Now here is something special for all our Zelda and Minecraft fans. A team of modders has recreated the entirety of The Legend of Zelda: Breath of the Wild in Minecraft. And it looks retro-glorious.
This project took Grazzy 3 years to create. And yes, as the title implies, the entirety of Breath of the Wild is featured in this map. As such, you can explore its world map.
Grazzy has also released some other cool maps for Minecraft that I highly recommend checking out. For instance, there is a map based on Attack on Titan’s final episode. You can also download a map, featuring the entirety of Skyloft from The Legend of Zelda: Skyward Sword. Plus, there is Mario Kart 8 mod that has four tracks from it.
You can download all of these maps from this link. At the end of the article, you can also find a video for this latest Zelda map in Minecraft.
If you like Minecraft, you should check out these other mods/maps for it. For instance, there is this Mass Effect Mash-up Pack. You can also download a cool Harry Potter RPG. Then, we have the Kingdom Come Deliverance Demake and Brutal Minecraft Beta 2.0 (which is inspired by Brutal Doom). There’s also an amazing Bloodborne-inspired map. Plus, there’s a Lord of the Rings Mod that recreates Minas Tirith. Finally, there is a mod that recreates the whole world from Fallout: New Vegas with immersive gunplay mechanics. All of them are cool, so be sure to check them out.
And there you have it. Minecraft came out on PC in 2009. And now, almost sixteen years later, it still gets interesting mods. This is the power of mods. Given the game’s concept, modders are able to create literally everything. So, I’m curious to see the next big custom map for it. Perhaps a Silent Hill 2 Remake mod with lots of pixel-y fog? Damn, now that’s a great idea.
Enjoy!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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Well, it's better than doing it in UE5…
Imagine thinking Java is faster than C++ for Graphics Rendering, we truly going back to monkey, humans are at the peak of stupidity.
Minecraft has better FPS than UE5 games… Not that that has anything to do with Java or C++, it's just bad engine design on the part of Epic Games and bad game optimization on the part of game devs.
That's the most absurd thing I've ever heard. Epic has no involvement in the optimization process of third-party developers.
Unreal Engine 5 performs exceptionally well when used properly. It's evident that this topic is beyond your understanding, as only someone with no experience in developing with Unreal Engine 5 would make such a statement.
For the record, Minecraft Java cannot achieve better FPS than Unreal Engine 5. If we subjected Minecraft Java's graphics renderer to the same load as Unreal Engine 5 C++ graphics renderer, it wouldn't even run—it would crash.
I've never seen anything in UE5 perform well. I understand the engine still has forward rendering (which Unreal Editor calls "forward shading") so better performance is certainly possible, but it doesn't seem to be something that game devs even care about these days.
Forward Rendering is for VR and Mobile games that use less complex Lightning Scenes.
Trying to use it on Desktop, would be the same as murdering your performance, there a reason Deferred rendering has been widely adopted.
Unreal Engine 5 documentation says that forward shading mode is 20% faster than deferred shading mode.
There's nothing wrong with forward rendering on desktop. Deferred rendering is only better at handling a greater number of light sources, more objects in a scene, and screen space effects. That being said, newer forms of forward rendering (often referred to as forward+ rendering) have partially nullified these advantages and forward rendering is visually nearly as good as deferred rendering (which is why id Software uses it for their games). Deferred rendering also has a number of disadvantages such as considerably more aliasing, worse performance, and higher rendering latency than forward rendering.
As for why forward rendering is used in VR and mobile, it's because VR needs the lower rendering latency, and mobile GPU's are usually simpler and I think they need the simpler rendering of a single render pass to perform well (I'm not 100% certain about the needs of mobile game rendering though).
And why