Videos
- edit
- /
- history
- /
- upload files
Zelda OOT Conversion
Author | w00tguy123 |
Date of release | Final - June 18, 2012 |
.bsp filename | loz1_forest, loz2_tree |
Description
Finally, after like 3 years mapping this on and off, the first (and most likely last) episode is finished. These two maps sport 144 custom sounds, 74 custom models, and a few sprites too!
Summary:
You start out in the kokiri forest collecting rupees, buying items, and searching for extra lives (all of which carry over to the next level). Then, you enter The Great Deku Tree and break the evil curse bestowed upon him! Link Squad - Go!
Difficulty:
You are given 10 lives at the start of each level and there are bonus lives (fairies) hidden throughout the maps. For large groups of players who don’t know what they’re doing, these maps will be challenging at first. For a dedicated group of ~4 players, this should be easy. There must be at least two players to complete this because it takes that many to break the first web in the second map. If you’re alone then just noclip through it.
Read the MOTD if you’re stuck/confused/stupid!
Additional info
Attention Server Owners!
PLEASE turn off xpmod for these maps. You’re only supposed to have 30 health for these levels, not 300. Hearts and the heart container cannot be picked up if your health is too high.
I was able to cap the armor at 0 via ents, but I can’t stop health regeneration. So if you want these maps to have any challenge at all, then turn off xpmod. Most of the monsters have like 10 health anyway, so it’s not like players will be missing out on much exp.
About:
The maps were made using model rips from the Nemu64 emulator. I scaled the models and used the export-to-map feature in Milkshape3D. Since a 5-sided brush is created from each face, it’s very tedious work to simplify the world geometry. The transfer of rupees, lives and items was done using global states, and my binary keyvalue saver/loader.
Fun fact: The entity systems in these maps have gone through 2 major revisions. I started the maps back in SC 3.0, and as 4.0 and 4.6 came out, new entities gradually made everything simpler. The rupee system, for example, went from ~500 to ~5 ents.
The Future:
These maps are essentially eye candy with only somewhat interesting gameplay. It will be fun the first time you play through, but once you reach the end you’ll probably feel like you’ve had enough. For this reason (and because this took a ton of effort) I’ve decided not to continue the series.
Additional credits
Sence — Helped me with animations+entities+errors+testing. It’s nice to have a skilled and active mapper to talk with.
Misfire — Pretty much all of my final testing was done with him on his server. He arranged public tests and also helped me with the res file.
Qwerty — Mapped a big section of Lost Woods. Linked me to tools and resources (ROM debug stuff, fancy music). Gave tons of feedback, ideas, etc. in the early stages of the project.
ZREO (Zelda Reorchestrated) – The cool guys and gals who made the music.
http://www.zreomusic.com/z5-archive
Zelda OOT Community Retexture — Many of the map textures came from here.
http://www.emutalk.net/threads/51481-Zelda-Ocarina-of-time-Community-Retexture-Project-V6-Development-Topic
HelpTheWretched — Most of the sound effects are from his site.
http://noproblo.dayjo.org/ZeldaSounds/
Nintendo — Victim of copyright infringement.
Changelog
Tags
Rate this map
4.4 / 5 (22 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
Still one of the coolest projects here. Played it with a friend and it was a blast!
The homing skulltulas were actually quite funny xD The first deku scrub is quite frustrating though. It doesn't really work with the nuts. We beat it to death somehow, but it ate a lot of lives.
The fire stick stuff was horrible at first, but quite fun after you get how it works. We even got the 10 extra lives.
Which was good, as the boss was kinda hardcore with only 2 players xD But we beat it with 2 lives left. Epic!
The love to detail here is on star citizen level. If you loved zelda you will love this maps too!
I hope that at some point you will feel like continuing it :)
"It will be fun the first time you play through, but once you reach the end you’ll probably feel like you’ve had enough."
That could not be more wrong, My friends and I were waiting for the next map to load but were saddened to see it didn't exist.
At least we have the first two maps you made and that's enough for me to say Thank You, they gave us a bit of fun when we couldn't hang out in person due to quarantine.
Need backport neptunia game in sc5.0
also Event voice included too
I uploaded a broken version of this a long time ago and no one told me :<
The stick puzzles are fixed again in the latest upload. Also, you get 10 more seconds before fires burn out.
how do i put in the textures?
For Sven Co-op:
1) Download "zelda_oot.zip" above
2) Extract "loz.wad" to your "Steam/steamapps/common/Sven Co-op/svencoop_addon" folder.
For Hammer:
1) Click Tools -> Options -> Textures -> Add WAD
2) Find "loz.wad" and click Open
3) Click OK and then restart Hammer
how do i go on tools for textures
It's one of the drop-down menus at the top.
Are you mapping with these textures or trying to fix purple squares in your game?
So I've been thinking; The map halted at the issue of Hyrule Field being too large of a map. I know it'll take a lot out but… skip it. It's not absolutely needed. Hyrule, the castle, the ranch and other locations could still be made and possibly a solution for hyrule field could be found during its making. That's just my 2 cents anyway. If I had any knowledge in making maps I would love to help this project because I think it's wonderful.
Hmm. So leaving the lost woods, the next map would be hyrule, having the city's exterior, interior cells, and the castle's exterior and interior cells available. From there the next chapter would be leaving the castle and loading into Kariko village, and leaving there once finished would load into long long ranch. See what I mean?
The size of Hyrule is no longer a problem. In fact, I've already mapped it along with most of Lon Lon Ranch (includes day-night cycle as well).
I stopped working on it again because I wanted to automate the conversion from model to map (made a program for this but lost interest part way through).
I want everything to be reworked with Angelscript and other new stuff in 5.0. Things like 100% faithful monsters, less annoying stick puzzles, custom weapons and actions (roll attack, shields) should be possible now.
I'm mostly hesitant thinking of the massive time suck this will be, and I'm not super interested in the project anymore.
This is the coolest mod I think I've ever played.
The first map has crash problems and the second map has infinite monster spawn problems in SC 4.7. These issues are fixed in the next version of SC.
You can make the part 2?
Hyrule Field is too big for HL1, so I won't be able to finish the series until there is either a larger mapping grid, or a way to make players smaller.
This looks impressive, I'll have to play it sometime soon :O Detail and models look great, also like how there's a shop in there :)