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#811 Logos

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Posted 22 June 2015 - 08:22 PM

Logos, I like it...but where's the actual beach? Right now it just looks like the edge of a lake. It looks just like a maze, although I don't know if that was the intention. The palm tree clumps are an eyesore in my opinion too. But despite all of my cons, I love the feel of the map.

Q_Q

 

I should get rid of the rim surrounding the water, now that you mention it. Thanks for pointing that out. And it wasn't supposed to look like a maze, but it probably ended up that way because I over-compensated and tried to avoid making it too simple. And about the palm trees, I love palm trees. Everyone should love palm trees. I didn't know what else to put to fill the space.

 

Thanks for your advice!



#812 Eddy

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Posted 23 June 2015 - 05:37 AM

Now that Jared mentioned it, it does look a bit weird seeing that there isn't an actual "beach" on the map. Besides that though, and like I said over on the other topic, that is still a really awesome map. I guess Newfirst is finally being used yet again :P


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#813 Yloh

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Posted 02 August 2015 - 09:30 PM

I'm deciding to show part of Level 7 to give you guys a flavor as what to expect. Just try to figure out the gimmick of this level.

 

7GApJ7.png


Edited by Yloh, 02 August 2015 - 09:32 PM.


#814 Lüt

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Posted 25 August 2015 - 12:19 PM

A little courtyard leading to the underworld dungeon:

 

ttl_underworld_crop_us.jpg

 

I don't usually like to give away so much, but seeing how I just started looking for beta testers, I figured I'd need some bait :P


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#815 Shane

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Posted 25 August 2015 - 12:45 PM

That's definitely an interesting take on dungeon entrance design. 

 

It makes me want to apply for beta testing but alas, I can't as school and other projects I need to make/beta test are in the way. Good luck finding testers!



#816 Lüt

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Posted 27 August 2015 - 12:04 PM

Hey thanks.

 

Yeah that was exactly the problem, I wanted to finish this by mid-August so that there would be at least a week or two to play before everybody went back to school - and before I wouldn't have much time to work on it. I'm trying to get it done soon because there's maybe 2 weeks before everybody starts getting loaded. (Or, at least most of the people still in school - I finally graduated last spring, so it's off to work for me.)

 

Fortunately, it's essentially complete. I'm just hoping to run it by a few people to catch anything fatal or absurd before releasing.



#817 Yloh

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Posted 27 August 2015 - 04:41 PM

A little courtyard leading to the underworld dungeon:

 

ttl_underworld_crop_us.jpg

 

I don't usually like to give away so much, but seeing how I just started looking for beta testers, I figured I'd need some bait :P

 

 

This is a very interesting. Good job on the design.



#818 Eddy

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Posted 01 September 2015 - 05:04 AM

Ripped directly from Map of the Month, but hey, might as well post it here too:

 

Eddy.png

 

Featuring my take on remaking Skull Dungeon :P


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#819 FalsePower

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Posted 01 September 2015 - 12:50 PM

It's not quite ready to be Map of the Month entry worthy, but I have enough completed now to where I'm willing to show what I've got so far:

 

93h9J1C.png

 

It's amazing how quickly you start to run out of space on the overworld. This looks to be roughly 1/4 of the available space to work with.


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#820 Astromeow

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Posted 12 September 2015 - 10:13 PM

Bravo FalePower! Your map is legit as quality can be.

 

I have been pouring out my emotions, revealing stress through designing work in Zelda Classic

 

zelda013.png


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#821 FalsePower

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Posted 17 September 2015 - 05:48 PM

^ Thanks a lot Astro. =] I like the scope of your map and the Zelda 2 vibe. That's quite a journey for a heart piece. Very nice.

Here's a little preview of the dungeon I've been working on lately. It's definitely a work in progress (as can be seen in the top-right), but I figure I'll show what all my time has been going into lately. This place has been daunting so far, but it's giving me a lot of experience for the next dungeon I make.

 

Spoiler


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#822 kurt91

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Posted 19 September 2015 - 05:27 AM

zelda003_zpsxnexlb4m.png

 

The first two main areas, Southern Shores and Hyrule Field, for the revised version of my "Balance of Power" quest. I may not be able to finish all of the area revisions in time for the expo, but I have a back-up copy of a "perfected" version of my previous demo, just in case I can't finish this one.

 

Now, I always have trouble with field areas, never being able to figure out how to fill them up so that they aren't empty and featureless, while still keeping the "open fields" feel. Since I have so much trouble, I decided to cheat a bit.

 

First, I got a hold of a map of the overworld from Minish Cap, and got rid of everything except Hyrule Field and Castle Town. I moved the town to the north, swapping it with the upper area of the field, to match the layout of my quest. I then started smashing areas together until it fit the general shape that I needed, and scribbled a few extra paths cut through the trees so that everything was still connected in a way that made sense.

 

Next, I started hacking the map into pieces, incredibly roughly. I stuck these pieces on a grid, to represent the individual screens that I was going to make. These hacked up pieces would give me the general idea of what to place on each screen and which sides of the screen were open to travel. I started copying the designs into my map, with the one condition that I tried to avoid straight plateaus when possible, and had cliff walls slant themselves back into the ground for more of a steppe architecture, to keep it feeling open instead of a maze of valleys and plateaus. After cleaning things up a bit between screens, I ended up with the finished map.

 

Now, I say "finished", but I still need to pick places to put secrets and caves, and block off some excess areas to keep progression easier on the player, so they don't wander off for miles in the entire wrong direction. You'll notice some missing bridges and such for that reason. Still, it looks fairly nice, and I can use it for connecting areas together without it feeling strictly like a hub area, so I'm really happy with it. (I also noticed a few shortcomings in my tileset, such as trees being unable to be placed directly to the left or right of water. I may want to look into fixing that.)


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#823 Astromeow

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Posted 22 September 2015 - 09:51 AM

CavernMapPreview01_zpse79383c1.png

 

 

 

Am I the only one who sees this map moving like some sort of optical illusion? The walls appear to ripple in movement...

 

I know this is an old map and he updated it himself... but I never saw a Zelda Classic product do this to my eyes before.

 

 

-

 

I am looking forward to your project FalsePower. Your design skills have proper flow.

 

Kurt91, hot damn, Hyrule field is full of trees. I would cut back on the trees and maybe replace the solid with rock, or even nothing itself to allow more breathing room.


Edited by Astromeow, 22 September 2015 - 09:55 AM.

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#824 Eddy

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Posted 22 September 2015 - 09:58 AM

Am I the only one who sees this map moving like some sort of optical illusion? The walls appear to ripple in movement...

 

I know this is an old map and he updated it himself... but I never saw a Zelda Classic product do this to my eyes before.

Holy crap... that is insanely bizarre. I wish I had seen this earlier :P

 

Either way, have a sneak peak at Rolling Ridge:

i9gkHgO.png

There's more to come.


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#825 Astromeow

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Posted 22 September 2015 - 10:03 AM

Holy crap... that is insanely bizarre. I wish I had seen this earlier :P

 

Either way, have a sneak peak at Rolling Ridge:

i9gkHgO.png

There's more to come.

 

I would pay you to finish this quest. You have perfected the originality of GBCZelda.


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