I could really use some feedback. I'm planning my first quest, and after many attempts to make a single, unified, 16x16 overworld, I'm having some trouble. I think what I'm going to do is have areas similar to the 3D Zeldas, save for Breath of the Wild. But I also don't want my adventure to take place in Hubrule. So I came up with this.
So I'm trying to have a layout of what items I'm going to have for each area. Solid lines indicate an open-air transition, like walking from the field to Kakriko Village. It's just... walking there. Dotted Lines indicate caves, and you'll notice, you can't get to Death Mountain without going into a cave, just like LttP.
Is this too cliche? I'm hoping for a somewhat more Metroid level flow, but not toooo terribly distant from Hyrule. Just... ya know, progression is "locks" and "keys".
(Kinda spoilery, depending on my motivation, but I'm hoping to have this game bridge OoT and LttP with the geography being inspired by those games--except for Snowpeak, which I imagine was there in all games, just not needed or seen until TP. At some point, the Hero will need to choose to sacrifice himself from the history books for the sake of Hyrule. Over the quest, the Triforce is united [6pcs], the Pendants are forged from Stones [3pcs], you get the Master Sword, Hyrule falls and moves on, Ganon is sealed, and nobody ever finds out about the Forgotten Hero, the whole thing gets named the Imprisoning War).
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EDIT -- You know, I don't even know that I want to make a whole game, I think I just want to design an overworld. We'll see how far I can get with this, and then if anyone else wants to collaborate based on what I can come up with... I'm probably going to be down for not designing dungeons and stuff...
Edited by Reflectionist, 28 November 2016 - 03:00 PM.