transition from desert to woodland

Content and general development discussion, including maps, quests, and server code from the development team.
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: Thu Aug 25, 2005 5:08 pm
Location: Germany

Post by Crush » Tue Aug 08, 2006 4:17 pm

the 2nd transition map:
Image

the new maps are already on the svn repository for testing. i would appreciate when some people test them to find map bugs before the next release. to test a map just replace an existing map in your tmw folder with the new one (create a backup copy before you do so) and go on the replaced map ingame.
User avatar
ilgufo
Peon
Peon
Posts: 38
Joined: Tue May 30, 2006 2:06 pm

Post by ilgufo » Wed Aug 09, 2006 12:43 pm

I relly like your idea.... thanks :D
mangamaniac
Peon
Peon
Posts: 87
Joined: Mon Jun 26, 2006 4:54 pm
Location: Germany

Post by mangamaniac » Wed Aug 09, 2006 4:40 pm

Really nice maps!! :D
Can't wait to see them in the game.
User avatar
LEG0LAS2
Peon
Peon
Posts: 12
Joined: Sun Aug 06, 2006 4:07 am

Post by LEG0LAS2 » Wed Aug 09, 2006 6:00 pm

Crush, do you have already something in mind about monsters on 2nd map ?

by the way, nice map! :wink:
LEG0LAS + Bow = 100Arrows/s
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: Thu Aug 25, 2005 5:08 pm
Location: Germany

Post by Crush » Wed Aug 09, 2006 8:56 pm

we still have two unused monsters and maybe metallica will finish one or two monsters till the release of 0.0.21.
User avatar
Modanung
Knight
Knight
Posts: 1719
Joined: Fri May 20, 2005 4:51 pm
Location: Groningen, The Netherlands
Contact:

Post by Modanung » Wed Aug 09, 2006 11:12 pm

And if not... what's wrong with having the same monsters on two maps? We have bats on two maps.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: Thu Aug 25, 2005 5:08 pm
Location: Germany

Post by Crush » Wed Aug 09, 2006 11:28 pm

the slimes or snakes would fit into the woodland as well as into the desert. but i hope metallicas living trees will be ready until the next update. they would just too well fit into the map west of the above map.
User avatar
LEG0LAS2
Peon
Peon
Posts: 12
Joined: Sun Aug 06, 2006 4:07 am

Post by LEG0LAS2 » Thu Aug 10, 2006 12:06 am

and what about this one ?
Image
it can be used too.
or you have already the map it will be?
LEG0LAS + Bow = 100Arrows/s
User avatar
Modanung
Knight
Knight
Posts: 1719
Joined: Fri May 20, 2005 4:51 pm
Location: Groningen, The Netherlands
Contact:

Post by Modanung » Thu Aug 10, 2006 12:12 am

I think that's one of the unused monsters Crush meant.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: Wed Sep 08, 2004 8:48 pm
Location: Espoo, Finland

Post by Rotonen » Fri Aug 11, 2006 6:47 pm

To put it short: I'm stunned.

Keep this up.

(Although I'm wondering what happened to our savannah area, but I guess it'll pop up at some point.)
This message used to be meaningful.
User avatar
Modanung
Knight
Knight
Posts: 1719
Joined: Fri May 20, 2005 4:51 pm
Location: Groningen, The Netherlands
Contact:

Post by Modanung » Sat Aug 12, 2006 11:28 am

Rotonen wrote:(Although I'm wondering what happened to our savannah area, but I guess it'll pop up at some point.)
Well, I'm kept busy with other things, like the playerset and equipment. I'm working on it now and then though. Also I'm giving my arm some rest as I broke my ulna. I'll be fully back in a week and a half I think.

btw Crush, shouldn't there be something like a road over the land connection between the forest and the desert land?
Oh and I noticed some gaps in the collision layer. The biggest one in the top left corner and some small ones on the left side of the map. I don't think I need to explain why this should be fixed. :)
It also looks as if the north road has a gap in it... is this intentional?

Apart from that... looking good. :)
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: Thu Aug 25, 2005 5:08 pm
Location: Germany

Post by Crush » Sat Aug 12, 2006 6:46 pm

Modanung wrote:btw Crush, shouldn't there be something like a road over the land connection between the forest and the desert land?
i already thought about that, but the road from the desert doesn't fit in the woodland and vice versa. when someone asks just give the explanation that the land bridge is under water at every flood and a road would be washed away.
Oh and I noticed some gaps in the collision layer. The biggest one in the top left corner and some small ones on the left side of the map. I don't think I need to explain why this should be fixed. :)
fixed.
It also looks as if the north road has a gap in it... is this intentional?
there is a fence there. just a hack to block the road until the map to the north (village) is finished. maybe it won't even be released.
User avatar
Modanung
Knight
Knight
Posts: 1719
Joined: Fri May 20, 2005 4:51 pm
Location: Groningen, The Netherlands
Contact:

Post by Modanung » Sat Aug 12, 2006 7:22 pm

Crush wrote:
Modanung wrote:btw Crush, shouldn't there be something like a road over the land connection between the forest and the desert land?
i already thought about that, but the road from the desert doesn't fit in the woodland and vice versa. when someone asks just give the explanation that the land bridge is under water at every flood and a road would be washed away.
You could use the forest road to where all grass has turned into mud and then maybe gradually change to desert sand as road, ditheringwise.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
Bad Monk
Peon
Peon
Posts: 5
Joined: Mon Jul 31, 2006 9:02 pm
Location: Italy

Post by Bad Monk » Sun Aug 20, 2006 12:29 pm

Hi guys!
I'd really love to test the new transition maps but I've not been able to download them from the repository.

I tried to download them via the web browser (I'd like not to install the client if it's not strictly necessary) but get this 'The root "themanaworld" is unknown. If you believe the value is correct, then please double-check your configuration.'

Also i didn't quite get what I'm supposed to dl! Still one more thing. Once I dl the right files, some of the maps files are completely new and won't overwrite old ones. How are these going to be connected with old maps/playable?

Thanks,

Monk
If you're not part of the solution, you're part of the precipitate.
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: Thu Aug 25, 2005 5:08 pm
Location: Germany

Post by Crush » Sun Aug 20, 2006 1:30 pm

From the mapping tutorial on the wiki:
To test your map you have to replace one of the maps in your TMW folder (in the subfolder data/maps). When you start the game and go to the map you replaced you will see your new map. You will see monsters and other players on the map but don't worry. The other players still see their version of the map and they won't see you walk through walls. Just ignore them while you explore your map.
Post Reply