Juventia - Overworld Tiles
Overview
Creator:
anarkhya
Added: 18 Mar 2026
Downloads: 27
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Download Tile (21.96 KB) |
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| Tags: Classic_Tileset, Overworld | |||
Information
Classic LoZ tiles (with some minimal BSZ flavour) for your overworldly needs. 3 colors max per tile (+alpha) from a not-exactly-Nes restricted palette.
About Reviews
Description
Juventia
oh no, youth again
Overworld Tiles
Previously done:
Juventia - Underworld Bestiary: https://www.purezc.n...e=tiles&id=1729
Juventia - Overworld Bestiary: https://www.purezc.n...e=tiles&id=1709
Juventia - Items & Hud: https://www.purezc.n...e=tiles&id=1706
As you can see, mountain tiles are edited from BSZ but they're also simplified so it should be fairly straightforward to build screens with it. Some decorative variations (grass, flowers, pebbles and the likes) are added to avoid giant empty spaces while still retaining 8bit ambiance. I've built at least og z1 30 screens with that set, so I believe it should be possible to redo the entire map with it.
Context
I've been studying LoZ visuals for some weeks now, mainly the overworld, its minimalism, its abstract nature. Noticing how environments are presented in an odd way, where top-down meets front view, where the very same rocks can be green or brown, where tree trunks and leaves are blue. Where all the mountains you will ever see are just one middle tile, one edge and four corners. While I wanted to rejuvenate the graphics, using post-CRT pixel art techniques, I needed some personal rules, in order to preserve readability and atmosphere of z1:
Whenever licensing isn't conflicting with other IPs (good luck!), consider, informally, what I've done as CC-BY-SA (Creative Commons, attribution required, share alike)
oh no, youth again
Overworld Tiles
Previously done:
Juventia - Underworld Bestiary: https://www.purezc.n...e=tiles&id=1729
Juventia - Overworld Bestiary: https://www.purezc.n...e=tiles&id=1709
Juventia - Items & Hud: https://www.purezc.n...e=tiles&id=1706
As you can see, mountain tiles are edited from BSZ but they're also simplified so it should be fairly straightforward to build screens with it. Some decorative variations (grass, flowers, pebbles and the likes) are added to avoid giant empty spaces while still retaining 8bit ambiance. I've built at least og z1 30 screens with that set, so I believe it should be possible to redo the entire map with it.
Context
I've been studying LoZ visuals for some weeks now, mainly the overworld, its minimalism, its abstract nature. Noticing how environments are presented in an odd way, where top-down meets front view, where the very same rocks can be green or brown, where tree trunks and leaves are blue. Where all the mountains you will ever see are just one middle tile, one edge and four corners. While I wanted to rejuvenate the graphics, using post-CRT pixel art techniques, I needed some personal rules, in order to preserve readability and atmosphere of z1:
- I shall paint with no more than 3 colors+alpha per sprite/tile
- I shall unify my palette and keep it tight, no unnecessary colors I can't justify
Whenever licensing isn't conflicting with other IPs (good luck!), consider, informally, what I've done as CC-BY-SA (Creative Commons, attribution required, share alike)
Credits
Original LoZ Tiles ripped by Mister Mike from TSR



