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 | Desert south of Tulimshar |
new_2-1.tmx | Desert Mine, level 1 |
new_3-1.tmx | Tulimshar City, outdoor |
new_4-1.tmx | Hermits Cave, level 1 (Bat Cave) |
new_5-1.tmx | Desert Mine, level 2 |
new_6-1.tmx | PvP Arena |
new_7-1.tmx | Desert southeast of Tulimshar (Snake map) |
new_8-1.tmx | Tulimshar City, indoor |
new_9-1.tmx | Woodland, central (Red Mushroom Map) |
new_10-1.tmx | Snow field (Rudolph Slime + Santa Slime map) |
new_11-1.tmx | Snow Town, outdoor |
new_12-1.tmx | Ice Cave, level 1 |
new_13-1.tmx | Snow Town, indoor |
new_14-1.tmx | Woodland, south (Loghead Map) |
new_15-1.tmx | Palm beach southwest of Tulimshar (transition to woodland) |
new_16-1.tmx | Woodland, southeast (Fluffy Map, transition to desert) |
new_17-1.tmx | Hermits Cave, level 2 (Lamp snake cave) |
new_18-1.tmx | Woodland, east (woodland village surrounding) |
new_19-1.tmx | Woodland village, outdoor |
new_20-1.tmx | Woodland village, indoor |
new_21-1.tmx | Ice Cave, level 2 |
new_22-1.tmx | Desert snake cave |
new_23-1.tmx | Dimonds Cove Restaurant, indoor |
new_24-1.tmx * | New desert map southeast of map 7. |
new_25-1.tmx * | Underground of map 24. |
new_26-1.tmx ** | Northern woodland mountain range |
new_27-1.tmx ** | Woodland, west |
new_28-1.tmx ** | Northern woodland, Npc tunnel |
new_29-1.tmx ** | Northern woodland, Npc Cave |
new_30-1.tmx ** | Northern woodland, Cave tunnel 1 |
new_31-1.tmx ** | Northern woodland, Cave tunnel 2 |
(*) Map pending release (**) Map planned 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.
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.
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 citys surrounding.
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 southwest (14-1)
- At 39,90 is an unwalkable spot were enemy's can spawn... (collision tile "X" is missing).
- A guy that disapear in the diferent maps,take a look:
Here is frozen in the lake
http://img296.imageshack.us/img296/5698/tmwscreenshot1xl4.jpg
And here he disapear
http://img340.imageshack.us/img340/1356/tmwscreenshot2ew9.jpg
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
- The ranger hat shows that the roofs are part of the ground layer. Maybe better to put them in the top layer. See this forum thread.