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{{Navigation for Stendhal Top|Contributing}}
= Atlas (CVS state) =
{{Navigation for Stendhal Contributors}}
{{Stendhal Atlas}}


<!-- TODO: Use this template, if there is no new stuff in CVS
{{SmallWorldMap}} -->


Sometimes people have a very good idea but don't contribute it because they are afraid that creating a map is very difficult, that it may require a deep knowledge of computer programming. And other times people who know the ins and out of computer programming would like to create a map or change it but don't have a good idea how that can be done.
http://img208.imageshack.us/img208/8488/worldthumbln0.png


This page wants to bring people with different skills together to create new and interesting maps and changes to existing ones. Starting from the very first rough idea to an implemented map that is well tested, fun to play and interesting to explore.
* 100% scale map: [[http://www2.speedyshare.com/data/901665210/2994626/46940125/World%20Map%20-%20No%20Labels.png here]] (as of 2007-04-05)
* 100% scale map with zone names: [[http://www2.speedyshare.com/data/204732870/2995142/44085018/World%20Map%20-%20Labels.png here]] (as of 2007-04-05)
* 100% scale map with dungeon entrances: [[http://img216.imageshack.us/img216/4044/worldnamesanddungeonsmn2.png here]] (outdated)


'''If you are unsure about something, got lost, or just want to talk about Stendhal, please join [http://stendhal.game-host.org/?id=content/game/chat #arianne] and ask. This channel is really friendly and helpful.'''
= World Atlas =
My <small>([[MiguelAngelBlanchLardin|miguel]])</small> idea for world is as follows:


= Atlas development states =
http://arianne.sourceforge.net/wiki_images/atlas/THM_stendhal_world_1.00.jpg
<br><small>Image: Hand draw World map</small>


== Early proposals ==
[http://arianne.sourceforge.net/wiki_images/atlas/stendhal_world_1.00.jpg 100% scaled map]
The part of Faiumoni that is seen in Stendhal is only a small part of the island, and this hand drawn world map illustrates what the rest of the world may look like. The yellow box around [[Semos]] village, city and [[Or'ril]] Castle indicates the state of the world at a much earlier version of Stendhal.


== Expanded World ==
The yellow box represents the current world status.
By June 2007, when Stendhal 0.60 was the current version, the world was a lot bigger and the expected eventual world size had also shrunk dramatically. The current state of the world at that time is inside the black box.
== Proposal for next release ==
Here it is the map.
The map inside the black line is what we have done until now.


== Current state and plans ==
http://img125.imageshack.us/img125/4039/thmexpectedworldmapdevexr8.png
We are improving existing maps, filling empty spaces and adding interiors where needed. We do not foresee great expansion as suggested in the past, we have seen that the world, simply, is big enough, and we want to focus on filling the empty spaces, improving the quality and adding quests and dungeons.
* 100% scale map: [[http://img125.imageshack.us/img125/6493/expectedworldmapdeveloplv2.png here]]


The following maps are currently in a reworking process. '''Any further changes should be published in IRC #arianne to make sure, that there won't be any coincidences.'''
Help us to complete it :)


== Atlas development over time ==
= Naming =
The actual naming scheme is simply not scalable.
We need to adopt a naming scheme that allows proper single identification of the zone we are talking ( village is a bad example, semos_village is a better idea ).


{|
Each map will contain properties about its position (x,y) and its level will be determined by its location.
|[[Image:Handdrawn stendhal world.jpg|thumb|right|150px|Handdrawn world map, 2005]]
We do really want to automate the process of choosing a new zone when leaving the old one.
||
Also we plan automating the portal system by using stairs and holes to move exactly above and down the current map.
[[Image:Stendhal_world_0.40.jpg|thumb|right|150px|Stendhal 0.40 world status, December 2005]]
||
[[Image:Expected world development.png|thumb|right|150px|World plans in June 2007]]
||
[[Image:worldsmall.png|thumb|right|150px|Current world map]]
|}


= Naming maps =
This way we could automate the map creation and zone change feature.
Please see [[HowToUseTiledToCreateStendhalMaps2#Zone_naming|Zone naming]]


=Size=
=Size=
Maps can have any size, but big maps use a lot of bandwidth on Sync perception, so we prefer smaller maps such as 128 x 128, that are big enough for the player to move on them without being a bandwidth waster.
Currently the biggest map is 256x256 and it is the rat_dungeon_001.
Maps can have any size, but big maps use many bandwidth on Sync perception, so we prefer smaller maps as 128x64 or 64x128, that are big enough for the player to move on them and it doesn't are a bandwidth waster.


On the other hand, if a map is not very visited we can use a big one like 256x256 or even 512x512, but keep in mind that if the zone gets crowded it will affect server bandwidth usage badly.
On the other hand, if a map is not very visited we can use a big one like 256 x 128, or even 256x256, but keep in mind that if the zone gets crowded it will affect server bandwidth usage badly.


'''All outside maps and dungeon maps should be multiples of 64, ideally multiples of 128.'''
=Assigned Maps=
<pre>
I have just ported the maps to the new tileset format.


Interiors can be any size, see [http://arianne.sourceforge.net/wiki/index.php?title=HowToUseTiledToCreateStendhalMaps#Some_suggestions_when_making_interiors_maps here] for details on how the size of an interior should compare to how it looks from the exterior.
So since now please use only tilesets found inside stendhal/tiled/tileset


= Maps needing work =
Please make sure you are using the lastest map editor.<br>
If you have maps to be ported to the new format send them to me.
We'd rather have existing maps fixed/decorated than add too many new maps, for now. Read on to find out how you can help.

You can contact me at IRC ( mblanch or miguel )
''' Please add your name to maps you are working on, and score them through when you're done. You may ask in IRC #arianne first which map needs a rebuild or if someone is already working on some if you are not sure. The link is given on top of this page. '''
</pre>


==Ados==
==Ados==
* Interiors for Ados city. dine has created the buildings, just needs interiors. Please ask on IRC. In particular: a room for a spinnery, a weaving mill. ''BerserkerA3''
* there are some interiors in ados where the tiles are not placed in the right layers, so maps should be checked
* plans for 0_ados_mountain_n2_w2 - below ground - may tie into current caves/tunnels below, but there will be a mine on sub level 2 -
* Level-1\ados\city.tmx, walls are in the wrong layer (0_floor)
* Interiors for Ados city. dine has created the buildings, just needs interiors. Please ask on IRC. In particular: a room for a spinnery ''BerserkerA3'', a weaving mill, <del> and a fisherman's house</del> [done].
* Interior business for ados: <del>Blacksmith</del> ''dine: [done]'', <del>Zara's house</del> ''dine: [done]'' <del>Town hall</del> ''kymara/someone else [done]''<del> Library: /del>''kymara [done]'' <del>Fishers' houses</del> ''dine: [done]''
* There should be a sewage water system (canalization) at level -1 under Ados city. It should contain rats, caimans (cp. "Alligators in the NY sewers") and some mutants (cp. Futurama). There can be entrances to the sewers via some open gullies, and maybe we can have a water works building somewhere.
*Barracks, <del>working on the barracks with 2 levels. Ground level for normal soldiers and upper level for the leadership with a big room and a big table like the "Round Table"</del> BerserkerA3: [done], Additionally there will be a underground level which links the barracks with the wall. So one can walk on the wall.
* In the castle there will be a princess who gives one a task. ''dine can do the castle when she finished the canalization (or sshk5 if he still wants to do it)''
* <del>The church needs a nice interior, too. Perhaps something similar to Fado.</del> ''BerserkerA3: [done]''
* -1_ados_caves there are the wrong tiles for the entrance, it is fixed but the exactly entrance graphics are missing, so when the exactly matching graphics are available it can be corrected ''BerserkerA3''
* <del>0_ados_mountain_n_w2 there is something wrong with the tiled for the entrance to -1_ados_caves</del> ''BerserkerA3: [done]''


==Fado==
==Fado==
* Fado beer garden needs some light at night - lamps? and the blending layer (be careful with animation)
* 10 20x20 interior rooms for tim's hotel. not lovers rooms. Please don't use special lover items like nice glasses or flower baskets ''sshk5 [done: 2]''
* 10 20x20 interior rooms for tim's hotel. not lovers rooms. Please don't use special lover items like nice glasses or flower baskets ''sshk5 [done: 2]'' ''don't worry about this yet till we have a way to reserve rooms [[User:Kymara|Kymara]] 04:15, 19 December 2007 (PST) ''
* <del> lover's rooms in 25x25 with special original theme to each - please ask lenocas on IRC for details before starting </del>''lenocas [done: ~10]; kymara [done 4]; sshk5 [done: 1]''

* <del>a weapons buyer</del> ''kymara''
==Kalavan==
* <del>Sort out Bakery</del> ''kymara''

* <del>fix map bugs on battle arena</del> ''kymara''
==Kirdneh==


==Nalwor==
* interior of Nalwor tower. 6-7 floors 18X18. An NPC elf princess will ask for a rare flower in a far away mountain. ''Athana'' ''[(int_0_nalwor_city_house_76)]''
==Kotoch==
==Kotoch==

* Club of Thorns maps - see [[StendhalRefactoringQuests#Club_of_Thorns_-_the_Orc_Saman]] for location of portal entry and quest details
==Semos==
==Magic city==

* There are 2 buildings at the entrance of semos mine on 0_semos_mountain_n2 that have no interior. The central building has an interior (the puzzle quest) when it is a semos mine town revival week.
has few interiors now. Could use more, with ideas for npcs and with stronger creatures inside (the current ones people don't go in if they only have mage elf or something, but they'd probably go in for a chaos sorceror!) remember to use creatures that are magicians, wizard, witch , priest, sacerdotist, healer or mage only. Oh and snarfkins which are the pets of wizards.
* the house interior in semos_village_w near Nishiya could be customised
: I added 4 more - house5 and house6 and clothing_boutique and flower_shop - needs NPC or creature inside. bleu made them [[User:Kymara|Kymara]]
* <del>some doors at semos_city have no frame</del> ''BerserkerA3: [done]''

==Nalwor==


==Orril==
==Orril==
* The room beyond the lich in the palace has plans made for it. Athana and kymara will work on this. See http://sourceforge.net/tracker/index.php?func=detail&aid=1521165&group_id=1111&atid=351111 or ask in irc.


* Create growing fields in orril mountain nw up against the natural boundries. this is to plant flower seeds and nearby will be a florist to purchase the harvested flowers or use Fleur and enable her to purchase
==Kikareukin==
items. added 18.12.2010
* The clouds on 6 kikareukin islands aren't obviously clouds. They need some blue sky too. The caves need interest adding and some appropriate creatures. perhaps check on irc if there are plans for which creatures to have.

==Rat City==

The Rat City is in -3_orril_dungeons. There could be made interiors for it. Ideas for useful/interesting NPCs to go inside will make it better. being worked on by Norien.

==Semos==

* building(s?) in semos_plain_ne
* Bleutailfly has made a skeleton for interiors for a tower for semos (i think it's meant to be for one of the ones on the ridges? as the one by mines is very narrow). They need decoration and stairs put in, and a purpose/story (like some NPCs who do somehting there.)
* Plans for new high lvl creature to live in the empty circle portion of chaos area in map -1_semos_mine_n2_e2 - tigertoes

*I enjoyed all the gardens in deniran, maybe semos and the area around it could have more detailed grass and plants and tree types? qwepss

==Wofol==
==Wofol==
''It got split to reduce lag - take 128 off the x positions below''
* <del>there are 43 houses which are 5x5 big. So there should be around 10 interiors for kobold houses.</del> ''BerserkerA3: [done]''
* library, position: mine_nw 59, 79
* bar, position: mine_nw 5, 65 ''BerserkerA3''
* <del>blacksmith, position: mine_nw 17, 76</del> ''kymara: [done]''
* town hall and bureaus, position: mine_nw 56, 99
* weapon shop, mine_nw 6, 23
* building, position: mine_n_w2 120, 29
* building, position: mine_nw 22, 109


* the building at mine_nw 22, 109 and 27, 109 could need an interior
* -2 semos mines w2 has a big empty square ... obviously the balrog needs a lot of space but still ... it's so geometric and barren ''bleutailfly''


Some ideas collected from this log: http://mblanch.homeip.net/irc-logs/index.php?date=2007-03-21<br>
Some ideas collected from a look of 2007:
- make houses like doghouses<br>
- make houses like doghouses<br>
- small buildings<br>
- small buildings<br>
Line 108: Line 103:


==Overall==
==Overall==
* Fixing any maps which add to the grid line appearance on the world map by softening the edges
* This is a big one: getting all dungeons interlinked! Ask mblanch if you want more details; <del>connection from ados caves to orril dungeon</del> [BerserkerA3,done] <br> Please be sure to make outside maps multiplo of 128
* Putting barriers (natural looking, if possible) at edges of the world so that the player is not fooled into thinking he can change zone


= Unofficial / Already not officially approved Ideas =
'' Please add your name to maps you are working on ''

== Bramantos ==
(description and history of Bramantos)<br>
A Legend talks about this city.
It's like the story of Babylon, but it is somewhat different.
Citiziens of Bramantos were very scrooge and arrogant.
They were so arrogant to think to be Gods, becouse their technology was very very advanced.
But it is said that, one day, this arrogance was too much to be tollerated, so a giant earthquake buried the city downside the deepest part of the hell.
Legend say also that citiziens are still alive but losing any kind of mind health so all tech knowledge they had was lost. Now they are probably strong like demons and walks together with them. Their power was highly increased by darkness.

(type of enemies)<br>
Bramantos citiziens should be high-level but give low experience (becouse they strong due to darkness in the hell, but no experienced to give nice exp becouse they are mindless). Perhaps Bramantos city could be covered also with imps or other kind of demons.
A place for those few high-level that doesn't find any challenging place

(a shot for bramantos archress)<br>
[http://nomeneditor.sourceforge.net/preview_bramantos_char.bmp Here a Preview] of what kind of enemies they are (for testing reasons I included in my local pc as an NPC but don't take care about her name). In order to develop Bramantos units I am not using charas, but another source so I have to do some manual mods. The highest problem is that they appear as moving legs very very quick. Minor problem: they appear little taller than you

--[[User:Nobun|Nobun]]
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=Important Notes=
Check our non refactoring page about completed maps and maps half completed in the tiled editor <br>
Check our non refactoring page about completed maps and maps half completed in the tiled editor <br>
[[StendhalAtlas |Stendhal Atlas]]
[[StendhalAtlas |Stendhal Atlas]]


Even if you are an experienced map maker please take the time to check the two tiled tutorials for hints and tips and to avoid common errors. Particularly see the TroubleShooting sections and Zone naming conventions. They are at:
*[[HowToUseTiledToCreateStendhalMaps |How to use tiled to create maps]]
*[[HowToUseTiledToCreateStendhalMaps2 |How to use tiled to create maps: continued]]

Finally if you want to check about how to add your maps to the world, and in particular ''proper use of portals'', see
*[[HowToAddMapsServerStendhal | How to add Maps to the server in Stendhal]]
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[[StendhalRefactoring| Back to stendhal refactoring page]] <br>
[[StendhalRefactoring| Back to stendhal refactoring page]] <br>
[[Stendhal | Back to Stendhal main wiki page]] <br>
[[Stendhal | Back to Stendhal main wiki page]] <br>

[[Category:Development]]