the cutting room mirror

MapObject Rooms

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This is a sub-page of The Legend of Zelda: Phantom Hourglass/Map Data.

Early Level Geometry

While most maps are tile-based, with their model files automatically generated by the map editor, there are some rooms that had custom models made for them, for example boss arenas and interiors, allowing for more immersive camera angles during cutscenes.
Those areas are implemented using separate models, which are loaded into the respective map and are used for the entire geometry of the respective area.
These models are stored in a separate directory, and Nintendo did not remove the original models that are stored natively inside the map files themselves, so we can explore them in their early, unfinished state here!

Of note is that the minimaps shown on the top screen are actually generated from the tilemap by the map editor, just like the unused, native map models. Therefore, they don't actually reflect the models actually used in-game. This is usually not very obvious since the basic layout tends to be similar, but in some areas the mismatch is very clear. However, since many of these rooms are interiors or areas that can only be accessed during cutscenes (or have the camera set up to show the 3D viewport on both screens), these minimaps are usually not seen.

Temple of the Ocean King#

Early Model

Final Model

Ghost Ship Pre-Dungeon Room#

The mismatched minimap is very obvious here.

Early Model

Final Model

Bellum Pre-Boss Room#

This is the room right before you fight Bellum.

Early Model

Final Model

Tetra Cutscene Room#

This is the room on the Ghost ship where you find Tetra after fighting the boss.

Early Model

Final Model

Spirit Island Shrine#

This is the early version of the Shrine Room on Spirit Island.

Early Model

Final Model

Golden Frog Room#

This is the early version of the Golden Frog Room on "Unknown Island".

Early Model

Final Model

Boss Rooms#

Early Bellumbeck Arena#

Early Model

Final Model

boss_flame#

Temple of Fire boss arena.

Early Model

Final Model

boss_ghost/phantom#

Ghost Ship boss arena.
Map name is "boss_ghost", MapObject name is "boss_phantom".

Early Model

Final Model

boss_ice/water#

Temple of Ice boss arena.
Map name is "boss_water", MapObject name is "boss_ice".

Early Model

Final Model

boss_pluck#

Temple of Courage boss arena.

Early Model

Final Model

boss_power#

Goron Temple boss arena.

Early Model

Final Model

boss_wind#

Temple of Wind boss arena.
This early version of the room can be seen in pre-release material.

Early Model

Final Model

boss_wisdom/philos#

Mutoh's Temple boss arena.
Map name is "boss_wisdom", MapObject name is "boss_philos".

Early Model

Final Model

Early Steel Interiors#

After fighting the respective bosses, you enter a room where you get the sacred Metal. In the final game, those are once again handled as MapObjects, including leftover original level geometry.

Goron Temple Metal Room#

Early Model

Final Model

Ice Temple Metal Room#

Early Model

Final Model

Mutoh's Temple Metal Room#

Early Model

Final Model

Early House Interiors#

There are a few unused house interiors present. While all final house interiors are properly labeled, these aren't. Some of these were used in the E3 demo map, the others are presumably early versions for other maps.

room_a#

room_a_1#

room_a_1 was used for the top right house, room_a_1_1 used for the top left house, and room_a_1_3 for the bottom house on the beach section of the E3 demo map. room_a_1_2 was not used.

room_d#

Ember Island#

Ember Island is a bit of an exception here in the sense that the early non-MapObject house interiors are still present in the map files with their level geometry intact!

room_fire#

This is the room of Astrid's assistant.

Early Model

Final Model

room_fortune#

This is the room of Astrid.

Early Model

Final Model