updated map 9 next draft

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MerlinX420
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updated map 9 next draft

Post by MerlinX420 » 13 Feb 2008, 11:47

The next draft of map 9

Image

The file for the map:

http://www.fileden.com/files/2007/8/20/ ... 9-1.tmx.gz

The only thing that might change are border tiles to meet the next maps.
Then script files.

Anything I should change before moving on to the next map(s)?
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Post by Simeon » 13 Feb 2008, 19:55

Looks nice! :)

Here's what I've seen (only checked it in the editor):

Image

I'm not sure about the collision of the building but I can't really determine what the building looks like in 3D (what kind of roof) but it feels like there are too many collision tiles (compared to the smaller building next to the main building).
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Crush
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Post by Crush » 13 Feb 2008, 20:42

-There are a lot of one-tile wide passages. These are very easy to block and thus should be avoided (that path at the river in the southwest is a really, really bad example)
-There is no reason for having trenches in the ground of a fruit tree farm. Use grass or normal dirt.
-The bridge to the east just looks wrong. Tha grass in the water north of it looks quite strange, too. By the way: the river doesn't has to stay there. There is nothing wrong with continuing the land as it is.
-There is something really wrong with the big building and its roof. Take a look at how the hotel on the woodland village map is made.
-Flowers at the plants on the walls: Good idea, but it doesn't work when you put the flowers on the top layer. Same applies to the plants at 102:32 and 102:35.
-Regarding the collision placement around 105:40 - characters should be able to walk a bit behind the cliff. Check the other cliffs for examples.
-Some minor mapping errors: 136:21, 100:32, 88:28, 102:28, 112:55, 86:20, 86:21, 71:44, 71:45, 87:36, 114:16
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Map 9

Post by MerlinX420 » 15 Feb 2008, 12:47

Here's an updated draft of map 9.

Image

Tmx.gz File

http://www.fileden.com/files/2007/8/20/ ... 9-1.tmx.gz

Thanks for the feedback. I fixed the numerous problems.
Let me know if there are any more mapping/design flaws.

Thank You,
MerlinX420
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Post by Crush » 15 Feb 2008, 13:06

Why did you change that much in the northwest area? The area was so beautiful... Yes, there were some 1 tile wide passages, but all of them were only one or two tiles long and had an alternative route a few tiles next to them.

The house looks much better now, but there is still a geometrical error: the horizontal part of the building is one tile lower than the vertical part, but the roofs join on the same high. Making the horizontal part one tile higher would fix it. There is also something wrong at 94:22.
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Post by MerlinX420 » 15 Feb 2008, 13:29

Crush wrote:Why did you change that much in the northwest area? The area was so beautiful... Yes, there were some 1 tile wide passages, but all of them were only one or two tiles long and had an alternative route a few tiles next to them.
When I took out the river it didn't have a water source. So I kinda did away with that area. The cave entrance there is for something me and Qoal discussed.

I can always change it back...if you would prefer it that way. I liked the area also, but did not see a source for the water. I could have branched off a stream from the main river but the I would of had to do away with the rock formation. Open spaces are needed here because it can get crowded from everyone going after evil mushrooms and flowers.
Crush wrote: The house looks much better now, but there is still a geometrical error: the horizontal part of the building is one tile lower than the vertical part, but the roofs join on the same high. Making the horizontal part one tile higher would fix it. There is also something wrong at 94:22.
Yes I would think so. I did not want to join the buildings,but it looks much better that way. I should have noticed the roof of the back building should have a higher ridge line. (I build houses for a living and I should have seen it a mile away!) I'll look at the error.

Thank You,
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Post by Quiche_on_a_leash » 15 Feb 2008, 13:30

I prefer the map as it currently is in game.
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Post by Crush » 15 Feb 2008, 13:47

QOAL, the problem is that the map as it currently looks doesn't fit into the development plan of the argaes continent. The reason why I asked Merlin to work with the map was to get rid of the lake in the northeast.
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Re: updated map 9 next draft

Post by Simeon » 18 Feb 2008, 15:20

I seet that the map has been added to the server - the following things should be fixed though:

Image

From left to right:

- The characters appears to walk through the roof (left side of the building)
- Flowers appear on top of the character (bottom side of the building)
- So do these two plants (bottom side of the building)
- Character can walk on the roof
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Re: updated map 9 next draft

Post by Crush » 18 Feb 2008, 15:27

This looks like the first draft version from wednesday and not the updated version from friday.
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Re: updated map 9 next draft

Post by MerlinX420 » 18 Feb 2008, 15:32

That is the old draft. I had no idea that is was added to the server. I never saw it. Most of those things were changed. I liked the idea of the flowers on the wall but they don't work with it as a top layer.
Umm..I better log in and check...

That map isn't in the current game. Thats good because I need to edit the other maps that border this to make it fit. I'm almost done updating map 14 and plan on fixing up the rest of them by the end of this week.
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Re: updated map 9 next draft

Post by Crush » 18 Feb 2008, 15:36

It seems like the file got accidentally included in the update and now it got removed again.
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Re: updated map 9 next draft

Post by MerlinX420 » 18 Feb 2008, 15:39

Okay. Good. I'm still not done with it. I planned on having the new cave and the insides of the building done to go with it all. Also I haven't even started working on the quests for this map.
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Re: updated map 9 next draft

Post by Crush » 18 Feb 2008, 16:11

Indoor areas and quests can wait. The outdoor area has priority right now because they block the further development of the argaes continent.
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Re: updated map 9 next draft

Post by MerlinX420 » 18 Feb 2008, 16:41

No problem. I should have the other maps done by the end of the week. Once I'm done reworking th current area I don't really know how to go about going threw the Mountains. I imagine a map that just acts as a pass between the two forest areas. After that the plan is pretty clear from the overview.
I can see you reasoning for wanting the outdoor areas done first but creating just "blank" maps with no purpose leaves little to work with for imaginative purposes. There isn't a new or harder monsters that can be put into play. There isn't any new quests to be made. I see no purpose in creating these maps other than to close in on the purposed trade city. It would be quite boring to have the same old easy monsters and just blank land all the way to the trade city.
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