# Top Down "Zelda" tilemap mechanics (hewp)

**URL:** <https://forum.makecode.com/t/top-down-zelda-tilemap-mechanics-hewp/31735>\
**Category:** Help\
**Created:** [November 15, 2024, 7:43pm UTC](https://forum.makecode.com/t/top-down-zelda-tilemap-mechanics-hewp/31735 "2024-11-15T19:43:23Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![richard](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/richard/32/5417_2.png) [@richard](https://forum.makecode.com/u/richard)\
**Post date:** [January 13, 2025, 6:29pm UTC](https://forum.makecode.com/t/top-down-zelda-tilemap-mechanics-hewp/31735/7 "2025-01-13T18:29:12Z")

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@Danny_Devention something like this?

> [@How do you make an open world game?](https://forum.makecode.com/t/how-do-you-make-an-open-world-game/31513/3):
>
> you can make pretty big tilemaps in arcade! that being said, it can be tricky to manage all the sprites on those maps. if you have a huge tilemaps with hundreds of sprites running around, your code is going to run pretty slow. instead, you could consider doing something like what the old-school zelda games used to do and chunk your world into maps. for example: then you can destroy old sprites and create new ones every time you move from one screen to another.

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