Yeah i get what you mean, but that is a lot of locations, and what if it is a narrow walkway, and you don't want to jump down... That brings a lot of little factors into play. Because starcraft locations are square-format, and they can only be as small as 1x1, the accuracy and precision of the game is limited. In Zelda, you only jump if you are running, and you get right on the edge of a 'cliff'. Since starcraft can't detect when you are running or not, this can never be
exactly replicated...(though it can be improvised and mimiced(Past-tense of mimic)).
Such as, when you user wants to jump, user need only to move next to a 'cliff', and move a unit labeled "
JUMP TIMER" onto a beacon named "
JUMP".
This method works great, but it is a hassle to keep track of so many different units.(this could include 10 or more if everything like swimming and riding a horse, and any other form of movement followed this same system.) Also, you have an inventory(one unit for every item), c-buttons(one unit for every loaded c-button), and link.
So, in essence, the closer you try and get to 'actual gameplay', the farther you are from it. Because in the actual game you only control one unit and every thing is done for you, where as, in mimiced(" ") play, you trade off for either one unit or gameplay relativity. This is where i need to decide what is really important, and what can be thrown out(such as the blocks in kokiri and other minor details).
Anyway, i've rambled on for long enough... Something useful. Decided to do multiple maps as follows;
Map #1: Intro-Beginning-Deku Tree-*anything else before Hyrule field*
(smallest map)
Map #2: Hyrule field-lon lon Ranch-*surrounding villages*
(Largest Map)
Map #3: Temples(in order)-*Others*
Map #4: Ganon's Castle(there is a ganons castle right?)There you have it.
Until next time.