Staredit Network > Forums > SC1 Map Production > Topic: Zelda Online Project
Zelda Online Project
Jul 20 2008, 4:06 am
By: OxY_CoTToN  

Jul 20 2008, 4:06 am OxY_CoTToN Post #1



-Update-
Recently I have been getting back into map making since my "absence" to starcraft. And I'm picking up on an old map project I had been working on, Zelda - Shadows of Time. The map is based off Zelda Ocarina of Time from the Nintendo 64. I have sensed moved to a new Mapping crew(Intact Productions) from (Bl%uFFFDck Sheep Productions), and I'm looking for members. If you would like to join, PM me (Oxy_Cotton@USeast) or leave a comment below. The map is largely based off the Nintendo game but due to starcraft's location limit has things settled to a limited RPG. This map will also help go to the multi player competitive version maps that will be released shortly after.

-Well I've taken your opinions into consideration, we're revamping the entire combat system(Thanks to Zergling[SK]). We'll be adding rolls, dodges, blocks, totally remodeling the system starting from scratch. The enemies will now block your attack and I have 4 dedicated members (Zergling[SK], Zell., Mog AkA Moogle, and Gongsunzan-wr) helping to bring you the most realistic Zelda experience to SC.

Update - Wednesday, July 28, 2009

After going through and making several needed changes the terrain is looking really good.
I had to go back a resize all of Hyrule because of the much needed space, but I'm very glad I did, I redesigned much of it and it's looker better and better everyday.

What's new?
Well everyone's been wondering if it is going to be following the exact storyline from the game, it is not. It will take place after Ganon died and Hyrule was saved, but it'll be more of a "What if" thing. We have two people working on the story and it's turning out to look really interesting and intense.
Items that will be added, I don't want to go into full depth about if every item from the game is going to be added, but more then likely most will. Each item/weapon (EI: Fairy Bow, Megatron Hammer) is going to help you in different areas of the game. And each will have it's very on mechanic and visual effect that'll make gameplay very unique.
Dungeons from the game, will be added into Zelda - Shadows of Time, currently only have the 7 temples. But we're constantly adding and removing things from the game daily.

As of now:
Terrian - 25% complete
Triggers - 10% complete

Areas complete:
Kokiri Forest
Hyrule Field
Deku Tree Dungeon
Various housing and shop interiors

Working on:
Castle Town
Lake Hylia


Questions, Comments, Concerns
-Nuar92@hotmail.com

If you have any questions, suggestions please state them, feedback is welcome. And if you would like to participate in the map project please comment/PM me.

SCREENSHOTS:





Post has been edited 4 time(s), last time on Jul 31 2009, 6:28 am by OxY_CoTToN.



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Jul 20 2008, 6:59 am Zell. Post #2



Explain the dodge/block system?



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Jul 20 2008, 7:15 am OxY_CoTToN Post #3



Zell :D
Well using a death counter, when you enter combat you become invincible for about a second, thus acting like a block or a dodge.



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Jul 22 2008, 9:58 pm ShizTheresABear Post #4



Quote from OxY_CoTToN
Zell :D
Well using a death counter, when you enter combat you become invincible for about a second, thus acting like a block or a dodge.
And afterwards?



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Jul 23 2008, 8:46 pm OxY_CoTToN Post #5



-Updated as of July 23,08-
I've been toying with the multi player competitive map for awhile. Soon be a public beta soon :D
-Gerudo Desert for the first map, I will make more maps/stages if this gets popular
-Selectable Skills, Instead of selecting a hero with set skills I've allow one hero(Link) with 10 skills to choose, though you'll only be able to pick four(Fifth is "Charge Attack", everyone will have this.) this should allow players to make their own "build" hopefully this will make a unique playing experience.
-Ripped sounds straight from Ocarina of Time, this makes things all the more real :P

-I've ran into some trouble, since I'm a terrainer and not a triggerist I'm kind of struggling with the "Skill effects and damages" I'd really appreciate some help if anyone is willing.

Feedback would be helpful.

Post has been edited 3 time(s), last time on Jul 29 2009, 4:48 am by OxY_CoTToN.



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Jul 23 2008, 8:59 pm stickynote Post #6



What's a korean wait?



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Jul 23 2008, 9:07 pm OxY_CoTToN Post #7



Er, you make a unit kill another unit/building(Usually in an isolated area) once the unit is dead it springs an effect.



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Jul 23 2008, 9:35 pm Fwop_ Post #8



Wouldn't a death counter be better? It doesn't take up space on the map, and it's easily manageable.



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Jul 23 2008, 11:10 pm ClansAreForGays Post #9



I've never heard of koreans typically using this either.




Jul 23 2008, 11:17 pm stickynote Post #10



That's not really practical. . . Using deathcounts is much more manageable, you can rename the unused units, and you can set it to a more specific length of time.



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Aug 2 2008, 12:10 am Zell. Post #11



this project is great the map is awsome, im busy with a map ATM or i'd help



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Aug 2 2008, 2:08 am Blueling Post #12



I am currently revamping the battle system. I'll try to explain it as best I can in this post. There are about 5 options within in the system.
1) Attack - Hero is susceptible to enemies attack, making the player's unit vulnerable. However, You will be able to attack enemy units.
2) Defend - Hero raises shield and is able to block incoming attacks, making the player's unit invulnerable. However, you will be unable to attack enemy units and your unit will be slowed.
3) Dodge - Hero rolls towards a random location dodging all incoming attacks. Now this is the most confusing option within the system, and depending on when used could save you, or get you killed. The enemies have 3 stages; Neutral, Ready, and Attack. If you dodge an enemy while they are in the ready stage you perform a successful dodge. A successful dodge makes your unit invulnerable, yet you can also attack. If a dodge is performed when an enemy near you is in the neutral or attacking stage you perform unsuccessful dodge. An unsuccessful dodge will cause your unit to stumble, making him slow, vulnerable, and unable to attack.



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Aug 2 2008, 9:39 am emptyy Post #13



Lmao ok i get attack and defend...
the dodge system is pretty intense tho



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Aug 2 2008, 11:00 pm Zell. Post #14



Tits Ling, are you ben?



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Aug 3 2008, 12:38 am Blueling Post #15



It's a possibility :D



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Jul 29 2009, 4:33 am OxY_CoTToN Post #16



Oh man, guys, it's definitely been awhile. Sorry for the lack of updates. My harddrive crashed and I have been without a computer for almost a year until recently.
To answer your questions, no the Zelda Online Project was not canceled, just delayed and is back on track.
I'd personally like to think Gongsunzan-wr and Zergling[sk] for continuing to work on the map even after my disappearance. Though not much was changed and little was finished.
During my last update I explained to you the combat system. A little bit has changed, and mostly for the better. We've added Block instead of dodge, allows the user to take a certain amount of damage but will cause no direct damage to your health. This will act like a block.

Questions and Answers
Q: Will the map look exactly like it did in Zelda OOT?
A: Yes, we'd like to put in as much as possible.

Q: Will Zelda - SoT follow the same storyline as Zelda OOT?
A: No, instead it will take place after Ganon was killed and Hyrule was saved. The story will be more of a "what if" thing.

Q: Will you be able to use all the items from OOT?
A: As of now, most are included except for a select few that we decided were not needed. Every item will have it's on mechanic and it's on visual effect that will make it very unique.

Q: How many players will thee be?
A: We have a maximum of 3 players, but that may subject to change

Q: Will there be selectable characters?
A: No, player 1 acts as the main character and all the other players will also be Link, but during cinematic or cut scenes you'll notice only 1. We have this system very carefull planned out for you.

Questions, Comments, Concerns?
Please feel free to post and I'll answer them to the best of my ability

Again, I'd like to thank Gongsunzan-wr and Zerling[sk] for continuing the project with me, and they are both working hard to bring you the best of the best and nothing less.

Http://clanshu.net



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Jul 31 2009, 7:08 pm Zell. Post #17



Oxy, why dont you start the map right when you defeat ganon, BUT add a twist to it. Like Gannon lived or something. Halloween style, he falls of the cliff after the castle explodes and when you look over the edge HES GONE!? Something along those lines.



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Jul 31 2009, 8:36 pm lil-Inferno Post #18

Just here for the pie

You need to add heart containers and heart pieces to increase Link's health :).




Jul 31 2009, 9:14 pm samsizzle Post #19



dont forget about those giant pineapple things that come out when your young and try to kill you.



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Jul 31 2009, 10:58 pm OxY_CoTToN Post #20



Quote from samsizzle
dont forget about those giant pineapple things that come out when your young and try to kill you.


Quote from lil-Inferno
You need to add heart containers and heart pieces to increase Link's health :).

Hah all of this is being added (:

The pineapple things are going to be fun to play around with



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