Post your maps.
#961
Posted 05 May 2016 - 09:49 PM
- Jared, Astromeow and ywkls like this
#962
Posted 05 May 2016 - 09:59 PM
I like the idea. I am playing smb3's world 5 theme in my head lol.
I couldnt agree more.
and now I go to listen while I type this
I like what you made ywklss, it inspires me
Might I make a suggestion?
Im trying to understand what the mechanics of how to transverse to the warps
Why not require players to use items gained as your progress further into the quest IN RELATION to the overworld areas progressed, thus allowing for more interesting gameplay, but can discourage and eliminate non-linearity
Or if they are all simple push blocks, instead of doing pushing blocks over and over which can seem tedious, why not give link a hidden item like a hammer, which is disabled all elsewhere except this dmap, and Link can smash through the paths flow
Edited by Astromeow, 05 May 2016 - 10:00 PM.
#963
Posted 06 May 2016 - 09:33 AM
I like the idea. I am playing smb3's world 5 theme in my head lol. I'd maybe make the back ground less square, but I know how the lazies go
Well, the squareness is kind of dictated by the fact that all maps in ZC are square, so i'm not sure what I can do about that. The idea was the the area of the world that you're passing over is depicted beneath the clouds as you go through that region.
I couldnt agree more.
and now I go to listen while I type this
I like what you made ywklss, it inspires me
Might I make a suggestion?
Im trying to understand what the mechanics of how to transverse to the warps
Why not require players to use items gained as your progress further into the quest IN RELATION to the overworld areas progressed, thus allowing for more interesting gameplay, but can discourage and eliminate non-linearity
Or if they are all simple push blocks, instead of doing pushing blocks over and over which can seem tedious, why not give link a hidden item like a hammer, which is disabled all elsewhere except this dmap, and Link can smash through the paths flow
To use the warps, you must reach the overworld region where that warp is located, Thus, if you have to use a specific item (like the hookshot) to even get to the warp; then that particular warp won't be accessible until you have it. For the most part, as you open up new areas of the overworld, there will be a new warp you can use to shortcut around afterward.
As for this affecting non-linearity, progression in the game is dependent upon getting items which allow you to reach new areas. To reach the first two warps, there are no specific requirements. You just walk to wherever the warp is, step in and are warped to the clouds.
If that warp isn't active, you just hit the switch there and the path opens. The next two warps do have some requirements. The two mostly likely to be accessible next require the bomb and candle. The next two require the hammer. One of the others requires the hookshot and the last one requires the raft.
- Astromeow likes this
#965
Posted 16 May 2016 - 11:33 PM
Not bad, I digs! My only suggestions would be to separate the bridge posts one more combo space to each side, since it looks like they might fall given their stance at the mountain border. Hmmmm, the (rocks?) at the bottom right are supposed to be rocks? Given they're green, they look awkward. Actually, who gives a damn. 10 out of 10, must play. ![]()
PS: Oh yeah, give the water a bit more detail, given it looks flat as it is. Try using some of the tide combos as well as very few more rocks along the river. With that, it would look better.
Edited by Demonlink, 16 May 2016 - 11:35 PM.
- MarinaraSauce likes this
#966
Posted 17 May 2016 - 04:12 AM
Looks really awesome! Seems a lot smaller than my own version that I made a while ago, and surprisingly we both used the same palette lol. The only critique I have is giving the water a bit more detail if possible, just like what Demonlink said.
- Cukeman and MarinaraSauce like this
#967
Posted 17 May 2016 - 05:40 AM
Hmmmm, the (rocks?) at the bottom right are supposed to be rocks? Given they're green, they look awkward.
That was actually supposed to be a crop patch of some kind. Since DoR doesn't have a pumpkin tile, I figured that would be about as close as I could get to the pumpkin patches in the 'real' Ordon Village.
My only suggestions would be to separate the bridge posts one more combo space to each side, since it looks like they might fall given their stance at the mountain border.
It's based on this bridge (which, granted, does eventually break), so I'll probably leave it as is it is:

Also that would put it right up against the tree tunnel on the right, so that would probably look more awkward.
The only critique I have is giving the water a bit more detail if possible, just like what Demonlink said.
I was thinking this as well, but by the time I realized it, I'd already put the file on Imgur and it was almost 10:30 PM and was to tired to really care.
Edited by GrantGreif, 17 May 2016 - 05:43 AM.
- Demonlink likes this
#968
Posted 17 May 2016 - 06:09 AM
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There's a slight bit of a perspective issue here, you've got the upper-ledge for the bridge to be able to span across this opening, but then your angled mountains are actually taller than they should be under the bridge. I counted 11 total bands of mountain here, where the upper section plus the lower section should only total 9 bands. ... Then for the second bit, again, your mountain height is inconsistent, going from 7 bands to 5. That's my only issue with this map.
Edited by Sephiroth, 17 May 2016 - 06:12 AM.
#969
Posted 17 May 2016 - 06:34 AM
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There's a slight bit of a perspective issue here, you've got the upper-ledge for the bridge to be able to span across this opening, but then your angled mountains are actually taller than they should be under the bridge. I counted 11 total bands of mountain here, where the upper section plus the lower section should only total 9 bands. ... Then for the second bit, again, your mountain height is inconsistent, going from 7 bands to 5. That's my only issue with this map.
This was done to make the mountain slope faster, like what the GB games did a lot, plus you wouldn't notice it in gameplay because of the screen changes.
#970
Posted 19 May 2016 - 09:03 AM
This was done to make the mountain slope faster, like what the GB games did a lot, plus you wouldn't notice it in gameplay because of the screen changes.
But yet you would see this on the spacebar map...
#971
Posted 19 May 2016 - 01:23 PM
#973
Posted 21 May 2016 - 11:39 AM
Not really a map but:
Excelsior!
Muy bueno¡¡¡
I see zelda 1
- Joelmacool likes this
#974
Posted 05 June 2016 - 08:25 PM
There also needs to be a shadow on the water under that arched bridge in Ordon village. (the smaller one, on the lower tier of river) It looks weird with NO SHADOW.
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