StendhalRefactoringAtlas: Difference between revisions

From Arianne
Jump to navigation Jump to search
imported>BerserkerA3
imported>BerserkerA3
(No difference)

Revision as of 16:28, 29 June 2007

Atlas (CVS state)

http://img208.imageshack.us/img208/8488/worldthumbln0.png

  • 100% scale map: [here] (as of 2007-04-05)
  • 100% scale map with zone names: [here] (as of 2007-04-05)
  • 100% scale map with dungeon entrances: [here] (outdated)

World Atlas

My (miguel) idea for world is as follows:

http://arianne.sourceforge.net/wiki_images/atlas/THM_stendhal_world_1.00.jpg
Image: Hand draw World map

100% scaled map

The yellow box represents the current world status.

Proposal for next release

Here it is the map. The map inside the black line is what we have done until now.

http://img125.imageshack.us/img125/4039/thmexpectedworldmapdevexr8.png

  • 100% scale map: [here]

Help us to complete it :)

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. 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.

This way we could automate the map creation and zone change feature.

Size

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.

Assigned Maps

I have just ported the maps to the new tileset format.

So since now please use only tilesets found inside stendhal/tiled/tileset

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. 
You can contact me at IRC ( mblanch or miguel )

Ados

  • there are some interiors in ados where the tiles are not placed in the right layers, so maps should be checked BerserkerA3: [done]
  • 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, and a fisherman's house [done].
  • Interior business for ados: Blacksmith dine: [done], Zara's house dine: [done] Town hall kymara/someone else: [done] Library: /del>kymara: [done] Fishers' houses 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, 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" 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)
  • The church needs a nice interior, too. Perhaps something similar to Fado. 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
  • 0_ados_mountain_n_w2 there is something wrong with the tiled for the entrance to -1_ados_caves BerserkerA3: [done]

Fado

  • 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]
  • lover's rooms in 25x25 with special original theme to each - please ask lenocas on IRC for details before starting lenocas [done: ~10]; kymara [done 4]; sshk5 [done: 1]
  • a weapons buyer kymara: [done]
  • Sort out Bakery kymara: [done]
  • fix map bugs on battle arena kymara: [done]

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

Semos

  • 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.
  • the house interior in semos_village_w near Nishiya could be customised
  • some doors at semos_city have no frame BerserkerA3: [done]

Orril

Kikareukin

  • 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.

Wofol

It got split to reduce lag - take 128 off the x positions below

  • there are 43 houses which are 5x5 big. So there should be around 10 interiors for kobold houses. BerserkerA3: [done]
  • library, position: mine_nw 59, 79
  • bar, position: mine_nw 5, 65 BerserkerA3: [done]
  • blacksmith, position: mine_nw 17, 76 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


Some ideas collected from this log: http://mblanch.homeip.net/irc-logs/index.php?date=2007-03-21
- make houses like doghouses
- small buildings
- they like more soil than green
- they like maybe red soil
- crystals

Overall

  • This is a big one: getting all dungeons interlinked! Ask mblanch if you want more details; connection from ados caves to orril dungeon [BerserkerA3,done]
    Please be sure to make outside maps multiplo of 128

Please add your name to maps you are working on

Check our non refactoring page about completed maps and maps half completed in the tiled editor
Stendhal Atlas





Back to stendhal refactoring page
Back to Stendhal main wiki page