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--Dimond Cove Restaurant--

Posted: 18 Jan 2008, 05:05
by Dimond
Hi everyone!

I opened a restaurant a couple month ago and we have a new special
food on Valentine's Day!Please come on January 29th for a meal.
We have live entertainment, a gift shop, and a new great feature of
a happy hour too! ':)'

If you can't wait for a meal in the woodlands then talk to bankai a.k.a
hot freako if he is online!

Thank YOU and have a nice day!':D'

Dimonds Cove

Posted: 23 Jan 2008, 06:58
by Merlin
Here is a purposed map for Dimonds Cove.


1st Floor Inside

<a><img src="http://i136.photobucket.com/albums/q177 ... tfloor.png" border="0" alt="Photobucket"></a>


Outside - Variation of already existing Forest map - Dimonds Location

<a><img src="http://i136.photobucket.com/albums/q177 ... osed-1.png" border="0" alt="Photobucket"></a>

I have many idea still for this place.
I would welcome any suggestions and idea anyone might have.
Based off suggestions I will post link to the map files once I finish all 3 floors. I would like ideas for NPC's and would like to carry new armor and weapons. This however would rely on other help. Maybe some of the unused/unavailable weapons (SHIELD?) and armor could be sold here.
I think it would make a good recovery point if the south bridge is repaired and that area used for a graveyard as discussed in other threads.
What do you think? Discuss.

Posted: 23 Jan 2008, 07:34
by Crush
Great idea. But you shouldn't combine tiles from different tilesets so carelessly. The tiles from the inn tileset just don't work together with the woodland indoor tileset.

When you need new tiles in the style of the woodland indoor tileset then please request them on the graphic development board. There is still plenty of space in the tileset.

Regarding unavailable weapons and armors: Most are unavailable because the only thing that exists of them are the inventory icons. To implement them in the game we need spritesheets for them and in case of weapons also often new playerset animation phases that would also require to update all existing equipment spritesheets.

Posted: 23 Jan 2008, 09:43
by yosuhara
i like this idea

suggestions from crush..dimonds cove.

Posted: 23 Jan 2008, 09:46
by Merlin
"Great idea. But you shouldn't combine tiles from different tilesets so carelessly. The tiles from the inn tileset just don't work together with the woodland indoor tileset."

I did not know that. Thank you. I will redesign it without the use of inn tiles.

Would it be possiable to import some inn items over to the woodland indoor tile sheet? (I could easily do this myself with gimp and offer the updated tiles sheet.)

"When you need new tiles in the style of the woodland indoor tileset then please request them on the graphic development board. There is still plenty of space in the tileset."

I will do so. I am not a good pixel artist or I would attempt this myself.

Regarding unavailable weapons and armors: Most are unavailable because the only thing that exists of them are the inventory icons. To implement them in the game we need spritesheets for them and in case of weapons also often new playerset animation phases that would also require to update all existing equipment spritesheets.

How difficult would it be to recolor existing spitesheets and "clone off" diffrent weapons and armor. (I think I saw a leather pants that was a recolor of jean shorts)

Posted: 23 Jan 2008, 09:50
by Crush
With "just don't work together" I didn't meant technical problems but aesthetical problems. Take a look at how wood surfaces look at the inn tiles and the woodland indoor tiles, for example.

Posted: 23 Jan 2008, 09:50
by yosuhara
i think that this inn could be different by... Having a cellar (basement)!!!

and some constructive thoughts:

1. part- stairs to ceiling I think they should be made from stone all the waydown, as the base of house is made from stone. This could be done by merely small edits and adjusting to to existing outside stairs...imho

2.part-Ceiling itself This would require "new" tileset, again just edit of present stone wall tilesets, including "window" as we see in the picture. I'm thinking of slight color change towards blue and darkening...

3.part-Filling up the ceiling In this part, we can again salvage what we have now in wvillage interior tileset i.e: barrels, shelves with bottles, cabinet, jars, my flour sack, i have also some unused bottles and items, and adding few spider nets between flasks and barrels would make nice cellar atmosphere, at least i think :)

4.part-Possible purpose? Few ideas: Possible place for various NPC's (quest giver's, cook who can teach you some recipes, secret meeting place for assassins headquarters etc.), possible place for stealing goods (for thievery if it's going to be implemented some time in future ;) ), secret pushable doors or cabinets that leads to even more secret underground caves, or sewers below, filled with monsters and/or few dusty parchments to read (history of TMW, recipes, magic formulas)

Illustrative pics:
Image
Image

further along...

Posted: 23 Jan 2008, 11:33
by Merlin
I like the Cellar idea. I might include the stairway to it but leave it cutoff until the tiles could be finished and added. I will experiment with that further.
(Maybe a secret path into the cave snake cave with another map or 2 in between. Would be a good place to put some of those skulls with black bats Maybe?)

As far as NPC's go. I've thought about this also.

The waitress (or waiter!) (Sells food items. Including the Chicken leg?)

The Hostess (or Host) has you sign a guest book thats then viewable when you sign in for reservations?

I got the idea for an NPC that fills empty bottles with either sand or water.
Sand has no purpose yet but could for Bridge quest idea below,

How about a NPC that takes 30-50 Mushrooms and about 10 Hard spikes, some gp and gives you a Spiky shroom hat?

This idea could vary. 50 White Fur+gp for T-Neck 20+gp winter gloves?
10 Leather Shirts for Leather Gloves?
20 Leather Shirts for Leather Pants?

This also gave me an idea for bolts of Denim Item that then could be turned into jean shorts or a skirt?

A co-operative quest involving gathering raw logs and bottles of sand to fix the bridge? Possible lead to a castle based off of the Concrete wall tileset?


A kid who Collects Snake Lamps? Gives 2000 gp for 20?

A Hermit who sells Hints? (In the deep level cave?)

A band that plays the new song suggested called clouds calling or something like that? I don't know if an NPC can manipulate sound files?

(Note updated bigger floor plan on the way!)

2nd Draft

Posted: 23 Jan 2008, 13:43
by Merlin
Here's the updated larger 2nd draft without the inn tileset used.

<a><img src="http://i136.photobucket.com/albums/q177 ... draft2.png" border="0" alt="Photobucket"></a>

Re: Dimonds Cove

Posted: 23 Jan 2008, 21:04
by Crush
MerlinX420 wrote:I think it would make a good recovery point if the south bridge is repaired and that area used for a graveyard as discussed in other threads.
MerlinX420 wrote:A co-operative quest involving gathering raw logs and bottles of sand to fix the bridge? Possible lead to a castle based off of the Concrete wall tileset?
Note that the current planning of world developments is to focus on expanding the woodland area to the northeast and not the southwest.

This doesn't mean that we won't accept any new maps that expand the world in another direction. But expansions to the northeast would be most appreciated.

Note this overview map of the continent where the current woodland area is supposed to be located:
http://wiki.themanaworld.org/index.php/ ... ations.jpg

and this detail map that shows where we are currently heading: http://wiki.themanaworld.org/index.php/ ... opment.png

Posted: 23 Jan 2008, 23:05
by oliver
Btw. what does the red line mean on the Argaes image (above Trade City)?

Re: Dimonds Cove

Posted: 23 Jan 2008, 23:07
by Merlin
This doesn't mean that we won't accept any new maps that expand the world in another direction. But expansions to the northeast would be most appreciated.

Thanks for the point in the right direction. I'll concentrate on mapping those areas then. The details given should provide me with enough overview of what needs to be done.

Re: Dimonds Cove

Posted: 24 Jan 2008, 02:33
by 5t3v3
Crush wrote:
MerlinX420 wrote:I think it would make a good recovery point if the south bridge is repaired and that area used for a graveyard as discussed in other threads.
MerlinX420 wrote:A co-operative quest involving gathering raw logs and bottles of sand to fix the bridge? Possible lead to a castle based off of the Concrete wall tileset?
Note that the current planning of world developments is to focus on expanding the woodland area to the northeast and not the southwest.

This doesn't mean that we won't accept any new maps that expand the world in another direction. But expansions to the northeast would be most appreciated.

Note this overview map of the continent where the current woodland area is supposed to be located:
http://wiki.themanaworld.org/index.php/ ... ations.jpg

and this detail map that shows where we are currently heading: http://wiki.themanaworld.org/index.php/ ... opment.png
I noticed these before, but I have some problems figuring out which location is where on that map, the pictures doesn't seem all to representative for the current maps (or the other way around). Or is the problem that the maps aren't always facing north side up?

new thread...

Posted: 24 Jan 2008, 03:02
by Merlin
I started new thread just to deal with mapping @ http://forums.themanaworld.org/viewtopic.php?t=3505

good idea

Posted: 24 Jan 2008, 05:31
by haggard
hey this whole store thing sounds nice, we need new stuff!!! i cant complain though because i dont know how to do the tilesets so ill just encourage all of you who can and hopefully get some new things goin on here.