From The Mana World
(Reported some walkable tiles)
Line 63: Line 63:
* 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)

That seems correct After a step to the right

An illustration
  • 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: Woodlandmapbug3.jpg
  • 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])