From The Mana World
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m (→‎Existing maps: remove old map names)
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Here a list of all existing maps:
Here a list of all existing maps:
{|
|-
|'''Filename'''
|'''Description'''
|-
| new_1-1.tmx
| Desert south of Tulimshar
|-
| new_2-1.tmx
| Desert Mine, level 1
|-
| new_3-1.tmx
| Tulimshar City, outdoor
|-
| new_4-1.tmx
| Hermits Cave, level 1 (Bat Cave)
|-
| new_5-1.tmx
| Desert Mine, level 2
|-
| new_6-1.tmx
| PvP Arena
|-
| new_7-1.tmx
| Desert southeast of Tulimshar (Snake map)
|-
| new_8-1.tmx
| Tulimshar City, indoor
|-
| new_9-1.tmx
| Woodland, central (Red Mushroom Map)
|-
| new_10-1.tmx
| Snow field (Rudolph Slime + Santa Slime map)
|-
| new_11-1.tmx
| Snow Town, outdoor
|-
| new_12-1.tmx
| Ice Cave, level 1
|-
| new_13-1.tmx
| Snow Town, indoor
|-
| new_14-1.tmx
| Woodland, south (Loghead Map)
|-
| new_15-1.tmx
| Palm beach southwest of Tulimshar (transition to woodland)
|-
| new_16-1.tmx
| Woodland, southeast (Fluffy Map, transition to desert)
|-
| new_17-1.tmx
| Hermits Cave, level 2 (Lamp snake cave)
|-
| new_18-1.tmx
| Woodland, east (Hurnscald surrounding)
|-
| new_19-1.tmx
| Hurnscald, outdoor
|-
| new_20-1.tmx
| Hurnscald, indoor
|-
| new_21-1.tmx
| Ice Cave, level 2
|-
| new_22-1.tmx
| Desert snake cave
|-
| new_23-1.tmx
| Dimonds Cove Restaurant, indoor
|-
| new_24-1.tmx
| New desert map southeast of map 7
|-
| new_25-1.tmx
| Underground of map 24
|-
| new_26-1.tmx
| Woodland, north
|-
| new_27-1.tmx
| Underground of map 26
|-
| new_28-1.tmx
| East of map 26, transition from mountains to forest
|-
| new_29-1.tmx
| West of map 9
|-
| new_30-1.tmx
| Cave map under map 29
|-
| new_31-1.tmx
| Woodland, West of map 14
|-
| new_32-1.tmx
| Woodland, South map 14
|-
| new_33-1.tmx
| Mountain/Woodland, North of map 28
|-
| new_34-1.tmx
| Desert/Beach, West of Tulimshar
|-
| new_35-1.tmx
| Cave beneath Hurnscald
|-
| new_36-1.tmx
| Magic House in forest map 28
|-
| new_37-1.tmx
| Mines north of Hurnscald
|-
| new_38-1.tmx
| Mines north of Hurnscald (indoor)
|-
| new_39-1.tmx **
| Cave under new_33-1 (underground)
|-
| new_40-1.tmx **
| Cave under new_28-1 (underground)
|-
| new_41-1.tmx **
| Mines north of Hurnscald (mine)
|}


{|
{|

Revision as of 17:00, 23 November 2008

This article is for reference purpose

The features described in this article are already implemented in the game. The article should describe how a certain aspect of the game currently works. You may of course edit this article to improve the description of the circumstances. Your opinions or improvement suggestions about the described aspects themself are of course appreciated, too. But please put these on the discussion page of this article to keep facts and fiction separated.

Guidelines

You can build a map for TMW using Tiled

  • Size: around 200x200 tiles is good in practice, though the theoretical maximum is 2048x2048
  • Tile size: 32x32
  • Map border: you have to leave an empty border around the map of at least 20 tiles (Diagram)
  • Walls/players proportions: a normal door for a player is 2 tiles in height
  • Indoor/Outdoor proportions: it is not required that inside view of buildings has to fit the size in outside view
  • Path reference: please use tmw folder structure to keep references to tilesets working
  • Transparent color: tilesets use alpha so no need to set a transparent color
  • Layers: each map uses 4 layers: ground, fringe, over and collision (the fringe and collision layers must have those names)
    • Ground: used for everything below items and beings.
    • Fringe: this layer is drawn simultaneously with items and beings, where tiles above a being are drawn below the being and tiles below the being are drawn above. Hence this layer is suitable for adding static objects to a map like plants or statues.
    • Over: usually used for walls or high objects. Each tile in this layer is always above items and beings.
    • Collision: this is a special layer for which you have to use the collision tileset. Use the 'X' tile where you want a tile to be unwalkable. Be careful that even if a tile is not reachable, but it's walkable, the server can spawn monsters there, so you won't be able to reach them, or you can cause weird situations. For example fill a wall with 'X' tiles, not only the borders, or you could have monsters spawning inside the wall.

In a good style of mapping, please always use the lowest layer as possible (this is also in the interests of perfomance, since it keeps down overdraw).

Existing maps

Here a list of all existing maps:

Map Description
001-1 Tulimshar
001-2 Tulimshar indoor
001-3 Tulimshar arena
002-1 Sandstorm, south of Tulimshar
002-3 Desert mines, level 1
002-4 Desert mines, level 2
003-1 Beach leading to woodlands
004-1 Beach west of Tulimshar
005-1 Snake desert, SW of Tulimshar
005-3 Snake pit
006-1 Desert mountains
006-3 Desert mountains caves
007-1 South east woodland
008-1 Woodland around Hurnscald
009-1 Hurnscald
009-2 Hurnscald indoor
009-3 Cave beneath Hurnscald
010-1 South woodland
010-2 Dimond's Cove
011-1 Central woodland
011-3 Hermit's cave
011-4 Lake cave
012-1 North woodland
012-3 North woodland caves
013-1 North east woodland
013-2 Magic house
013-3 Cave *
014-1 West woodland
014-3 West woodland caves
015-1 South west woodland
016-1 Southernmost woodlands
017-1 North woodland mountains
017-3 North woodland mountain caves
018-1 Woodland mines (outdoor)
018-2 Woodland mines (mining camp indoor)
018-3 Woodland mines level 1 *
019-1 Snow field
020-1 Snow town
020-2 Snow town indoor
020-3 Snow town cave level 1
020-4 Snow town cave level 2
021-1 Central Tulimshar **
022-1 Tulimshar Docks **
023-1 Beach Cliffs **

(*) Map pending release (**) Map planned or under construction

How to map

When you want to make maps for tmw but you don't know how to start, read the Mapping Tutorial.

Map naming

The naming scheme on eAthena is a bit weird because of technical restrictions. Each map is named "new_X-1.tmx" where X is a consecutive number. Maps are numbered after the age of creation.

On the new server we will be able to have a much more convenient map names. Refer to the map naming article for details.

Needed maps

The current priority is the expansion of the woodland area and transform it to the northern area of the Argaes continent. The plan is to expand the current area to the northeast. A tileset for the trade city is currently in development. This time should be used to close the gap between Hurnscald (map 18) and the new trade city and map the trade citys surrounding.

Argaes-north-development.png

You can visit the following forum thread for currently needed mapping tasks.

Errors on existing maps

If you encounter a map error, big or small, please add it to this list so that eventually a mapper can pick it up and include it the next time the map gets updated. Also feel free to add suggestions.

Grey errors have been fixed but the fixed map file has not been released yet.

The desert area below town (1-1)

(no bugs reported in the current version)

Tulimshar (3-1)

  • The large empty area at 44,34 in new_3-1 is reserved for the city's "palace", but we need a tile artist to start drawing the necessary tiles for this.

Desert Cave Level 2 (5-1)

(no bugs reported in current version)

The Eastern Desert (?) (7-1)

(no bugs reported in current version)

Casino (8-1)

(no bugs reported in the current version)

Woodland southwest (14-1)

(no bugs reported in the current version)

Woodland southeast (16-1 transition to desert)

  • /

Snow Field

(no bugs reported in the current version)

Bat Cave

We can see the cave snake cut off behind the wall.

Blash says: "This is probably because this map needs black tiles placed in the ceiling layer of the map. This is the same problem with the snow village map below." http://img232.imageshack.us/img232/970/dibujost4.jpg

Snow town

(no bugs reported in the current version)