New Map

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Madcap
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New Map

Post by Madcap » 12 Nov 2006, 22:09

SPOILER WARNING

Here is a new cave map I have created: http://www.crushnet.org/imageshack/Mole ... ave.tmx.gz

This is my first contribution to TMW, so I am not sure of the process these must go through to get implemented. So here is a thread to offer critique, suggestions, or other thoughts regarding it.

So far I have been told to widen some of the passages in the northeast corner.

The map theme and other thoughts I had when making it:

1. I read in the backstory (which may or may not be fact, I do not know) a brief mention of "Mole People" that existed some time ago. This cave is meant to be a representation of an area they inhabited.

2. I would like to see both ends of the "road" connect to other maps if it can work geographically. I am not sure how to show an exit/entrance at the southeast corner of the map.

3. I also left a couple places for additional access points (e.g., the small "den" in bottom center, and the dead-end passage on the eastern edge in the middle.

4. Are there any proposed quests that can make use of this map?

Thank you for all of your input!
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Post by Madcap » 13 Nov 2006, 05:18

I have been toying around with the lighting in the cave. I am guessing it has been discussed before, but if there is a torch and light effect in the works someday, then the existing spotlight.png could represent the torch-lit view, while something darker could be the norm underground without a torch.

Below are 3 shots with 3 different lights (thanks again Saphy!):

Image
Image
Image

The first is the light in the new map with the original spotlight.png overlay. The second is a failed attempt at what I was trying to do. The third is closer to what I was thinking in an effort to limit how far one can see in the dark.[/img]
Last edited by Madcap on 15 Nov 2006, 04:52, edited 2 times in total.
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Crush
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Post by Crush » 13 Nov 2006, 05:35

as i already said: you should use the overlay effects for creating
atmosphere and not to limit the players range of sight. When the
player is obstructed by your overlay he/she will just switch it off.

Making certain overlays not deactivateable because they are meant
as gameplay elements (like not having a torch in a dark cave) is quite
nonsensical either because we are an open source game. Everyone
with a bit programming knowledge can just remove such effects
nevertheless. The only way to hide information from the player is
by not passing this information from the server to the client.
Last edited by Crush on 13 Nov 2006, 06:41, edited 1 time in total.
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Post by Madcap » 13 Nov 2006, 05:40

OK, so no dark caves. I was just brainstorming.
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Post by Rotonen » 13 Nov 2006, 14:24

Although at least I'd vote for the upper right one, just to answer his question. It does change the atmosphere in a good way and is not restrictive in any way, IMHO.
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Post by Madcap » 14 Nov 2006, 03:01

On issue #2 from the original post:

I would like to see this cave entered in the NW corner from the SE corner of the lampsnake cave. Then, it's just a matter of choosing a location to the SE of the lampsnake cave to have another opening. It could open in the forest, the well in the palm desert, the mine (level one or two), or even the town. If it goes farther than the forest, it probably makes sense to have more cave maps joining this one to cover the distance.
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Crush
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Post by Crush » 14 Nov 2006, 07:43

It would maybe be funny to interconnect all the cave maps so that we have a cave system that spans large parts of the world and can be used as an alternative route to reach certain locations.
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Post by yosuhara » 14 Nov 2006, 12:00

Crush wrote:It would maybe be funny to interconnect all the cave maps so that we have a cave system that spans large parts of the world and can be used as an alternative route to reach certain locations.
we definitely need to improve the look of caves, make them more interesting to eye, now they look too "empty"...
Image
Image
Image
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Crush
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Post by Crush » 14 Nov 2006, 13:56

any suggestions?
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Post by yosuhara » 15 Nov 2006, 01:36

Crush wrote:any suggestions?
ok, now i can only think of stalagmites and stalactites... as i look at the map, only stalagmites come into consideration.. unless we already have a way to display something hanging from the roof :)
Image
Image
Image
Madcap
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Post by Madcap » 15 Nov 2006, 03:53

I found two great locations that the SE opening could dump into:
Image
or
Image

All I'd have to do is make some changes to the "long wall" in the bottom of the new cave map to narrow it down some to fit better geographically.

As for the NW corner of the new map, it could pop up in town somewhere sneaky possibly. Maybe here there could be a "secret" entrance, or not.
Image
Last edited by Madcap on 15 Nov 2006, 04:24, edited 1 time in total.
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Post by Platyna » 15 Nov 2006, 04:01

Madcap, could you edit your first post? Because you created VERY wide table. Thanks

Regards.
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Post by Madcap » 16 Nov 2006, 00:45

If someone with the power to decide could give me direction on where this map will be used, if it all, I will make the necessary changes and submit the file to Crush. If the map will not be used, please let me know so I can stop thinking about it. Thank you.
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Crush
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Post by Crush » 16 Nov 2006, 00:51

You should bring up the topic on #tmwdev. Preferably roughly around central european evening time.
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Post by Madcap » 16 Nov 2006, 01:00

So when is that in terms of GMT?
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