From The Mana World
(→‎Woodland (9-1): - some errors added)
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{{Category Classicplayerinfo}}
{{Status_green}}
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://tiled.rpgdx.net Tiled]
* '''Size:''' Around 200x200 tiles is good in practice, though the maximum is 1024x1024 tiles.
 
* '''Tile size:''' 32x32
* Suggested map size: usually maps should be 200x200 at max
* '''Map border:''' You need to leave a non-walkable but properly designed border around the map of at least 20 tiles ([[Dev:Maps/Border|Diagram]]). This can be suspended in special cases (like the botcheck map).
* Tile size: 32x32
* '''Walls/players proportions:''' A normal door for a player is 2 tiles in height.
* Map border: you have to leave an empty border around the map of at least 30 tiles
* '''Indoor/Outdoor proportions:''' It is not required that inside view of buildings has to fit the size of outside view. Don't make them too different unless the involvement of magic is obvious for the area.
* Walls/players proportions: a normal door for a player is 2 tiles in height
* '''Path reference:''' Please use TMW folder structure to keep references to tilesets working. Also, please use TSX files instead of directly referencing the PNGs.
* Indoor/Outdoor proportions: it is not required that inside view of buildings has to fit the size in outside view
* '''Transparent color:''' Tilesets use alpha so no need to set a transparent color.
* Path reference: please use tmw folder structure to keep references to tilesets working
* '''Layers:''' Each map can have many layers. Two special layers are required in every map, though:
* Transparent color: tilesets use alpha so no need to set a transparent color
** ''Fringe:'' This layer is drawn simultaneously with items and beings, where tiles north of a being are drawn behind the being and tiles south of the being are drawn in front. Hence this layer is suitable for adding static objects to a map like plants or statues which exceed 32px in height. Tiles which belong into fringe are in oversize-tilesets marked with _x2 to _x8. Do '''NOT''' put tiles that are 32px high on this layer; having them here instead of lower layers makes the maps slower to render in the client, decreasing performance.
* Layers: each map uses 4 layers: ground, objects, over and collision (names are only suggested)
** ''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, which means they will be unreacahble by players; other weird situations can also occur. For example fill a wall with collision tiles, not only the borders, or you could have monsters spawning inside the wall.
** Ground: used for everything below items and beings.
** Objects: 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.
* TMW doesn't support layer data compression, so disable it in Tiled: Edit -> Preferences -> Saving -> Compress layer data should not be checked


In a good style of mapping, please always use the lowest layer as possible (this interests also perfomances).
In a good style of mapping, please always use the lowest layer possible, and don't place tiles under other tiles that are completely opaque (like having something beneath a wall tile where it isn't visible). This is also in the interests of performance, since it keeps down overdraw.


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


When you want to make maps for tmw but you don't know how to start, read the [[Mapping Tutorial]].
The naming scheme we're using at the moment is described in it's own article here: [[Dev:TmwAthena Map Names]].
 
== Error and suggestions ==
 
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.
 
==== The desert area below town (1-1) ====
 
* Some Walls have to be retested to the west against the left hill. The character has sometimes a strange behaviour while walking along that wall, and that doesn't seem to be linked with the map. Or am I wrong?
:This has most probably got something to do with that the edge of the world comes in sight, all sprites have this "strange behaviour". --[[User:Modanung|Modanung]]
::Yes, handling of map border case needs to be fixed. --[[User:Bjørn|Bjørn]] 14:58, 18 Jul 2005 (CEST)
 
==== 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.
 
==== The Underground Palace (5-1) ====
 
<div style="color: gray;">
* The wall at 59,89 hides the Players head ;)  Stand on 59,90
:I looked into the tmx file and it is marked unpassable, so it must be the drawing.
::I can't reproduce this error anymore, it has been probably fixed, so I marked it as solved [[User:Thefox|Thefox]] 17:41, 9 January 2006 (CET)
</div>
<div>
* (Palace Level 2) Stand on 45,31 - Tile incorrectly not covering the player
* (Lower cave) Monsters sometimes appear/walk on the lake near [85, 65]
</div>
 
==== The Eastern Desert (?) (7-1) ====
 
* Contains 2 cave entrances that lead to yet to determine caves.
* Exit to the south east determined?
<div style="color: gray;">
Not sure if these are errors, but here goes:
** {35,24},{36,24},{37,24},{35,25} - Why are these not walkable?
** {146,89} diagonal line to {156,98} - tiles on Fringe instead of Over</div>
 
==== Casino (?) (8-1) ====
 
* Bar table is lower layer, characters can walk on it


==== Woodland (9-1) ====
==Existing maps==
Here a list of all existing maps and map name reservations:


<div style="float: right; margin: 5px; padding: 5px; background-color: rgb(245,245,245); border: 1px solid rgb(230,230,230); color: rgb(100,100,100); text-align: center;">
{|
[[Image:woodlandmapbug1.png|100px|That seems correct]]
!colspan=2|Map
[[Image:woodlandmapbug2.png|100px|After a step to the right]]
! Description
<div style="text-align: center; margin-top: 5px; font-size: 80%;">An illustration</div>
|-
</div>
| colspan=2|botcheck
<div style="color: gray;">
|  Bots Checking Area
* Some tiles are walkable although they shouldn't be. (Or it is a client layer specific thing) 87,75 - 90,75
|-
* There is an error in the trunk of this tree: [[Image:woodlandmapbug3.jpg|100px]]
| 001
* Rock in "top level"(?) at coords [81,67].
| 1
* Top level object @ [74, 58]
| Tulimshar Port
* Player's name is partially invisible when standing @ [62, 89]
|-
* Walkable cliffs @ [76, 80] and [81, 80]
|
* Walkable tree @ [74, 42] - [75, 43]
| 2
* Walkable tree edges (e.g. @ [46, 64])
| Tulimshar indoor
* A flower was located @ [51, 104], behind a fence, where nobody can hit it. That area should perhaps be marked as unwalkable.
|-
* Walkable cave entrance @ [58, 92], this might not be a problem, if the players enters the cave by walking into it. Now it looks bad.
|
* Are the squares [34, 72], [34, 73] and [33, 73] unwalkable intentionally?
| 3
</div>
| Tulimshar arena
<div>
|-
* Player is not correctly covered while standing at [98, 77]
| 002
* Monsters can spawn at [89, 73]
| 1
</div>
| Sandstorm, south of Tulimshar
All the greyed out bugs have been fixed. To obtain the fixed map file [http://cvs.sourceforge.net/viewcvs.py/themanaworld/tmw/data/maps/new_9-1.tmx.gz?rev=1.4&view=log download it from the CVS] or wait for the next update. --[[User:Crush|Crush]] 17:01, 10 January 2006 (CET)
|-
|
| 2
| Sandstorm, indoors
|-
|
| 3
| Desert mines, Mining Camp
|-
|
| 4
| Desert mines, level 1
|-
|
| 5
| Desert mines, level 2
|-
| 004
| 3
| Pirate Caves First Floor
|-
|
| 4
| Pirate Caves Second Floor
|-
|
| 5
| Pirate Den
|-
| 005
| 3
| Snake pit
|-
| 006
| 1
| Desert mountains
|-
|
| 2
| Native Village
|-
|
| 3
| Desert mountains caves
|-
| 007
| 1
| South east woodland
|-
| 008
| 1
| Woodland around Hurnscald
|-
| 009
| 1
| Hurnscald
|-
|
| 2
| Hurnscald indoor
|-
|
| 3
| Cave beneath Hurnscald
|-
|
| 4
| Orum's Caves
|-
|
| 5
| Brodomir's PvP Cave
|-
|
| 6
| Brodomir's Cave
|-
|
| 7
| Fight Club
|-
| 010
| 1
| South Woodland
|-
|
| 2
| Dimond's Cove
|-
| 011
| 1
| Central Woodland
|-
|
| 3
| Hermit's Cave
|-
|
| 4
| Lake Cave
|-
|
| 5
| Snake Lord's Cave ****(unavailable)
|-
|
| 6
| Bandit cave
|-
| 012
| 1
| North Woodland
|-
|
| 3
| North Woodland caves (Moggun Cave)
|-
|
| 4
| North Woodland caves (Terranite Cave)
|-
| 013
| 1
| North East Woodland
|-
|
| 2
| Magic house
|-
|
| 3
| Woodland Hills Cave
|-
| 014
| 1
| West Woodland
|-
|
| 3
| West Woodland caves
|-
| 015
| 1
| South West Woodland
|-
|
| 3
| Katze's Cave
|-
| 016
| 1
| Southernmost Woodlands
|-
| 017
| 1
| North Woodland Mountains
|-
|
| 2
| Theater
|-
|
| 3
| North Woodland Mountain caves
|-
|
| 4
| Hideout
|-
|
| 9
| GM Lounge
|-
| 018
| 1
| Woodland Mines (outdoor)
|-
|
| 2
| Woodland Mines (mining camp indoor)
|-
|
| 3
| Woodland Mines level 1
|-
| 019
| 1
| Snow Field
|-
|
| 3
| Snow Cave (Snow Field)
|-
|
| 4
| Snow Cave (Rock Plateau)
|-
| 020
| 1
| Snow Town (Nivalis)
|-
|
| 2
| Snow town indoor
|-
|
| 3
| Ice Cave
|-
| 021
| 3
| Central Tulimshar -Sewers
|-
| 024
| 3
| Tulimshar Magic School cave (Ancient Amulets 1) **
|-
|
| 4
| Tulimshar Magic School (Ancient Amulets 2) **
|-
|
| 5
| Tulimshar Magic School (Ancient Amulets 3) **
|-
|
| 6
| Tulimshar Magic School (Ancient Amulets 4) **
|-
|
| 7
| Tulimshar Magic School (Ancient Amulets 5) **
|-
|
| 8
| Tulimshar Magic School (Ancient Amulets 6) **
|-
| 025
| 1
| Graveyard Swamp East (South-westernmost woodlands)
|-
|
| 3
| Main Cave (South-westernmost woodlands, Rossy quest)
|-
|
| 4
| Lock Caves (South-westernmost woodlands, Rossy quest)
|-
| 026
| 1
| Graveyard Swamp West
|-
| 027
| 1
| Graveyard
|-
|
| 2
| Graveyard Indoors (Caretaker, Reid's Inn, Crypts)
|-
|
| 3
| Crypts Level 1
|-
|
| 4
| Crypts Level 2
|-
|
| 5
| Crypts Level 3
|-
|
| 6
| Crypts Mini-boss (Krukan)
|-
|
| 7
| Crypts Mini-boss (Razha)
|-
|
| 8
| Crypts Mini-boss (Terogan)
|-
| 028
| 1
| GM Island
|-
|
| 3
| GM Island caves
|-
| 029
| 1
| Candor
|-
|
| 2
| Candor island indoor
|-
|
| 3
| Candor Cave (Fight cave)
|-
| 030
| 2
| Christmas Inn
|-
|
| 3
| Frozen Lake
|-
|
| 4
| Christmas inn Warehouse
|-
| 031
| 1
| East Nivalis (Nivalis Port)
|-
|
| 2
| East Nivalis indoor
|-
|
| 3
| East Nivalis Ice Caves (Labyrinth)
|-
|
| 4
| Cindy's Cage Cave
|-
| 032
| 3
| Desert mountains (Miriam extension), caves
|-
| 033
| 1
| South-West Snow path (Barbarians Camp)
|-
| 034
| 1
| Snow Forest
|-
|
| 2
| Trappers Huts
|-
| 035
| 1
| Lumber Camp-1 **
|-
|
| 2
| World Koga
|-
| 036
| 2
| Candor Koga
|-
| 039
| 1
| Lumber Camp-2 **
|-
| 040
| 1
| TBA **
|-
| 043
| 3
| Sandy dungeon level 1 (Troll Cave)
|-
|
| 4
| Sandy dungeon level 2 (Troll Cave)
|-
|
| 5
| Witch Cave **
|-
|
| 6
| Kalinoir Cave **
|-
| 045
| 1
| Deep Snow Forest
|-
| 046
| 1
| Highlands 1 (Rock Plateau)
|-
|
| 3
| Frosty Underground
|-
| 047
| 1
| Highlands 2 (Snow Hills)
|-
|
| 3
| Snow Hills Cave
|-
| 048
| 2
| Blue Sage's Mansion
|-
| 049
| 1
| Barbarian Village-1 **
|-
|
| 2
| Barbarian Village-1 indoors **
|-
| 050
| 1
| Barbarian Village-2 **
|-
|
| 2
| Barbarian Village-2 indoors **
|-
| 051
| 1
| Illia Sisters Dungeon Outsides
|-
|
| 3
| Illia Sisters Dungeon Bandit's Cave
|-
| 052
| 1
| Illia Sisters Island
|-
|
| 2
| Illia Sisters Home
|-
| 053
| 1
| Barbarian Village-3 **
|-
|
| 2
| Barbarian Village-3 indoors **
|-
| 054
| 1
| Barbarian Village-4 **
|-
|
| 2
| Barbarian Village-4 indoors **
|-
| 055
| 1
| Woodlands Hills (East)
|-
|
| 3
| Woodlands Hills (East)-Caves
|-
| 056
| 2
| Mirak's House
|-
| 057
| 1
| Woods
|-
| 068
| 3
| Tulimshar Noble quarter-Sewers**
|-
| 069
| 3
| Tulimshar Castle quarter-Sewers**
|-
| 070
| 1
| Underworld*
|-
|
| 2
| Underworld Indoors*
|-
|
| 3
| Reaper Battle*
|}


==== Fire Goblin Cave ====
(<nowiki>*</nowiki>) Map pending release
(<nowiki>**</nowiki>) Map planned or under construction
(<nowiki>***</nowiki>) Temporary Map release


* [[Image:Bug28dk.jpg|thumb]] The collision layer seems broken, causing players to spawn outside of the cave.
[[Category:Map Development]]

Latest revision as of 22:37, 30 December 2022

This article contains information for players or people interested in playing on the Classic server. If you are looking for information for The Mana World, go here The Mana World.
See also the Classic Portal


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 maximum is 1024x1024 tiles.
  • Tile size: 32x32
  • Map border: You need to leave a non-walkable but properly designed border around the map of at least 20 tiles (Diagram). This can be suspended in special cases (like the botcheck map).
  • 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 of outside view. Don't make them too different unless the involvement of magic is obvious for the area.
  • Path reference: Please use TMW folder structure to keep references to tilesets working. Also, please use TSX files instead of directly referencing the PNGs.
  • Transparent color: Tilesets use alpha so no need to set a transparent color.
  • Layers: Each map can have many layers. Two special layers are required in every map, though:
    • Fringe: This layer is drawn simultaneously with items and beings, where tiles north of a being are drawn behind the being and tiles south of the being are drawn in front. Hence this layer is suitable for adding static objects to a map like plants or statues which exceed 32px in height. Tiles which belong into fringe are in oversize-tilesets marked with _x2 to _x8. Do NOT put tiles that are 32px high on this layer; having them here instead of lower layers makes the maps slower to render in the client, decreasing performance.
    • 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, which means they will be unreacahble by players; other weird situations can also occur. 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 possible, and don't place tiles under other tiles that are completely opaque (like having something beneath a wall tile where it isn't visible). This is also in the interests of performance, since it keeps down overdraw.

How to map

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

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

Existing maps

Here a list of all existing maps and map name reservations:

Map Description
botcheck Bots Checking Area
001 1 Tulimshar Port
2 Tulimshar indoor
3 Tulimshar arena
002 1 Sandstorm, south of Tulimshar
2 Sandstorm, indoors
3 Desert mines, Mining Camp
4 Desert mines, level 1
5 Desert mines, level 2
004 3 Pirate Caves First Floor
4 Pirate Caves Second Floor
5 Pirate Den
005 3 Snake pit
006 1 Desert mountains
2 Native Village
3 Desert mountains caves
007 1 South east woodland
008 1 Woodland around Hurnscald
009 1 Hurnscald
2 Hurnscald indoor
3 Cave beneath Hurnscald
4 Orum's Caves
5 Brodomir's PvP Cave
6 Brodomir's Cave
7 Fight Club
010 1 South Woodland
2 Dimond's Cove
011 1 Central Woodland
3 Hermit's Cave
4 Lake Cave
5 Snake Lord's Cave ****(unavailable)
6 Bandit cave
012 1 North Woodland
3 North Woodland caves (Moggun Cave)
4 North Woodland caves (Terranite Cave)
013 1 North East Woodland
2 Magic house
3 Woodland Hills Cave
014 1 West Woodland
3 West Woodland caves
015 1 South West Woodland
3 Katze's Cave
016 1 Southernmost Woodlands
017 1 North Woodland Mountains
2 Theater
3 North Woodland Mountain caves
4 Hideout
9 GM Lounge
018 1 Woodland Mines (outdoor)
2 Woodland Mines (mining camp indoor)
3 Woodland Mines level 1
019 1 Snow Field
3 Snow Cave (Snow Field)
4 Snow Cave (Rock Plateau)
020 1 Snow Town (Nivalis)
2 Snow town indoor
3 Ice Cave
021 3 Central Tulimshar -Sewers
024 3 Tulimshar Magic School cave (Ancient Amulets 1) **
4 Tulimshar Magic School (Ancient Amulets 2) **
5 Tulimshar Magic School (Ancient Amulets 3) **
6 Tulimshar Magic School (Ancient Amulets 4) **
7 Tulimshar Magic School (Ancient Amulets 5) **
8 Tulimshar Magic School (Ancient Amulets 6) **
025 1 Graveyard Swamp East (South-westernmost woodlands)
3 Main Cave (South-westernmost woodlands, Rossy quest)
4 Lock Caves (South-westernmost woodlands, Rossy quest)
026 1 Graveyard Swamp West
027 1 Graveyard
2 Graveyard Indoors (Caretaker, Reid's Inn, Crypts)
3 Crypts Level 1
4 Crypts Level 2
5 Crypts Level 3
6 Crypts Mini-boss (Krukan)
7 Crypts Mini-boss (Razha)
8 Crypts Mini-boss (Terogan)
028 1 GM Island
3 GM Island caves
029 1 Candor
2 Candor island indoor
3 Candor Cave (Fight cave)
030 2 Christmas Inn
3 Frozen Lake
4 Christmas inn Warehouse
031 1 East Nivalis (Nivalis Port)
2 East Nivalis indoor
3 East Nivalis Ice Caves (Labyrinth)
4 Cindy's Cage Cave
032 3 Desert mountains (Miriam extension), caves
033 1 South-West Snow path (Barbarians Camp)
034 1 Snow Forest
2 Trappers Huts
035 1 Lumber Camp-1 **
2 World Koga
036 2 Candor Koga
039 1 Lumber Camp-2 **
040 1 TBA **
043 3 Sandy dungeon level 1 (Troll Cave)
4 Sandy dungeon level 2 (Troll Cave)
5 Witch Cave **
6 Kalinoir Cave **
045 1 Deep Snow Forest
046 1 Highlands 1 (Rock Plateau)
3 Frosty Underground
047 1 Highlands 2 (Snow Hills)
3 Snow Hills Cave
048 2 Blue Sage's Mansion
049 1 Barbarian Village-1 **
2 Barbarian Village-1 indoors **
050 1 Barbarian Village-2 **
2 Barbarian Village-2 indoors **
051 1 Illia Sisters Dungeon Outsides
3 Illia Sisters Dungeon Bandit's Cave
052 1 Illia Sisters Island
2 Illia Sisters Home
053 1 Barbarian Village-3 **
2 Barbarian Village-3 indoors **
054 1 Barbarian Village-4 **
2 Barbarian Village-4 indoors **
055 1 Woodlands Hills (East)
3 Woodlands Hills (East)-Caves
056 2 Mirak's House
057 1 Woods
068 3 Tulimshar Noble quarter-Sewers**
069 3 Tulimshar Castle quarter-Sewers**
070 1 Underworld*
2 Underworld Indoors*
3 Reaper Battle*

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