These caves suggest life and history, and the design helps to bring them to the forefront of Wind Waker. The three hole-in-the-wall layout may even suggest a system of interconnecting tunnels between them, for Moblins and Bokoblins to keep safe and move unnoticed however this is of course simply theorizing. These places no longer represent a break from linear gameplay, but instead continue a fluid and consistent story.Įven the monster caves with reused designs seem to hark back to some sort of past their designs reminiscent of enemy hideouts, or uniform temples to worship different deities. The secret cave on Ice Ring Isle is covered in snow and ice inside Fire Mountain Link is literally in the heart of a volcano. ![]() The very same is true for the secret cave on Needle Rock Island, which contains a moored ship, and a different layout again. It actually feels like a real cave, not just another carbon copy of the last hole you jumped down. Trees grow beneath the ground, and the cavernous insides are lavish and refined. The cave on Pawprint Isle is a gaping collection of rocks, grass, and Chu-Chus-a place to explore which cannot be taken in with one glance. These mini-dungeon-esque stages reward your trials, and all of these holes in the ground have innovative aesthetics when compared with their predecessors. Even the standard caves will be laden with enemies Link must fight, something seen much more commonly than in the Nintendo 64 Zeldas. Rather than having a very stock-standard design like most of the secret grottos in Ocarina of Time and Majora’s Mask, the caves in Wind Waker have three different “standard” layouts, and many other far more varied and complex layouts as well. The designs of these hidden holes is of the utmost importance. The Secret Cave Chart, ironically enough attained at Overlook Island, is testament enough to the importance of the holes to the game, to the point where they are seemingly more miniature quests in their own right, rather than the distraction status they seemed to hold in the Nintendo 64 Zeldas. In Wind Waker, Nintendo felt that it was necessary to include a map of the locations of these secret caves, and despite there being less than in Ocarina of Time (at 28) with Wind Waker only having 20, it is a case of quality and not quantity. But what about delving into something, quite literally, under the surface? Not only was Wind Waker’s above ground world vast and varied, but the mass of secret caves which dot the islands of the Great Sea like so many jewels are worlds of their own, and gave something to Wind Waker which was unique and brilliant-and it definitely makes sense to have a game with themes of swashbuckling on the wide open ocean to be amass with holes in the ground filled with treasure. We’ve all heard every man and his Cucco’s opinion on the graphics style, and we already know what everyone thinks about those extended periods of seafaring from island to island. i am about to put two more up pretty soon.For better or worse, The Wind Waker was a game which changed a lot of things in the Zelda series. i think you can find what you are looking for. there are other good maps by tactical ted and john silver. most of my maps have buildings in them, hidden passages and some of them traps that will kill you. abandoned village has lots of ship exploration and a village to live in. it has buildings, houses that are underwater to exlplore and sharks to fight. Lost atlantis is a good map for shark hunting. Mayan underworld has a temple to explore and underground places to build and live. Temple of Posiedon is a smaller map but still has some things. The lost Mission has a lot of stuff on it. some of my maps are large and have buildings on them that i made. Know any good maps? Preferably with some starting gear and maybe a building or two. I tried "The Beach", but it causes serious lag spikes and there is only one entrance and it's far too small for a raft to fit in. ![]() Most are outdated and I don't think they will work on the current build.
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