(→Existing maps: added planed woodland village maps) |
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One picture is worth a thousand words: [[Image:Woodland_bug.png|100px]] | One picture is worth a thousand words: [[Image:Woodland_bug.png|100px]] | ||
<hr>There is a mapping error between these two maps,<br> | |||
http://i97.photobucket.com/albums/l231/QOAL/forest_error_01.png http://i97.photobucket.com/albums/l231/QOAL/forest_error_02.png | |||
<br>Here are the two images overlayed, notice the path is one one map but not the other.<br> | |||
http://i97.photobucket.com/albums/l231/QOAL/forest_error_03.png | |||
==== Snow Field ==== | ==== Snow Field ==== |
Revision as of 15:06, 28 October 2006
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
- 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: 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.
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:
Filename | Description |
new_1-1.tmx.gz | Desert south of Tulimshar |
new_2-1.tmx.gz | Desert Mine, level 1 |
new_3-1.tmx.gz | Tulimshar City, outdoor |
new_4-1.tmx.gz | Hermits Cave, level 1 (Bat Cave) |
new_5-1.tmx.gz | Desert Mine, level 2 |
new_6-1.tmx.gz | PvP Arena |
new_7-1.tmx.gz | Desert southeast of Tulimshar (Snake map) |
new_8-1.tmx.gz | Tulimshar City, indoor |
new_9-1.tmx.gz | Woodland, northwest (Red Mushroom Map) |
new_10-1.tmx.gz | Snow field (Rudolph Slime + Santa Slime map) |
new_11-1.tmx.gz | Snow Town, outdoor |
new_12-1.tmx.gz | Snow Cave |
new_13-1.tmx.gz | Snow Town, indoor |
new_14-1.tmx.gz | Woodland, southwest (Pink Mushroom Map) |
new_15-1.tmx.gz | Palm beach southwest of Tulimshar (transition to woodland) |
new_16-1.tmx.gz | Woodland, southeast (Fluffy Map, transition to desert) |
new_17-1.tmx.gz | Hermits Cave, level 2 (Lamp snake cave) |
new_18-1.tmx.gz* | Woodland, northeast (woodland village surrounding) |
new_19-1.tmx.gz* | Woodland village, outdoor |
new_20-1.tmx.gz* | Woodland village, indoor |
*) Map planed 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.
Ideas for new maps
I suggest a village in the woods. You know, elders and shops. And tales about what is lurking within. And more quests.
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)
- Contains 2 cave entrances that lead to yet to determine caves.
- Exit to the south east determined?
Casino (8-1)
just this: http://img129.imageshack.us/img129/6658/casinobugih7.png
Woodland (9-1)
One picture is worth a thousand words:
There is a mapping error between these two maps,
http://i97.photobucket.com/albums/l231/QOAL/forest_error_01.png http://i97.photobucket.com/albums/l231/QOAL/forest_error_02.png
Here are the two images overlayed, notice the path is one one map but not the other.
http://i97.photobucket.com/albums/l231/QOAL/forest_error_03.png
Snow Field
This tile here is soild (and also the wrong tile)
http://i97.photobucket.com/albums/l231/QOAL/snow_field_map_error.png
Bat Cave
(no bugs reported in the current version)
Snow town
There is an error on the map as shown on the picture.
A few of the rock face edge tiles are walk through with the soild tiles as the next tile.
http://i97.photobucket.com/albums/l231/QOAL/ice_village_map_error.png