From The Mana World
(Reported some walkable tiles) |
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* Top level object @ [74, 58] | * Top level object @ [74, 58] | ||
* Player's name is partially invisible when standing @ [62, 89] | * Player's name is partially invisible when standing @ [62, 89] | ||
* Walkable cliffs @ [76, 80] and [81, 80] | |||
* Walkable tree @ [74, 42] - [75, 43] | |||
* Walkable tree edges (e.g. @ [46, 64]) |
Revision as of 20:44, 5 January 2006
Guidelines
You can build a map for TMW using Tiled
- Suggested map size: usually maps should be 200x200 at max
- Tile size: 32x32
- Map border: you have to leave an empty border around the map of at least 30 tiles
- 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, objects, over and collision (names are only suggested)
- Ground: esed 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 want 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).
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". --Modanung
- Yes, handling of map border case needs to be fixed. --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)
- 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.
- (Palace Level 2) Stand on 45,31 - Tile incorrectly not covering the player
The Eastern Desert (?) (7-1)
- Contains 2 cave entrances that lead to yet to determine caves.
- Exit to the south east determined?
No known errors.
Casino (?) (8-1)
- Bar table is lower layer, characters can walk on it
Woodland (?) (9-1)
- 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:
- Rock in "top level"(?) at coords [81,67].
- Top level object @ [74, 58]
- Player's name is partially invisible when standing @ [62, 89]
- Walkable cliffs @ [76, 80] and [81, 80]
- Walkable tree @ [74, 42] - [75, 43]
- Walkable tree edges (e.g. @ [46, 64])