[WIP] Tileset and mapping - CR1 - AxlTrozz

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Rotonen
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 08 Jun 2010, 08:32

I would like from this subproject next:

A list of maps, map sizes and warp connections we need for CR1. Sets the goal nicely.

Initially we can just create empty maps with base floor tiles with appropriate warp connections and then start filling in the world into that as soon as stuff gets done so we see if stuff actually works in-game.

The list does not have to be final. Things can be both removed and added later on.

The list should be a document in our wiki someone is responsible for keeping up to date.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 » 08 Jun 2010, 17:16

  • Academy
    • Exterior
    • Interior
  • Fields
    • Exterior
    • Interior? (like sheds)
  • Town
    • Exterior
    • Interior
We may need more depending on the quests we decide on.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Bertram » 08 Jun 2010, 21:38

Hi,

Should we maybe use i's inkscape maps and put a grid on them to see what map correspond to which part?

Should we call the maps based on their names, or on a map grid, like D4, G3, or something else?

Best regards.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 » 08 Jun 2010, 22:13

No need for a grid, and we've already divided up the island.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 09 Jun 2010, 14:36

Beach, lagoon, forest, lighthouse?

I do like the simplicity of "academy + town + fields".
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Crush » 09 Jun 2010, 17:12

I would still recommend to use the naming conventions mentioned here:
http://wiki.themanaworld.org/index.php/Map_naming

Natural names like "academy.tmx", "town.tmx" or "fields.tmx" will quickly get confusing when more content is added.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 » 09 Jun 2010, 17:50

Crush wrote:I would still recommend to use the naming conventions mentioned here:
http://wiki.themanaworld.org/index.php/Map_naming

Natural names like "academy.tmx", "town.tmx" or "fields.tmx" will quickly get confusing when more content is added.
What about subfolders?

tutorial/academy.tmx, tutorial/town.tmx, tutorial/fields.tmx
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by John P » 10 Jun 2010, 06:22

You're the dev - don't subfolders create extra work for later manipulation?

Call it Island instead of Tutorial, in case we do come back and make it more than just the tutorial.

On that note, I have been using Kaleko as a placeholder for the island name. I've also been watching Lost, and "The Island" always sounds cool.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 » 10 Jun 2010, 07:00

Depends. If we do two separate copies for tutorial and later visits, then having different map files for them will allow us to make changes. If you return to the same place, than tutorial is still a good name. BTW, the map path isn't stored anywhere. Only the reference number in maps.xml. So we can change the map path without breaking things (unlike in *Athena!).
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 10 Jun 2010, 07:52

None of how you technically name files to has anything to do with tileset and mapping of CR1. You're talking about packaging here.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by meway » 06 Jul 2010, 23:52

Bump
jaxad0127 wrote:
  • Academy
    • Exterior
    • Interior
  • Fields
    • Exterior
    • Interior? (like sheds)
  • Town
    • Exterior
    • Interior
We may need more depending on the quests we decide on.
How is this doing? I know ivan has been working on some things. I should say most of these things out of anyone.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz » 17 Aug 2010, 12:45

I would say please post any WIP on this thread. That way we know where we stand, I've been trying to rescue old work (done with Len and never used). I'll post it later.

Fother if you have some WIP that you would like to be included on CR1 please post it.

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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz » 17 Aug 2010, 12:52

A few days ago Len and I worked a nice piece trying to get a good texture and create a Shrine, the outcome was this pillar,

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May be the pillar is not relevant, but the texture, palette, light, shapes can be used for the CR1 somehow.

Any idea ?
Also anyone is welcome to reuse it.

Regards
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz » 17 Aug 2010, 12:59

Academy:

Most of you know this but I suggest use this tileset for the Academy :

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I dd this map using this tileset :

Image

I know there is a lot of work has to be done and several things to be fixed but can be easier than start the Academy from scratch.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 17 Aug 2010, 22:10

So the castle tileset for the outer walls and the old temple tileset for the courtyard buildings?

At least palette tweaks are in order to match the tilesets. By this I do not propose to change the material of the temple walls from sandstone to what the castle tileset looks like. We'll see how this looks finished.

John P, snake motifs fitting in your plans?
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