The Legend of Zelda: Ocarina of Time
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This will be a replica of The Legend of Zelda: Ocarina of Time made for Nintindo 64. All terrain, sounds, characters, story lines, quests, items, and other game aspects are representing the origional game as much as possible through starcraft.
Progress
-Terrain •Kokiri is (almost) complete.
•Begining interiors for Kokiri houses
-Triggers •Efforts toward trigger fluency to be fully achieved are currently being made. The purpose is to make gameplay as close to real game as possible.
-Specifications
-Players•As of late this is going to be a single player map only.
-Map Tileset•My idea is to make many different maps using different tilesets to match the area represented in the origional game(possibly more than 3). This would make each city/area match better than had I improvised and used only one tileset.
•The 1st map is Jungle.
•The 2nd (and so on) is currently undecided.
-Map Size•This also depends upon wether I do a single map or multipal maps.
Storyline / Introduction
As in the origional game, Link is summoned by the Great Deku Tree to destroy evil forces that have recently climaxed. Also, Link needs to detain the power hungry Ganon. Link finds out later that he has a piece of the Triforce(made by the goddesses final attempt to destroy the forces of evil*correct me if I am inaccurate*). As Link progresses he must travel back and forth through time to complete objectives that can only be completed in during his youth or adult years. Link must pass through maze-like passages and complete the puzzling events at hand to continue. With courage, and a little bit of luck, link will be able to accomplish his missions.
Features
-Player InterfaceYou must go around and use stratagy and fighting technique to complete Link's objectives. Change weapons, use special moves and abilites, and jump or crawl through many obsticals.
-What's new in your map that others have not done before?•It seems that no great Zelda maps have been produced(maybe even no Zelda maps at all), so the theme, but also the many systems of inventory use that has not been incorperated in maps before(such as the inventory menu and 'c' system used in the actual gameplay of the origional game.
Details
-CharactersCharacters are explained in-game, but just to name a few;
•Link, the boy who never recieved a fairy(until now)
•Saria, Link's 'grilfriend'(so to speak) and supporter
•Ganon, Link's main enemy
•Navi, Link's newly aquired fairy
•Zelda, Princess of Hyrule
•Impa, Dont want to give away too much!
•Shiek, Dont want to give away too much!
-Weapons•Kokiri Sword
•Master Sword
•Big Goron Sword(two different forms!)
•Bow and Arrows
•Slingshot and Seeds
•Duku Shield
•Hylian Shield
•Mirror Shield
•Various others!
-Items•So many I am not going to name them all.
-Spells•Din's Fire
•Farore's Wind
•Nayru's Love
•Spinning Sword Attack(does this have an official name?)
•Magic Arrows(fire/ice/light)
Screenshots / Demo
Kokiri:[attachmentid=19129]
No deadlines for any aspect of this map will ever be released due to the fact that a missed deadline is frustrating, and rushing a map usually results in a bad map
Please give me any feedback or ideas that you think will help the production of this map. I am really looking forward to see what you think. I might not include your idea but don't feel bad because the only reason i would not include it is for complication factors(or maybe it doesn't pertain to Zelda at all )
Thanks for your imput.
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