My advice is to make a high ledge where you climb up with a ladder and then hookshot over a gap to the entrance.
Title: Re: OOT2D Map Project
Post by: Mamoruanime on September 12, 2010, 07:57:45 am
I agree with Niek's ledge advice. You have to "reimagine" certain elements when it comes to 3d to 2d conversions. I think for that particular area it'd be nice to see a scalable cliff (steps or something) on the left or right of the temple, with a small outstretching piece of land facing the hookshot ledge.
Title: Re: OOT2D Map Project
Post by: Master Yoshi on September 13, 2010, 02:54:04 am
Hopefully this is not imposing.. but you are more than welcome to use my gossip stone if needed.

This is coming along very well, I am extremely impressed and it greatly inspires me. I remember waiting for so long to see what Daniel Barras could cook up in the original OOT2d project, but he never delivered. This is how things like this SHOULD be developed. Not teasing along and along, but actually putting it out there and getting input from the community.
Title: Re: OOT2D Map Project
Post by: Kren on September 21, 2010, 01:48:57 am
I would add some holes on the ground for the temple area.. . and remove the whole broken bridge thing. 
Title: Re: OOT2D Map Project
Post by: TomPel on September 21, 2010, 10:57:59 am
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.
Title: Re: OOT2D Map Project
Post by: coinilius on September 22, 2010, 01:32:48 pm
Maybe you could have stairs at the bottom and top. but have the middle of the staircase broken and missing, but have hookshoot points on the upper stairs so that you can hookshot across the gap - obviously that would be playing with the perspective, since it would still be hooking up, but treating it as if it was on the one plain, but it might be passable enough to 'fudge it' in the eyes of the player.   
Title: Re: OOT2D Map Project
Post by: Mirby on September 23, 2010, 01:52:28 am
I already talked to MaJoRa about this. I said holes surrounding the stairs with a hookshot post on the other end.

I figured that's what everyone was trying to get at.
Title: Re: OOT2D Map Project
Post by: Mamoruanime on September 23, 2010, 03:55:51 am
Problem with having a full bridge and then all the sudden *holes* is that it looks really tacky and takes away from the atmosphere. Having a shattered bridge is fine, but the issue with what's there currently is that there's no visible *beginning* to the bridge. It seems awkward.
Title: Re: OOT2D Map Project
Post by: Mirby on September 23, 2010, 04:03:40 am
I meant a shattered bridge too.

And yeah, there needs to be a start.
Title: Re: OOT2D Map Project
Post by: MaJoRa on September 23, 2010, 11:08:14 am
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. Please note I plan on adding some form of shadow below the overhang to give the illusion of height, so it will not look as bad as this later, you can see here:

(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/Map/OOTOverworldSacredForestMeadow2.png)

Also, as for the next area you will be seeing, I am currently over half way through the Castle Courtyard, so that will be within the next day or so. It has been a while since I have personally posted anything here, but I like to have some news when I do post.
Title: Re: OOT2D Map Project
Post by: coinilius on September 23, 2010, 12:11:10 pm
I think something like that works - since Link is already walking up the bottom half of the stairs, I think players would take the idea of the hookshot travelling 'up' at the same angle as Link is ascending easier (if that makes since).  I'd move the hookshot stump down a tile though, so that it is at the edge of the stairs, as I think that would help maintain the illusion a bit more.
Title: Re: OOT2D Map Project
Post by: Zaeranos on September 23, 2010, 06:30:09 pm
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.

Visually it might look more believable now, but programming it is still a hell. Especially because it contains some rather complex objects.


PS: At the top part, when you look at the edge of the treeline, you'll see some flowers trapped under the treeroots. Having flowers near the trees is nice but having them trapped under the roots looks weird.
Title: Re: OOT2D Map Project
Post by: Theforeshadower on September 24, 2010, 12:16:51 am
Here's my go at it, though I am in no way a graphics person:
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=8803;image)

Add a shadow.  If Link is in that area and he shoots the hookshot/longshot, it cannot go over the bridge.
Or if Link.y < obj_bridge.y + 32(throwing a random number out there)
then you would set the hookshot at a lower depth than the bridge.

Maybe I'm just nuts :/
Title: Re: OOT2D Map Project
Post by: coinilius on September 24, 2010, 02:05:48 am
Why not just make it that Link can't walk under the stairs at all - maybe add a pillar on the right side as well and just have it that Link is blocked from walking under.  It could be that the sides of the stairs are still there blocking you, but the middle has fallen out.  Then you don't have to worry about the different layers and Link being able to walk under etc.
Title: Re: OOT2D Map Project
Post by: Mamoruanime on September 24, 2010, 02:08:29 am
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.
Title: Re: OOT2D Map Project
Post by: MaJoRa on September 24, 2010, 12:26:36 pm
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.

Right, lets address this first, if you look closely you will notice that the staircase is actually two pixels shorter than the warp pad in terms of width, so it is actually smaller, not wider. Though I do admit it could give the illusion of being wider due to the fact it is out of line.


Back to the stairs issue people are concerned with in the programming. Heres how I see it, no need for any special coding at all. The bottom of the stairs will not rise above Links height. Anyone who has tried to walk under a concrete ledge which finishes below their own height will know they have to duck or crawl, so this will not be possible in the game. This allows a simple collision to be made on the line where the stairs break apart, with no issues. The top of the stairs would simply be on another layer, and therefore link would be able to walk both above and below them. As for the hook shot, have it so that link changes to the upper layer has he gets to the top of the first half of the stairs, he is then able to hookshot, giving the illusion of a diagonal.

I think that would work rather well from my own perspective as a programmer.

Moving on from that, I have now finished the Hyrule Castle Courtyard, please observe:
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=8805)

Criticisms are welcome as always. I also do know that the first statue (the wide one on the rock) currently sucks rather badly, and I will be fixing that at a later date, when I can think of a worthy replacement. I have changed the orientation of the main courtyard where you can find Zelda so that the perspective makes sense and has the same feel as in OOT. I am also aware of the lack of a clear entrance on the very right of this area, however because of the way doors work on the castle, portraying one is actually very difficult. It should also be noted that it is the only entrance, and the one you enter through, so the player should have no difficulties in recognising it.
Title: Re: OOT2D Map Project
Post by: Calvein on September 24, 2010, 02:16:36 pm
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)
 
Title: Re: OOT2D Map Project
Post by: MaJoRa on September 24, 2010, 02:50:08 pm
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)
 

I thought some people might have an issue with the extra details LTTP doesnt have, therefore I kept my original design, which can be seen below:

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=8807)
Title: Re: OOT2D Map Project
Post by: Kleaver on September 24, 2010, 03:21:29 pm
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.
Title: Re: OOT2D Map Project
Post by: MaJoRa on September 24, 2010, 09:29:14 pm
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 agree entirely, but this is a trade-off I had to make a choice for. LTTP areas are generally very small and busy, if you look at the style. The areas I re-create from OOT are usually huge open spaces which if converted perfectly are not busy at all, but lifeless. I constantly have to choose between perfection and fitting the style I am converting to. In this case the style won over perfection, as details in colour are excusable I think.

I have had to make this choice many times before, for example Hyrule Field... I initially tried to make it the same size as it is in game, this would have made it twice as big as it is now. Filling all of the open spaces and making them seem like they have life (even though they dont) would be very difficult. I try to look at each area and assume that if it was the section on screen, people would see more than just grass. If in one section of screen you see only grass, then in my opinion it does not fit the LTTP style.
Title: Re: OOT2D Map Project
Post by: Kleaver on September 24, 2010, 09:48:20 pm
Yeah I agree. Having more detail and making it fit the style is more important.
Title: Re: OOT2D Map Project
Post by: Zaeranos on September 25, 2010, 11:06:47 am
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.
Title: Re: OOT2D Map Project
Post by: Theforeshadower on September 27, 2010, 12:17:56 am
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.
Am I the only one who thinks that it looks weird without a shadow?  It throws off the perspective that it higher than the player.
LttP made use of shadows with bridges and the like so, yeah.
Title: Re: OOT2D Map Project
Post by: Zaeranos on September 28, 2010, 05:21:59 am
I know that, my edit has many more flaws in them.
Title: Re: OOT2D Map Project
Post by: Brendan McCoy on October 09, 2010, 12:53:21 am
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".
Title: Re: OOT2D Map Project
Post by: MaJoRa on October 09, 2010, 01:11:50 am
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".

Interesting, I thought I had corrected all of them now, I would appreciate it if you could point a few out to me perhaps so I can resolve it?

Also, apologies for the lack of progress or posts the last few weeks, I have just got to uni, and freshers week is kind of mental, it's going to be a week or so before I actually get to work on this at all.
Title: Re: OOT2D Map Project
Post by: Brendan McCoy on October 09, 2010, 01:13:38 am
It's absolutely no problem! It's your own project you can do at your own pace, and it's nice that you share it with others. I'll edit this post in a bit to point out some of the misalignments.

EDIT:
Well I only found one, that's repeated along the bridge. You've probably fixed the ones I found before. OH WAIT! Now that I think of it, it was Zora's Fountain/grotto that had the misalignments that I was thinking of! I'll edit again with those.

Edit: after scouring it, I guess you'd fixed all the errors on Zora's Fountain as well! :D
Title: Re: OOT2D Map Project
Post by: flashGX on January 21, 2011, 12:23:04 pm
These are really looking fantastic Majora, very pleased to see you've stuck at it all these years.

flash
Title: Re: OOT2D Map Project
Post by: Gedosemo on January 21, 2011, 01:35:32 pm
Any new progress?
Title: Re: OOT2D Map Project
Post by: Leduardo on January 21, 2011, 03:03:52 pm
I'm curious too.
 I would like to see Guerudo Fortress.
Title: Re: OOT2D Map Project
Post by: Gedosemo on January 21, 2011, 06:30:28 pm
I would like to see Guerudo Fortress.
(http://i53.tinypic.com/9apoh3.jpg)
Title: Re: OOT2D Map Project
Post by: Mamoruanime on January 22, 2011, 09:48:15 pm
I would like to see Guerudo Fortress.
(http://i53.tinypic.com/9apoh3.jpg)

I don't get exactly what you're trying to say with that <_< "Make it with dungeon 2's tiles"?
Title: Re: OOT2D Map Project
Post by: Gedosemo on January 22, 2011, 11:49:17 pm
Make it with dungeon 2's tiles?
Yes, desert palace style.
Title: Re: OOT2D Map Project
Post by: Kren on January 23, 2011, 01:23:40 am
;3 I too want to see gerudo fortest using dungeon 2's tiles, extra cookies if you don't add new tiles and just use lttp ones ;).
Title: Re: OOT2D Map Project
Post by: Zaeranos on January 23, 2011, 07:31:18 am
I don't know if using Desert Palace tiles is the best option. They are very limited and mostly just cliff tiles and cave entrances. But then again, most sets except for mountain and field tiles are limited.

But I think it will be a while before the next update, because he got into the university.
Title: Re: OOT2D Map Project
Post by: MaJoRa on January 30, 2011, 03:16:17 pm
Well it has been a busy few months especially since I have been at university. This combined with the fact my machine is struggling to load the map now has made for much slower progress, however there has been progress :D.

I can see how some of you have been mislead into thinking that the Gerudo Fortress would require the same tiles as the desert in the LTTP game, however you are all forgetting one major thing. In OOT the ground changes into sand as you go into the desert in that game. This means that the desert ground tiles and the fortress ground tiles must be different.

I have uploaded my attempt of Gerudo Fortress (which I finished today) here for you all to enjoy, so let's give the rundown on the changes.

Firstly you will notice that the tower which you are able to climb a ladder to get on is no longer climbable, why? Because I cannot find a purpose for it in OOT other than to look at the desert, which is impossible in 2D anyway, and pointless. I have also removed the hole in the side of the wall which you use to grapple out of the jail. The reason for this is that putting it into the side of a cliff face is near impossible given the style. Instead when you grapple out of the jail you will be brought (warped effectively) onto the top of the roof that you jump on when you get out of the jail. I think this makes the game translate into 2D much better.

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=9442)

I have done my best to remove any inaccuracy's, and I think I have done a rather good job, though I have changed the ground tiles in order to make what is a very monochrome area seem a little more lively.

Constructive criticisms on this area are very welcome, fire away :)
Title: Re: OOT2D Map Project
Post by: Hoffy on January 30, 2011, 03:40:58 pm
It's really quite good MaJoRa, well done. I guess, I just have an issue with 3D maps that are built around using the Hookshot and Longshot to get around, being translated into 2D. It just seems the roofs of Gerudo Fortress would be odd to navigate, just looking at it, like that. Or maybe, they just wouldn't be very fun. But I like your work, it's very accurate to both ALttP and OoT, and it's well-thought. Nicely done.
Title: Re: OOT2D Map Project
Post by: Master Yoshi on January 30, 2011, 04:44:52 pm
Not sure how I feel about the tiles you used to build the fortress itself, but I will agree those are the best tiles from ALttP to use for them. I just wish the community could collaborate to build new tiles that are necessary to convert Ocarina of Time to 2d..

I absolutely love your tile work on the entire environment though. The ground especially, just looks professionally put together.

So any idea what area you have in mind next? I'd love to see your vision of Zora's domain, or Goron city, though I know those aren't overworld areas so they probably aren't a priority at the moment..
Title: Re: OOT2D Map Project
Post by: Master Yoshi on January 30, 2011, 05:40:38 pm
(http://img441.imageshack.us/img441/1118/towero.png)(http://www.zeldadungeon.net/Zelda05/Walkthrough/13/Map_3D_GerudoFortress3_Large.jpg)

With a little modification, the tiles from the tower would work quite nicely for the fortress..
Title: Re: OOT2D Map Project
Post by: Master Yoshi on January 30, 2011, 06:25:28 pm
(http://img841.imageshack.us/img841/4683/exampletiem.png)

Quick example...
Title: Re: OOT2D Map Project
Post by: TomPel on January 30, 2011, 11:03:21 pm
Awesome to see you've made some progress Majora! I like the design (except it's maybe a bit hard to navigate through the roofs. Maybe make the depth more visible by making the lower roofs darker and higher brighter?), but like Yoshi said, the tiles could be a bit better.
You have my blessing for his example. :P It looks a lot better.

But carry on, loving your work so far ^^
Title: Re: OOT2D Map Project
Post by: MaJoRa on February 01, 2011, 06:08:14 pm
Right, I happen to agree with the changes suggested by Master Yoshi. So I have re-made the parts of the area with this in mind. I have also made some other changes with the southern area (it seems I forgot a sign and a pole there).

Here it is:
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=9445)

Enjoy :)
Title: Re: OOT2D Map Project
Post by: Zaeranos on February 01, 2011, 07:17:50 pm
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.
Title: Re: OOT2D Map Project
Post by: MaJoRa on February 01, 2011, 07:47:09 pm
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.

I can see your point about the doors, though if you look their is also a slight overhang to represent them. I chose this over the idea of putting them as northern (which is easily possible if you look at the layout) for the reason of representing the inside of the fortress. The inside would not line up and / or would have to not make sense in order to move them around, which would be a nightmare for anyone programming it or making the area.

As for why I have the grid there, I make it like this to reduce errors, I have yet to get the TileSplit program to work the way I want it to and I have yet to create one of my own. It also means I can go back and make changes easily.
Title: Re: OOT2D Map Project
Post by: Master Yoshi on February 01, 2011, 08:45:55 pm
I just squeeled when I saw the new tiles. Very nicely done. I'd also recommend using those tiles for the Temple of Time, mixed with the tiles used for the sanctuary for roofing purposes.

But wow, those tiles made this area POP. I'm quite impressed.
Title: Re: OOT2D Map Project
Post by: Kleaver on February 01, 2011, 09:09:00 pm
Wow. Looks pretty cool. Nicely done.
Title: Re: OOT2D Map Project
Post by: Eleo on February 01, 2011, 09:23:23 pm
Really, really nice progress of it all. I did wonder if you will keep the new red-colored walls though? They do look better than the blue-grey ones in the first draft. I used Master Yoshis screenshot of the fortress to "borrow" another color. I don't know if it fits so well into the desert colors, but it got somewhat closer to the original coloring on the N64. Or... did it? Just a suggestion, anyway.

Title: Re: OOT2D Map Project
Post by: शेफाली on February 01, 2011, 11:18:44 pm
I made this recolour yesterday and I almost didn't post it because I noticed you said you were trying to avoid making the area too monochrome.  But to be honest it's a desert and it's kinda supposed to be brown-ish/tan-ish.  Those red bricks looked really odd, and Eleo's recolour seems a bit too dark.

I also want to point out that a lot of your mountain tiles are using slightly different shades of brown and that should be fixed.
Title: Re: OOT2D Map Project
Post by: MaJoRa on February 02, 2011, 05:13:28 am
Whilst I agree that deserts are supposed to be monochrome, you are forgetting to take two things into account. LTTP is not supposed to be monochrome (it doesn't suit the contrasted colourful style), and this area is not yet the desert. On top of that, this is a man made structure, which wouldn't necessarily be sand coloured anyway. With the fact that I think the new colours in the tiles also make it easier to recognise the new depths, I will not be changing these any time soon.

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.
Title: Re: OOT2D Map Project
Post by: Gedosemo on February 02, 2011, 01:31:30 pm
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.
Title: Re: OOT2D Map Project
Post by: Leduardo on February 02, 2011, 02:07:54 pm
MaJoRa,
Congratulations!
Very very good work!
Title: Re: OOT2D Map Project
Post by: Master Yoshi on February 02, 2011, 03:23:56 pm
I feel like the rooftops need something more.. they are too open and bare. Maybe breakeable pots or flags or something.. It's just far too bare.
Title: Re: OOT2D Map Project
Post by: The Boy on May 22, 2011, 05:18:14 pm
Sorry to wake up a dead topic, but is this still going on? Or has everyone given up?
Title: Re: OOT2D Map Project
Post by: MaJoRa on May 23, 2011, 07:29:00 am
Sorry to wake up a dead topic, but is this still going on? Or has everyone given up?

This is still going on, it's just exam period at university and I am finding very little time for the project. Rest assured in 2-3 weeks I will be continuing with this project and completing it.
Title: Re: OOT2D Map Project
Post by: The Boy on May 23, 2011, 04:07:18 pm
Cool! Of course! Uni!  Yeah, I've heard from my 2 older sisters that have gone through exam period at Uni that it's a real b****, that there's little time for other things- and they'd know, one did History and one did Politics (They got 1sts!!!)
Sorry  :-\
Title: Re: OOT2D Map Project
Post by: MaJoRa on June 27, 2011, 07:53:04 pm
So, I got back from university today, that's the entire first year done (which makes me a very happy man). It also makes me a man with plenty of free time on his hands, which meant that I could get to work on this project again.


Nowhere new this time, I have re-done areas of my castle town market in order to make the temple of time better and improve on my fountain. Other differences include the happy mask shop, the ground tiles (which now look a little more like the ground from OOT3D), and the doors used to enter buildings from the side.

Constructive criticism is welcome as always, enjoy:
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=9823;image)


EDIT: For reference, here is the old one:
(http://img.photobucket.com/albums/v173/Zeldamo/oot2d/ootcastletown.png)
Title: Re: OOT2D Map Project
Post by: Hoffy on August 19, 2011, 01:28:31 pm
These all look great, I just wish someone would take the initiative to mix these up with an A Link to the Past engine and make Ocarina of Time 2D! How hard could it be?
Title: Re: OOT2D Map Project
Post by: Martijn dh on August 19, 2011, 03:44:14 pm
I'd say use a combination of the two maps. The upper church looks best, as does the central pond. The ground tiles in the lower map look beter those orange ones though.

Hoffy: If you want something done right, do it yourself. Manage to rebuild the entire world in GMare and I'll even promise to bring it to live for you using my engine. Like you said, how hard can it be? XD
Title: Re: OOT2D Map Project
Post by: Leduardo on August 19, 2011, 08:27:12 pm
Much Better!
Title: Re: OOT2D Map Project
Post by: MaJoRa on August 25, 2011, 06:10:36 pm
So, just a quick post to update, started on this again this morning. I've made some changes (again) to the castle town, this time on the roofs. I noticed that in OOT some were facing different directions, and this added a differing perspective to the town. I created some roofs that have a different orientation on the tiles to copy this:

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=9901)


I would appreciate any pictures or maps of the Haunted Wasteland anyone might have, I don't have a ROM or working N64 atm so I am doing this from memory.

Martijn dh: I'm considering that, I think the colour is too much on the round with the orange tiles and the red roof, I'll get back to you on that one.


EDIT: I have just completed the Gerudo Training grounds. I'm a little skeptic about it myself, it seems so plain and bland, but then I remember that's how it looks in the game... If anyone has ideas about how I can improve or jazz it up I'm all ears. Here it is to see:

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=9903)

Constructive criticism is welcome as always.
Title: Re: OOT2D Map Project
Post by: TheRealMethuselah on January 06, 2012, 11:18:42 pm
Very well done.
Title: Re: OOT2D Map Project
Post by: MaJoRa on February 16, 2012, 12:12:03 pm
So I've been busy getting a free Samsung Focus Flash and Nokia Lumia 800 for free from Microsoft the last few weeks, before that was christmas, and before that I was homeless for a few weeks. Forgive my lack of updates here. Either way, I have now completed the Haunted Wasteland.... and I post it here for your personal enjoyment:

(http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10485)

Please note that this was done from memory. I know that the cave area to the south is different in OOT, I couldn't find a better way to represent this. Of course ideas are welcome.

In addition, here is the current map as it stands:

(http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10483)

Yes, that is the Desert Colossus there. It is as of yet incomplete (and very bodged), it will be a while before I release this in a complete form.

Constructive criticisms please :)
Title: Re: OOT2D Map Project - Haunted Wasteland Complete
Post by: TomPel on February 16, 2012, 02:02:58 pm
Maybe some details, like rocks and skeletons could add a nice twist, but the concept is pretty great!
And seeing the entire overworld in one picture just shows how much work has gone into this. Amazing job! ^^
Title: Re: OOT2D Map Project - Haunted Wasteland Complete
Post by: AleX_XelA on February 17, 2012, 10:04:36 am
Great job Majora, keep it up !
If you need screenshots just ask.
Title: Re: OOT2D Map Project - Haunted Wasteland Complete
Post by: Theforeshadower on February 17, 2012, 10:35:46 am
Out of curiosity, is that in an image editor or are you tiling with Game Maker or something similar?  You may have stated that else where... 
Title: Re: OOT2D Map Project - Haunted Wasteland Complete
Post by: Master Yoshi on March 06, 2012, 10:14:58 pm
Hands down the most impressive project I've seen on here in the past 7 or 8 years.
Title: Re: OOT2D Map Project - Complete
Post by: MaJoRa on April 20, 2012, 09:38:37 pm
Right... so heres the deal. It's done! I have now complete my map project and this date (the 20th of April 2012) marks the completion of it.

Below is my Desert Colossus:
(http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10783)

I am well aware that sprite wise this area could do with some work. I got a little lazy on the sprites as most were requiring custom jobs, but this project is about mapping, not sprites so much. Criticisms please as usual.

Here is what the complete map looks like:
(http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10781)


To answer theforevershadow's question, I make this in MSPaint, no other tools are used.

For those of you looking for awesome projects similar to this, I recommend looking at what Master Yoshi is doing if you are not already: http://zfgc.com/forum/index.php?topic=35669.0

Basically this guy has some awesome spriting ability and is working on similar work.

Not to say this project is over by a long shot, I am going to see how far I can take this. I feel like ending now is too soon, I will find a new way to step this up.
Title: Re: OOT2D Map Project - Complete!
Post by: ALTTP Fan on April 20, 2012, 10:38:03 pm
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!
Title: Re: OOT2D Map Project - Complete!
Post by: MaJoRa on April 20, 2012, 11:07:16 pm
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!

You can never view my map as full size because I have never uploaded it full size. I have tried uploading it here but the web page crashes and nowhere else seems to be able to upload it (it's 4MB and everywhere has a filesize limit of 1MB). If you (and anyone else who might want it) send me your email address I would be happy to email the file to you. There is currently an issue with a line of pixels missing down the middle, I'll be getting to sorting that.

Also, I agree entirely with some of my style choices. I would have much preferred to keep it all to one style / custom sprite most of it myself. Unfortunately I am a mapper not a spriter and I do not have the skill to do so, hence many of my choices. I am considering opening this up to public input later on so the project can include peoples sprites, I'll see what I want to do with that.
Title: Re: OOT2D Map Project - Complete!
Post by: Kleaver on April 20, 2012, 11:40:35 pm
Impressive job.

Now do Majora's Mask, MaJoRa :D
Title: Re: OOT2D Map Project - Complete!
Post by: ALTTP Fan on April 21, 2012, 12:11:44 am
@ MaJoRa -
I see. I'm definitely interested in seeing the map full size. I'll send you my email address soon.

When you say everywhere has a 1MB limit, were you talking about image hosting sites? If so, then imageshack has a 4.50MB limit I think.
And its totally understandable why you went with your style choices. Not everyone is Master Yoshi when it comes to spriting and nailing down one consistent style :)
I admire your excellent map making skills the very hard work put into this.
I hope you carry on with this to be honest.

Title: Re: OOT2D Map Project - Complete!
Post by: Master Yoshi on April 21, 2012, 01:50:29 am
Now for things such as Ganon's castle, Goron City, Zora's Domain, ect. I'm glad to see your map is finally complete, as it will be a long time until mine ever will be!
Title: Re: OOT2D Map Project - Complete!
Post by: thestig on April 21, 2012, 03:14:22 am
This is remarkably amazing, probably the furthest and closest we would ever come to a complete OOT2D to date. Fantastic job, Majora! This required a crapton of dedication, I'm sure... >_<
Title: Re: OOT2D Map Project - Complete!
Post by: AleX_XelA on April 21, 2012, 08:29:48 am
Amazing job MaJoRa, good to see someone actually commited enough to finish a project.
Now where is Adult Link's world? :P
Title: Re: OOT2D Map Project - Complete!
Post by: FISSURE on April 21, 2012, 06:05:53 pm
Holy damn Majora, that looks damn nice man
Title: Re: OOT2D Map Project - Complete!
Post by: Vash on April 21, 2012, 06:24:02 pm
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)
Title: Re: OOT2D Map Project - Complete!
Post by: Broojo02 on April 21, 2012, 07:35:53 pm
Congrats on finishing it man! Looks awesome XD
Title: Re: OOT2D Map Project - Complete!
Post by: ALTTP Fan on April 21, 2012, 08:15:08 pm
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)

Pixel by pixel is not nerdy. Its the only way real pixel art is created. When you start using vector programs and such, it ruins the pixel art itself.
Its all about doing it pixel by pixel, my friend.
Pixel art often takes days or longer to complete, especially big pieces anyway.
Title: Re: OOT2D Map Project - Complete!
Post by: Riisnæs on April 22, 2012, 06:08:04 pm
Kotaku covered this. (http://kotaku.com/5904126/see-all-of-ocarina-of-times-overworld-remapped-in-a-link-to-the-pasts-style)

It was fun to follow this.  :)
Title: Re: OOT2D Map Project - Complete!
Post by: FISSURE on April 22, 2012, 07:01:12 pm
Indeed just saw this on Kotaku, congrats Majora :)
Title: Re: OOT2D Map Project - Complete!
Post by: Nebetsu on April 22, 2012, 07:35:35 pm
Holy crap. Kotaku directed me here. Good job Majora.

And hey again FISSURE
Title: Re: OOT2D Map Project - Complete!
Post by: CrystalAngel04 on April 22, 2012, 08:42:42 pm
Congrats on the Kotaku shout out! It's been a while, but great work.  8)
Title: Re: OOT2D Map Project - Complete!
Post by: Quicksilver on April 22, 2012, 08:44:42 pm

I got redirected here from Kotaku and decided to create an account just to say that this project is amazing!

 :)
Title: Re: OOT2D Map Project - Complete!
Post by: MG-Zero on April 22, 2012, 08:46:40 pm
Congrats Majora on finishing the project and the Kotaku mention!  Glad to see a project actually get finished! :D
Title: Re: OOT2D Map Project - Complete!
Post by: Walnut on April 22, 2012, 09:01:54 pm
507 guests are viewing this topic

I haven't seen activity like this since 2003 jeez

Maps look cool btw
Title: Re: OOT2D Map Project - Complete!
Post by: Aero88 on April 22, 2012, 09:04:01 pm
Wow!  This is great.  Good work Majora!  Thanks to this we have broken our most users online at once record!
Title: Re: OOT2D Map Project - Complete!
Post by: Starforsaken101 on April 22, 2012, 09:10:51 pm
Congratulations on the shout out and the incredible work!
Title: Re: OOT2D Map Project - Complete!
Post by: Paul81 on April 22, 2012, 09:50:01 pm
I created an account just to tell you how awesome your project is! You did a great job and I love it! LOZ:ALTTP is my favorite of the series and even though it'd never happen I'd love to see OOT remade in this style. 
Title: Re: OOT2D Map Project - Complete!
Post by: ALTTP Fan on April 22, 2012, 10:06:46 pm
Congrats on being featured on Kotaku, my friend! :)
Title: Re: OOT2D Map Project - Complete!
Post by: AleX_XelA on April 22, 2012, 10:12:59 pm
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.
Title: Re: OOT2D Map Project - Complete!
Post by: MaJoRa on April 22, 2012, 10:21:24 pm
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.

Or I could do this:
http://filesmelt.com/dl/overworldnewpallet1.png

It's a little different for Kokiri Forest. I have been working on changing the pallet for it. Master Yoshi definitely had the right idea for that. He also had the right idea about using the pads from the LTTP dark world swamp.
Title: Re: OOT2D Map Project - Complete!
Post by: thestig on April 22, 2012, 10:32:16 pm
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.

EDIT: Ok.. apparently pass72's too overloaded for that. Haha, anyone want to switch to a linode?
Title: Re: OOT2D Map Project - Complete!
Post by: AleX_XelA on April 22, 2012, 10:47:53 pm
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.
Title: Re: OOT2D Map Project - Complete!
Post by: MaJoRa on April 22, 2012, 10:59:44 pm
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.

So to sort some things out. This is in the process of the pallet change still, the trees are therefore a little off as i have missed bits here and there. They will be fixed. I'm heavily considering his temple of time... it's awesome.

I recently opened this with GIMP... the warp stones are all there, just apparently on another layer that didn't get exported (wasn't visible at the time). I'll sort that too.

The shadow temple I repositioned a little, I know it isn't quit the same but I was trying to find a way you could still longshot up. All in all the position shouldn't make a difference to gameplay, unless you know something I've missed?

The main entrance to Jabu Jabu's place is on the right. I was not able to sprite the water going into the cliffs in a way that looked good. So I presumed the programmer might add an invisible door so the end is never viewed by the player. I might have another go at that later to see if I can do it again, or find a better way.
Title: Re: OOT2D Map Project - Complete!
Post by: TDWP FTW on April 22, 2012, 11:04:42 pm
Decided to import the background into a separate room in my fan game, and...

(http://i.imgur.com/82iuK.png)

(http://i.imgur.com/Bxqnn.png)

(http://i.imgur.com/qHOYl.png)

(http://i.imgur.com/zrEr1.png)

I think it looks pretty awesome.  Congrats, and thanks, for the amazing, completed map.  ;D
Title: Re: OOT2D Map Project - Complete!
Post by: AleX_XelA on April 22, 2012, 11:07:58 pm
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?
Title: Re: OOT2D Map Project - Complete!
Post by: thestig on April 22, 2012, 11:22:10 pm
@TDWP: That looks really impressive! Just goes to show you how useful this resource can be to aspiring fan game makers. ;p

Off-Topic: If anyone wants to join IRC, go here http://www.zfgc.com/index.php/chat or get the channel details from here
Show content
IRC Server: irc.kbfail.net
Channel: #ZFGC
Ports: 6667, 7000
SSL Port: 6697
Title: Re: OOT2D Map Project - Complete!
Post by: MaJoRa on April 22, 2012, 11:29:53 pm
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?

It's a consideration, no doubt I will get to that eventually, it's just a matter of what next. I don't think I'll rest until every object in OOT is ported.

On that note. I have been working on my Link sheet recently with the possibility of a new sprite. Thoughts on it would be good.

(http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10791)

I've also found the other OOT2D resources I have made over time at attached them here. It seems fitting to have it all in one place.


Also, TDWP FTW, I know I said this on IRC, but the screenshots look amazing. Well done on the engine. What's it programmed in?
Title: Re: OOT2D Map Project - Complete!
Post by: Colbydude on April 22, 2012, 11:31:46 pm
Great job MaJoRa. ;) Glad to see that it's finally done, and congratulations on the Kotaku mention! You're sure to go down in history. =P
Title: Re: OOT2D Map Project - Complete!
Post by: DJvenom on April 23, 2012, 01:57:04 am
Congrats on the mention, man! After all the work you've put into this project, it's the least you could get ;)
Title: Re: OOT2D Map Project - Complete!
Post by: Aero88 on April 23, 2012, 03:44:46 am
Just thought I would mention that your map has received so many views that it exceeded the allowable bandwidth allotted to it.  Perhaps something should be done so that those coming can still witness it in all its glory.   ;)
Title: Re: OOT2D Map Project - Complete!
Post by: MaJoRa on April 23, 2012, 10:43:22 am
DJVenom? Well it's sure been a while since I've seen you around here heh. As for those who still need a link to the project:

(http://filesmelt.com/dl/mapproject1.png)

Should help.
Title: Re: OOT2D Map Project - Complete!
Post by: Kleaver on April 23, 2012, 03:17:41 pm
Now if only more of those 160 guests signed up :D
Title: Re: OOT2D Map Project - Complete!
Post by: thestig on April 23, 2012, 03:25:43 pm
Now if only more of those 160 guests signed up :D
Soon, 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.
Title: Re: OOT2D Map Project - Complete!
Post by: The Boy on April 23, 2012, 04:38:00 pm
Wait, it's finished now?
Title: Re: OOT2D Map Project - Complete!
Post by: ALTTP Fan on April 23, 2012, 06:26:58 pm
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)
Title: Re: OOT2D Map Project - Complete!
Post by: Master Yoshi on April 24, 2012, 03:40:35 am
Not bad! This board could surely use an Ocarina of Time ALttP styled tile project... there are so many tiles still needing created, it's really impossible to remake the maps without them.
Title: Re: OOT2D Map Project - Complete!
Post by: MaJoRa on April 24, 2012, 07:41:38 am
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)

Very impressive. I will be certainly using the gravestones in the project now. My mission was to create the entire project myself, with my own sprites and tiles. Now I have done that I see no reason for this project not to continue further with community based sprites, and I agree with Master Yoshi.

I am therefore opening this project to the public. I want anyone who can to submit sprite suggestions to replace what I already have. I will of course ultimately be deciding which sprites get into the project itself. I also welcome suggestions to re-do any areas in ways which might make them more playable. For now I am not looking for any new areas (such as inside dungeons) as I am in the process of mapping those out myself.

If anyone fancies making some sprites for the inside of the Greak Deku Tree for me I would be most impressed. I have already mapped the entire area out, I just lack the sprites for it.

I am going to be very busy with exams this week and the next two. So I will only be posting big updates here around once a week. I'm sure I can pick up again after that.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Wasabi on April 24, 2012, 10:52:57 am
Can't say I've really followed this too closely but now that it's complete I can see what a great piece of work it is. Nicely done! You've captured the LTTP style really well (as bland as I think it is personally :P)!
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 24, 2012, 12:00:46 pm
Thanks Yoshi & MaJoRa. :)
Im definitely up for helping out with more sprites and such if I can.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: alspal on April 24, 2012, 12:24:37 pm
Haha, this is pretty cool. Brings back memories! Surprised the same people from a billion years ago are still here too.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: TDWP FTW on April 24, 2012, 02:41:31 pm
So what sprites are needed exactly?  It'd probably be a lot easier, and it could get done a lot faster if we kept some checklist or something.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: halo4life090 on April 24, 2012, 07:46:55 pm
I signed up to say.. Very good job! I've been looking for a 3d OoT for a while. Surprising enough, it was right here.  XD
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Master Yoshi on April 24, 2012, 09:55:38 pm
Tiles I can think of off the top of my head:

The Kakariko windmill
The big building at the back of Lon Lon Ranch
Kakariko houses
Marketplace buildings, mask shop
The Spirit Temple entrance
The Kakariko well
The water fountain in the market
The spinning pot in Goron city
Torches
The Lon Lon Ranch houses and stable
Gabon's castle
Hyrule Castle

Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: TDWP FTW on April 25, 2012, 12:01:35 am
Here's a windmill sprite by Gecko I found in a collection of sprites I have:

(http://i.imgur.com/zMInq.png)

Also found this fountain.  Not sure who made it though (It was in a misc. folder)

(http://i.imgur.com/t6aPP.png)
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 25, 2012, 12:35:17 am
They are really nice but isnt the style for this project supposed to be LTTP? The windmill is kind of LTTP style but the fountain looks more like minish cap?
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 25, 2012, 12:59:38 am
I made this windmill a very long time ago -
(http://img23.imageshack.us/img23/971/16windmill.png)

I can do much better now so I will revisit it soon and improve it.
I'll also try to finish off the windmill itself.

EDIT -
So I spent a bit of time improving on my old windmill(Still WIP) -
(Which one do you guys think is best, perspective-wise?)

1]
(http://img214.imageshack.us/img214/2113/19smallwindmill.png)
2]
(http://img713.imageshack.us/img713/2276/20smallerwindmill.png)
3]
(http://img171.imageshack.us/img171/5941/21smallestwindmill.png)

2 or 3 looks best, right?


Larger versions -
(http://img846.imageshack.us/img846/4359/18windmill.png)

(http://img525.imageshack.us/img525/7964/22smalltallwindmill.png)
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Master Yoshi on April 25, 2012, 05:17:02 am
(http://www.hyrulekingdom.bravepages.com/images/Area-Mountain.JPG)

Needs more bricks, but the fan part is great. Is it called a fan? Blade? Windmill spinning part?

Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Master Yoshi on April 25, 2012, 06:17:23 am
(http://img190.imageshack.us/img190/2540/windmillexample.png)

Something like this, but way more cleaned up...
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Kleaver on April 25, 2012, 08:37:40 am
Hmmm...looks a little rough.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: MaJoRa on April 25, 2012, 08:39:36 am
Right, so the soil patch fit in perfectly with the style and the map itself. You can see this in Kokiri Forest.

(http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10803)

I have also sorted out my warp pads to be my originals, I think they looked much cleaner and nicer than the monstrosity I had on the map. Master Yoshi I have started replacing gossip stones with yours, you'rs are just so much better than mine.

SkemeKOS. I have replaced the graves in the graveyard that were the same sizes as the ones you provided with your replacements. It looks very good. See below:

(http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10805)

This brings me on to a list of sprites I am looking for. The first is the circled section of the image above. It's the ocarina points, mine suck.

So:
Ocarina points
Jabu Jabu area (the pad)
The windmill
Kakariko well
The market fountain
Hyrule castle (more specifically the side entrance, drawbridges)
Gerudo Valley Bridge
The small footbridge going into Gerudo Valley
The prison area of gerudo fortress (mine sucks)
Entrance to the dungeon in the Desert Colossus
The fishing ground (yeah... all of it. Master Yoshi suggested tiles from the swamp in LTTP)
Entrance to the Goron City
The bottom building in Lon Lon Ranch

Absolutely anything else you think you can do better than me, post it.

I'd also like so say that the fountain posted earlier is nice,but too big and definitely will not fit in with the style at all, so it cannot be used. There is also the windmill sprites. The final windmill posted is looking the best, however none are quite what we need. Unfortunately it needs to have the entrance in the cliffside unless I remap a little of it (of course I am open to suggestion if anyone can offer a way to do this well). The actual blades by Skeme KOS? Perfect, awesome job man.


EDIT: Some of the images are uploaded to ZFGC.com, if you're a guest you might not be able to see them without logging in.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 25, 2012, 11:58:55 am
(http://img190.imageshack.us/img190/2540/windmillexample.png)

Something like this, but way more cleaned up...

Thats almost exactly what my old windmill looks like, but I will update it and post it here if you think that shape looks better.

EDIT -
Here it is -
(http://img688.imageshack.us/img688/4595/23revisedwindmill.png)

I used LTTPs Death Mountain Temple as a base, but do you think the black outlines are too much?
The colour palette is from Hyrule Castle.

Also, this is how I planned to have an entrance for my new stylised windmill -
(http://img854.imageshack.us/img854/7383/23smalltallwindmillentr.png)

Im gonna redo the windmill "fan" now...

@MaJoRa - If you need any of my sprites to be sized-up or down to fit your map better, just let me know.
I'll have a go at all those sprites you and Master Yoshi listed too when I get some more time.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Aero88 on April 25, 2012, 01:44:53 pm
Also, this is how I planned to have an entrance for my new stylised windmill -
(http://img854.imageshack.us/img854/7383/23smalltallwindmillentr.png)

Personally I think this is the best windmill by far.  I really like it.

edit:  I also just thought of something that may be worth taking into consideration.  In the original OOT unless you already know there is an entrance to a level behind the graveyard you don't really notice it, but with the set up you have now if this map were in a game you would see that nice shinny warp pad sitting atop the cliff if you were standing near the main gravestone at the north end of the graveyard.  In my opinion seeing that might ruin the ambiance of the graveyard in game.  I was looking at the map all put together and it looks like there is room to push the warp pad, level entrance, fence, and gossip stone back a bit in order to avoid being able to see it when down in the graveyard.  This is just a suggestion though.  It really looks awesome as is, but it may work better gameplay wise to push it all back a smidgen.  Keep up the good work!
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 25, 2012, 02:32:35 pm
Thanks Aero88. I kinda like that one best too. Im gonna add bricks to it and see if that makes it look even better.
About the warp stone being visible, I think I agree with what youre saying. It would look better if its not immediately visible to the player.
If the game uses the same size screen-view as LTTP, then the warp stone would need to be moved up 3 or 4 tiles to be completely hidden from view.

EDIT:
With brick pattern -
(http://img13.imageshack.us/img13/2857/24smalltallwindmillwith.png)

Without thick black corners -
(http://img706.imageshack.us/img706/6717/25smalltallwindmillwith.png)

Which is better? Or should I just stick with the old windmill style?
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: TDWP FTW on April 25, 2012, 03:16:16 pm
I like the 2nd windmill building (The red one) a lot!  However, there's supposed to be 2 windows or whatever (It's just a hole in the wall in the game) that you can jump out of with a cucco.  The first one, you have to use a hookshot on a fence post inside, and then there's a little ramp inside.

Can't remember what it's for, but the windows are there, and it shouldn't be too hard to fit them in somehow.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 25, 2012, 03:25:44 pm
Thanks TDWP. I can vaguely remember what youre talking about. I havent actually played OOT in ages and I havent got any decent reference pics of the windmill either so improvements like those you mentioned will be made later on.
I will get a ROM version of the game and get some proper reference pics.
Thanks for pointing it out to me, my friend.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Max. on April 25, 2012, 07:13:25 pm
I really like this improved windmill as a sprite, but it's a big difference between this and the OoTwindmill. The OoT one was really old and all stone:

(http://www.google.com/search?q=oot+windmill&oe=UTF-8&hl=en&client=safari&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi&ei=JEuYT-alOpPG6AHGnuTpBg&biw=1024&bih=672&sei=JkuYT8OTGsWM0QG84-W_Bg)

But this one looks brand-spankin' new!
Maybe you could use something like Leduardo's clock tower for reference, even though its MC style, if you guys want to be more true to OOT:
http://zfgc.com/forum/index.php?topic=35905.msg402390#msg402390 (http://zfgc.com/forum/index.php?topic=35905.msg402390#msg402390)

His is more like the OoT windmill. Albeit in MC style....
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 25, 2012, 07:39:53 pm
Ive planned from the start to have vines growing on the windmill, in the same way that vines/grass is growing on one of the big bridges in LTTP -

(http://img17.imageshack.us/img17/8005/lttpbridge.png)

I dunno if that will help it look more aged?
I'll show what that looks like later and see what you guys think.

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.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Aero88 on April 26, 2012, 03:10:51 am
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.

I think it looks really good.  It seems like it should be mirror imaged though.  I could be wrong but it seems like it should rotate clockwise, but as it is now it would rotate counter-clockwise...  I can't say that I remember for sure which direction it rotated in OOT originally, but it seems like it was clockwise.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Max. on April 26, 2012, 05:37:24 am
I just noticed a couple things about the kaka rio graveyard you have:

The gossip stone, without an upper outline, looks like it's sort of part of the ground? Like the top is coming out of the ground and the bottom is separated, if you get what I mean...

The warp pad has weird perspective. So does all Zelda, but this is inconsistent with the rest of ALTTP, maybe the north side should be smaller. Also, it REALLY stands out. What if it were the same colors as the other rocks? The color of the gossip stone?
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 26, 2012, 12:32:22 pm
@Donotfeedthemax - I agree completely about the gossip stone. MaJoRa, I think you should leave it how Master Yoshi made it because its more LTTP style and makes more sense.
I also agree that the warp pad stands out to much, but I think the perspective is OK(I will test what you said though to see if works better)
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.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: MaJoRa on April 27, 2012, 09:12:12 am
Right, so lets start with the gossip stones, I didn't edit that sprite, it should have been Ok as it was, some sort of error I have no idea about, I've replaced it with what it should be. The warp pad's perspective I don't agree with, but the colours I do. I attempted to re-pallet it with the colours from the stones in LTTP and realised that I can't because it already uses those colours. I'm guessing those colours were not designed for so much white to be used. I tried taking the colours from Master_Yoshi's gossip stones but that didn't look quite right either. Eventually I have settled for the original LTTP colours but swapping the mid range colour for the white so it stands out less. I still think it needs improvement but it's a change.

I've completed the suggestions to the graveyard, moving the warp pad out of the players view. I agree entirely that it ruins game ambience. You can find it in the image below:

(http://zfgc.com/forum/index.php?action=dlattach;topic=36601.0;attach=10812)

Thoughts and suggestions as always please.

Additionally, I just found another set of sprites I did terrible in the Gerudo Training Grounds, mostly the targets for your arrows and the little stand. if anyone could improve upon these it would be good.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Aero88 on April 27, 2012, 03:24:34 pm
I think that layout is much better.  There are two tiles missing at the top of the screen though on the grass/shrub line.  Other than that it looks good.

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.

I kinda think this one would fit better than the warp pad currently being used.  The wider based triforce to me seems to fit LTTP better and the shading makes it pop more.  I like it.  However the triforce itself to me seems to be too high on the pad.  Perhaps if it was moved down a pixel or two.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: ALTTP Fan on April 27, 2012, 06:15:16 pm
Looking beautiful, MaJoRa!!! Looks much nicer now with the warp stone and stuff moved up.
Great job, my freind.

@ Aero88 - Youre right about the triforce being too high up on my edit. I will fix that when I improve it later on, so thanks for pointing that out to me. 1 or 2 pixels down should do the trick :)
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: MG-Zero on April 27, 2012, 06:46:34 pm
Hey wait, I just realized -- Where's the entrance to Dampe's grave?
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Aero88 on April 27, 2012, 09:48:58 pm
Hey wait, I just realized -- Where's the entrance to Dampe's grave?

Eh...  Under one of the grave stones just like in OOT.  That would be up to the programmer wouldn't it?  Also isn't this the young link version of Hyrule?  A grave could be added for the adult link version of the graveyard.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Crhhis on July 08, 2012, 11:44:52 am
i would like to see this project in its epic completion. i will gladly lend a helping hand. :)
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: BlazeBigBang on July 09, 2012, 03:58:48 pm
Revising the date when this was first posted, I must ask, can we still help?
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: MaJoRa on July 09, 2012, 06:26:03 pm
I am currently too busy to keep working on this project. I'll be coming back to it properly after my dissertation (around christmas). However, yes this is still fully open for everyones input. I only just opened it to public work (within the last month or so), and I welcome anyone who wishes to improve upon it.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Crhhis on July 19, 2012, 05:32:21 am
 :) ;) :D XD :( :o 8) :huh: ::) :P :-[ :-X :-\ :-* :'( >:( >:D

if you want to send  me some other work as well, feel free to do so. i may have the java programmer in a month or so and i noticed you mentioned taking time off til christmas. but i will gladly step in if needed. Great to have met you, friend.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: arceusrules on November 02, 2012, 04:11:14 pm
Holy crap. I really wish this becomes a real game, pretty much every ocarina of time remake has failed! :D
Title: Re: OOT2D Map Project
Post by: mariofan5000 on January 02, 2013, 03:49:43 pm
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.
Only if you put the brightness on Normal or Bright, the Dark one is the SNES color.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Sabooru on July 27, 2013, 05:18:34 am
Hi MaJora
Just writing to get permission to use your maps in a game of my own making.
I will give full credit in the credits and create an NPC of you in the thankyou area of the game.

Is there any way to access the full resolution versions of the files?
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: MaJoRa on September 09, 2013, 09:21:06 pm
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.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: DIFTOW on December 19, 2013, 06:34:30 am
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.

That's truly impressive. I hope someone does use it cause that looks like it took quite some time. It's been awhile since I messed with any 2D stuff, does this have to be separated into pieces or do you use it in one piece as is?
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: MaJoRa on December 23, 2013, 07:47:25 pm
It doesn't have to be separated, but bear in mind slower machines will have trouble loading such a large image. In fact editing it takes a rather hefty computer. I'd split it if I used it in a game.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Jeod on December 23, 2013, 10:41:24 pm
Hey MaJora, I just noticed your map is incomplete. You are missing the throne room, the room Zelda is peeking into when you meet her. She makes you look through the window, at which point I imagine in a 2D version of the game would have the camera pan or fade to the throne room.
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Whitay on December 23, 2013, 11:08:21 pm
He hasnt done inside, and i think that qualifies as inside. Although i would love to see more, whether its random insides or dungeons
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Hopeseeker on April 06, 2014, 04:51:34 pm
Hello, excuse me if I'm violating any rules, but I would like to know if this project is still alive.
Thanks
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: Leduardo on November 29, 2014, 05:44:57 pm
Just take a look:

http://adrenaline.uol.com.br/2014/11/27/30948/fa-recria-zelda-ocarina-of-time-em-2d-e-disponibiliza-trecho-jogavel--video (http://adrenaline.uol.com.br/2014/11/27/30948/fa-recria-zelda-ocarina-of-time-em-2d-e-disponibiliza-trecho-jogavel--video)
Title: Re: OOT2D Map Project - Accepting Community Sprites - Read
Post by: MaJoRa on April 13, 2015, 11:49:00 pm
Hi all, I just thought I'd respond to some of the comments made whilst I was gone.

Hopeseeker - Theres no new work on this project to be shown, but the project isn't dead. I'll be working on little things here and there - but it is true to say this is no longer my primary focus. The next logical step is indoors, starting with the Kokiri Houses and the Deku Tree dungeon.

Jeod - You're right. I am missing that, I'll get around to it at a later date.

Leduardo - I've been keeping an eye on that project, it's rather awesome. Though when I played the demo it was too unstable to get anywhere :(

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