new cave map.

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argul
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new cave map.

Post by argul » 09 Aug 2010, 23:07

Hello,

i play tmw for a few days now and in my opinion there can be more areas.
(especially in tulimshar, there are only few areas you can go when you are young and weak...)

So i created a cave.
I did anything (ground, Fringe, collision, top layer) except objects.
The tilesets cave, cave_x2 and collision are used.

i would put maggots and scorpions in the first part
and some spiders in the backpart.

Maybe someone would like to comment on that.

Best Regards
Pjotr Orial
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Pjotr_Orial.tmx.zip
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Wombat
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Re: new cave map.

Post by Wombat » 09 Aug 2010, 23:32

Awesome. This looks like something I might use. Don't worry about mobs or objects, I'll handle that. If you have the free time, can you add more winding tunnels to it? I want it around the 15th, if you can manage. Basically, add to the right side of the map and double its length and it would greatly help me. If that seems a little too big for you, just see what you can do. I need a cave map for a release soon.
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argul
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Re: new cave map.

Post by argul » 09 Aug 2010, 23:52

yeah i think i can handle that.

tommorow i will see if i can add moving elements (waterdrops) and more size...
should i put that in 2 or 3 maps, or one very long map?

Pjotr
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Wombat
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Re: new cave map.

Post by Wombat » 10 Aug 2010, 01:21

Very long map please. It is going underneath 012-3, which is also very large.
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argul
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Re: new cave map.

Post by argul » 10 Aug 2010, 08:14

Hey,

so to get some more inspiration how to use the layers, I examined 012-3.tmx.
Please have a closer look to (375, 88) is this correct?

Pjotr
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Wombat
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Re: new cave map.

Post by Wombat » 10 Aug 2010, 14:28

Not sure what I'm looking at. It is a wall I'm looking at. What is your question?
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Jaxad0127
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Re: new cave map.

Post by Jaxad0127 » 10 Aug 2010, 16:41

If you are referring to them being on the over layer, they don't need to be and probably shouldn't be. Though since all layers below over don't have any tiles there, it shouldn't decrease performance. If they did, it would slightly decrease performance.
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Wombat
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Re: new cave map.

Post by Wombat » 10 Aug 2010, 16:59

Baseballboy's Map

I'm hoping to get the dimensions of < 520x210 with your work and Baseballboy's combined, though it can be bigger if it must. You have something around 150x120 and BBB has around 150x120 as well. with another 150, it should all fit on the same map. Before you submit your new work, please add this map to the far right of your work. Keep this current map, your new map and BBB's all on the same level so additional pieces of the map can be added below the 150 level. Also, divide separate maps with a minimum of 20 tiles so you can't see one from the other, if you could. It would save time and trouble.
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argul
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Re: new cave map.

Post by argul » 10 Aug 2010, 19:27

Ok, Wombat, i missunderstood, what you said or meant. sry

Now i am working on a map, which is actually 520 x 210.

Here is my current map.

The map i posted in the first post, is in the horizontally middle at the upper rim.

Maybe we discuss where we put Baseballboy's Map.
I'd put in in the upper right corner, where the big water is.

Pjotr

btw, Please have a look at the layers at the entrance (215, 104). is this ok?
The other question about the map 12-3 was indeed a bit confusing. But now everything is clear.
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Pjotr_Orial.tmx.zip
the current map is in development
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Wombat
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Re: new cave map.

Post by Wombat » 10 Aug 2010, 19:56

That is a really good map. If you can finish it by the 15th, that would be great.

Now that I see how much work you put into it. I'd rather BaseballBoy's map remain separate. I'll juggle my conception to fit both maps. Keep up the good work! :D
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argul
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Re: new cave map.

Post by argul » 13 Aug 2010, 17:12

Ok,
here is the result as of now. I personally see the map itself done.

Maybe someone would like to criticize? the ways too small/narrow or too long?
or anythings perfect?
But I won't have time this weekend to make bigger fixes anyway...

So enjoy yourself with this map :-)
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Pjotr_Orial.tmx.zip
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baseballboy
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Re: new cave map.

Post by baseballboy » 13 Aug 2010, 22:15

There seems to be an error while opening it. How is your tmwdata file naming done?
BaseBaIIBoy - 99, Zalika - 95, Mou. - 86, baseballboy - 83, Abacus - 82, Laticia - 76

<o11c> More boobs please.
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Re: new cave map.

Post by Jaxad0127 » 14 Aug 2010, 01:20

Yes, the paths to tilesets are messed up. You need to keep the map in the same structure that our updates are in. Don't use tiled to move a map to another folder structure, or it will break. Use a file manager.
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argul
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Re: new cave map.

Post by argul » 14 Aug 2010, 07:27

Sorry, i didn't know.
So i opened the tmxfile with a texteditor set the pathes right (i.e. ../graphics/tiles/woodland_ground.png).

I can open it without errors.
I hope you too ;)
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