From The Mana World
m (→‎Existing maps: remove old map names)
(revise for unlimited layers, remove the errors section (the only error was very out of date), etc)
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Maps are an important part of The Mana World.
== Guidelines ==
== Guidelines ==
 
You can build a map for The Mana World using [http://mapeditor.org Tiled]
You can build a map for TMW using [http://mapeditor.org Tiled]


* '''Size:''' around 200x200 tiles is good in practice, though the theoretical maximum is 2048x2048
* '''Size:''' around 200x200 tiles is good in practice, though the theoretical maximum is 2048x2048
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* '''Path reference:''' please use tmw folder structure to keep references to tilesets working
* '''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
* '''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)
* '''Layers:''' each map can have many layers. Two layers are special:
** ''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.
** ''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 red collision 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 collision tiles, not only the borders, or you could have monsters spawning inside the wall.
** ''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).
In a good style of mapping, please always use the lowest layer as possible (this is also in the interests of performance, since it keeps down overdraw).


==Existing maps==
==Existing maps==
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== How to map ==
== How to map ==


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


== Map naming ==
== 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.
The naming scheme we're using at the moment is described in it's own article here: [[EAthena Map Names]].


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


[[Image:Argaes-north-development.png]]
[[Image:Argaes-north-development.png]]


You can visit the following [http://forums.themanaworld.org/viewtopic.php?f=13&t=4268 forum thread] for currently needed mapping tasks.
You can visit the following [http://forums.themanaworld.org/viewtopic.php?f=13&t=4268 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)

Revision as of 22:20, 28 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.

Maps are an important part of The Mana World.

Guidelines

You can build a map for The Mana World 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 can have many layers. Two layers are special:
    • 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.
    • Collision: this is a special layer for which you have to use the collision tileset. Use the red collision 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 collision 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 performance, 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 The Mana World but you don't know how to start, read the Mapping Tutorial.

Map naming

The naming scheme we're using at the moment is described in it's own article here: EAthena Map Names.

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 cities surrounding.

Argaes-north-development.png

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