Wow, lots of comments! well ill try to answer all of them here.
the map overworld will transition seamlessly because well, its going to be one big map(or a couple decent sized ones) peiced together, as i am going for the LTTP style overworld feel, not tons of screens. also this will not be an EXACT remake, so its going to have the same dungeons, same items, same overworld feel, but not block for block remake. what my initial plan was that i would pay homage to the game by making it in how it would have felt if there were no limitations, so using many sprites, transparancys, big overworld, animations, ECT. also i did map out the origional, 1:1, updated tiles, and all i would have to do is get a few custom sprites and that map would be done, orginally. but if your talking about the LTTP version, im trying to make it as exact as i can without it feeling to square or to predictable, so the basic will be there, but it will seem newer. no lines and grids of trees, no lined up rocks. no big borders of 16*16 trees, but still have it like it should be. as for the screenshot, that would be alot of work wouldnt it? knowing the map is very big.. is there an easier way? or is that the only one? and @kienamaru, i was playing through and it was getting annoying to me in some places. its a great game, but some of the drawbacks werent their fault at the time, and that shouldnt take away from the game.. such as enemies were one. like ones in the sand, with more free movement, would probably be cooler. or something. i havent done much onto thinking and remastering the enemies. mostly focusing on finishing the landscape.