Making A Zelda 1 Rom Hack, Here's the basic map. Any Overall Changes?

Started by RyanTNT, October 23, 2019, 03:04:08 PM

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RyanTNT

I am making a Zelda 1 Rom Hack. Currently, I have changed Links sprite and colors, and the colors of dungeons at the moment. I have completed a basic map layout and will add details (enemy locations, bushes and rocks, and what caves contain) when I implement these into the game. Are there any overall changes I should make to the map? Questions? Constructive Criticism?

Map: https://imgur.com/z8Kfu4q

I do have a ROM right now, and will publish it publicly very soon.

PowerPanda

Where does the player start/get their sword?

Right now, the map feels very restrictive and linear. I think this is a byproduct of the areas that go to dungeons 6&8 being in the center of the map. Then again, maybe the map feels more like a later Zelda game than Zelda 1.

herno

Why not flip the map?  Overall it looks cool, but I always wondered why everyone follows the conventional Zelda 1 layout with death mountain always on the same side.  I'd love to see a more SNES style feel map with death mountain on the other side.  Just my opinion.  Same for the raft island on the right side of the map, it's always there.  Why not put it on the left instead??

pleasejust

You can't really tell much from what you've shown but I like a linear game. I think it's ridiculous that you can go through level 6 after level 1 or whatever. I love the idea of going through them in order, getting an item you need to progress to the next one. Otherwise, you could be deep in a dungeon and realize you need an item that you don't have. It just saves time and it's fun to discover where you need to use the item. The trick is make the user discover that for themselves. AS good as it was, I hated Link to the Past marking the dungeon order on the map. Just give clues like, just as an example, a lion key, and lion imagery near a mountain side or something, you can put two and two together.

andrewclunn

I think a lot of it depends on the warp points with the bracelet.  Any way you could mark those to make it clearer what points are connected through that?

RyanTNT

Quote from: PowerPanda on October 24, 2019, 10:18:21 AM
Where does the player start/get their sword?
Forgot to show this in the map, heh. The layout of the first few minutes of the game goes like this:

- Go to the other side to try to get what the player thinks is the sword. (starting location is the same as before)
- Along the way, find a cave where you actually get the sword.
- "Wait, then what is over in the cave?"
- find the first dungeon along the way again.
- after completing that, you find the cave to be a shop, and after buying some stuff with the money you got from the dungeon,
- It puts you out back where you started, and ready to explore more of the land.

The point (from my perspective) is to learn to dodge enemies, as there are octorocks along the way. There are rocks to block alot of the attacks to make it safer.

Also, yeah, it's a little bit too linear, as there are only 2 paths to get to places. I'll try to make it more open. But if you guys want it a little more linear, then sure! I can go with that.

Quote from: herno on October 24, 2019, 09:14:33 PM
Why not flip the map?

My goal (for the map) is to try to make it completely different than the original zelda. Flipping the entire map just seems pretty cheap to me.

Quote from: andrewclunn on October 25, 2019, 02:33:25 PM
I think a lot of it depends on the warp points with the bracelet.  Any way you could mark those to make it clearer what points are connected through that?

I will put those in very soon.

Quote from: herno on October 24, 2019, 09:14:33 PM
Same for the raft island on the right side of the map, it's always there.  Why not put it on the left instead??
I might place the raft locations somewhere else. Need to make room for them, though.

herno

Quote from: herno on October 24, 2019, 09:14:33 PM
Why not flip the map?  Overall it looks cool, but I always wondered why everyone follows the conventional Zelda 1 layout with death mountain always on the same side.  I'd love to see a more SNES style feel map with death mountain on the other side.  Just my opinion.  Same for the raft island on the right side of the map, it's always there.  Why not put it on the left instead??

No, what I meant by what I stated here is that I like the map you propose, just flip it.  Not flip the original NES version map.  That would be cheap.

RyanTNT

Quote from: herno on October 28, 2019, 10:47:49 AM
No, what I meant by what I stated here is that I like the map you propose, just flip it.  Not flip the original NES version map.  That would be cheap.

Oh! Yeah, then definitely! I can do that. As long as the game isn't too fussy about it...

Trax

Frankly, I don't see how this Overworld map is "linear". All sections are interconnected and have multiple exits to other sections. Personally, for balancing purposes, I would have 2 or 3 dungeons accessible from the start and others being locked, and only accessible with some item, like the Raft, the Bracelet or the Stepladder.

lexluthermiester

Quote from: Trax on October 29, 2019, 01:00:22 AM
Frankly, I don't see how this Overworld map is "linear". All sections are interconnected and have multiple exits to other sections. Personally, for balancing purposes, I would have 2 or 3 dungeons accessible from the start and others being locked, and only accessible with some item, like the Raft, the Bracelet or the Stepladder.
Have to disagree. I would call this map very linear. There are a lot of forced paths and corridor like sections. Really limits true exploration and effectively puts the player on tracks. Some people like that, some do not.

RyanTNT

I know that the debate of linear/nonlinear is a brutal dispute. In my choice, I am thinking that the balance between linear and nonlinear will be an 80% nonlinear, and 20% linear. Certain areas will be tracks, and most other areas will be free range. I could split up the 8 dungeons into linear groups that can be completed in any order. Maybe 1, 234, 56, 78? I'll revise the map very soon.

November 09, 2019, 09:45:30 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Here is the revised map I have made, with paths, squares for ladders, and dungeon/item progression.

Any other suggestions?



lexluthermiester

Quote from: RyanTNT on November 05, 2019, 08:19:03 AM
I know that the debate of linear/nonlinear is a brutal dispute. In my choice, I am thinking that the balance between linear and nonlinear will be an 80% nonlinear, and 20% linear. Certain areas will be tracks, and most other areas will be free range. I could split up the 8 dungeons into linear groups that can be completed in any order. Maybe 1, 234, 56, 78? I'll revise the map very soon.

November 09, 2019, 09:45:30 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Here is the revised map I have made, with paths, squares for ladders, and dungeon/item progression.

Any other suggestions?



That looks good! I'd love to play it! Are changing the dungeons as well?