From The Mana World
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== map table==
== map table==


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[meta.wikimedia.org/wiki/Help:Table meta.wikimedia.org/wiki/Help:Table]
:[http://meta.wikimedia.org/wiki/Help:Table meta.wikimedia.org/wiki/Help:Table]
[http://bmanolov.free.fr/html2wiki-tables.php#wiki http://bmanolov.free.fr/html2wiki-tables.php#wiki]
:[http://bmanolov.free.fr/html2wiki-tables.php#wiki bmanolov.free.fr/html2wiki-tables.php#wiki]


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Revision as of 18:41, 31 January 2013

This is a work copy of the Map development page, designed to have the agrement of most developers before replacing the actual one

What is a Map?

Maps are an important part of The Mana World. First they are the part that make the world more "realistic". They include the graphical objects that decorates the world where players evoluate, restrain their movements and monsters' one too. With their attached scripts Monsters will be spawned, and also can allow some special behaviours (PvP for example) allowed. The NPCs are allocated to them.

Basically, a map is a set of layers containing graphics (used mainly by the client) and a script which will be executed by the server: monster spawning... One of the layers is the graphical background . Another one is the "collision" (invisible) layer which makes obstacles on beeings movement. The "Fringe" one is the layer where beings (players and monsters) will walk and integrate with decor. Maps are stored in the client data folder (the updates folder). You can play with them with the Tiled application, but beware to work on a copy, and respect the folders hierarchy structure.

map table

www.mediawiki.org/wiki/Help:Tables
meta.wikimedia.org/wiki/Help:Table
bmanolov.free.fr/html2wiki-tables.php#wiki
1 Tulimshar
2 Tulimshar indoor
3 Tulimshar arena
Map group Description Continent
001
1 Tulimshar
2 Tulimshar indoor
3 Tulimshar arena
A
002
1 Sandstorm, south of Tulimshar
3 Desert mines, level 1
4 Desert mines, level 2
C
003
1 Beach leading to woodlands
2 Beach house
B

Map

group

Description

Continent

001

1

Tulimshar

2

Tulimshar indoor

3

Tulimshar arena



Tonori

002

1

Sandstorm, south of Tulimshar

3

Tulimshar indoor

4

Tulimshar arena



Tonori

003

1

Beach leading to woodlands

2

Beach house



Tonori

004

1

Tulimshar

2

Tulimshar indoor

3

Tulimshar arena



Kaizei

Existing maps

Here a list of all existing maps:

Map Description
botcheck Bots Checking Area
001 1 Tulimshar
2 Tulimshar indoor
3 Tulimshar arena
002 1 Sandstorm, south of Tulimshar
3 Desert mines, level 1
4 Desert mines, level 2
003 1 Beach leading to woodlands
2 Beach house
004 1 Beach west of Tulimshar
2 Beach house
005 1 Snake desert, SW of Tulimshar
3 Snake pit
006 1 Desert mountains
3 Desert mountains caves
007 1 South east woodland
008 1 Woodland around Hurnscald
009 1 Hurnscald
2 Hurnscald indoor
3 Cave beneath Hurnscald
4 Orum's Caves
5 Brodomir's PvP Cave
6 Brodomir's Cave
010 1 South Woodland
2 Dimond's Cove
011 1 Central Woodland
3 Hermit's Cave
4 Lake Cave
5 Snake Lord's Cave ****(unavailable)
012 1 North Woodland
3 North Woodland caves
013 1 North East Woodland
2 Magic house
3 Cave
014 1 West Woodland
3 West Woodland caves
015 1 South West Woodland
3 Katze's Cave
016 1 Southernmost Woodlands
017 1 North Woodland Mountains
3 North Woodland Mountain caves
018 1 Woodland Mines (outdoor)
2 Woodland Mines (mining camp indoor)
3 Woodland Mines level 1
019 1 Snow Field
020 1 Snow Town (Nivalis)
2 Snow town indoor
3 Snow Town Cave level 1
4 Snow Town Cave level 2
021 1 Central Tulimshar
2 Central Tulimshar Indoor
022 1 Tulimshar Docks
023 1 Beach Cliffs **
024 1 Tulimshar Canyon/Tulimshar Magic School
2 Tulimshar Magic School indoor
3 Tulimshar Magic School cave (Ancient Amulets 1) **
4 Tulimshar Magic School (Ancient Amulets 2) **
5 Tulimshar Magic School (Ancient Amulets 3) **
6 Tulimshar Magic School (Ancient Amulets 4) **
7 Tulimshar Magic School (Ancient Amulets 5) **
8 Tulimshar Magic School (Ancient Amulets 6) **
025 1 Graveyard Swamp East (South-westernmost woodlands)
3 Main Cave (South-westernmost woodlands, Rossy quest)
4 Lock Caves (South-westernmost woodlands, Rossy quest)
026 1 Graveyard Swamp West
027 1 Graveyard
2 Graveyard Indoors (Caretaker, Reid's Inn)
028 1 Easter Island
3 Easter Island caves
029 1 Candor
3 Candor Cave (Fight cave)
030 1 Snow Field South (Romantic Place))
2 Snow Field South Indoor (Santa's workshop)***
031 1 East Nivalis (Nivalis Port)
2 East Nivalis indoor
3 East Nivalis Ice Caves
4 Cindy's Cage Cave
032 1 Desert mountains (Miriam extension)
3 Desert mountains (Miriam extension), caves
033 1 South-West Snow path (Barbarians Camp)
034 1 Snow Forest
035 1 Lumber Camp-1 **
039 1 Lumber Camp-2 **
040 1 TBA **
041 1 Tulimshar North-west beach
042 1 Tulimshar (Newplayers area)
2 Tulimshar (Newplayers area) Indoor
044 1 Snow Hills **
3 Snow Hills Ice Caves **
045 1 Deep Snow Forest
046 1 Highlands 1 (Rock Plateau)
3 Highlands Ice Caves
047 1 Highlands 2
048 1 Blue Sage's Outdoors
2 Blue Sage's Library
049 1 Barbarian Village-1 **
2 Barbarian Village-1 indoors **
050 1 Barbarian Village-2 **
2 Barbarian Village-2 indoors **
051 1 Illia sisters dungeon-1 **
2 Illia sisters dungeon-1 **
052 1 Illia sisters dungeon-2 **
2 Illia sisters dungeon-2 **
053 1 Barbarian Village-3 **
2 Barbarian Village-3 indoors **
054 1 Barbarian Village-4 **
2 Barbarian Village-4 indoors **
055 1 Woodlands Hills (East) *
3 Woodlands Hills (East)-Caves*
056 1 Woods*

(*) Map pending release (**) Map planned or under construction (***) Temporary Map release

How to map (Please read this prior any map development)

If you need more in depth information about building maps read the Mapping Tutorial Bur keep on reading the following.

guidelines

  • Size: around 200x200 tiles is good in practice, though the theoretical maximum is 2048x2048
    • In the Argaes woodland, outdoor maps should be 150x120 including the 20 tile border.
  • Tile size: 32x32
  • Map border: you have to leave a non-walkable but properly designed border around the map of at least 20 tiles (Diagram)
  • Walls/players proportions: a normal door for a player is 2 tiles in height
  • Indoor/Outdoor proportions: it is not required that inside view of buildings has to fit the size in outside view
  • Path reference: please use tmw folder structure to keep references to tilesets working
  • Transparent color: tilesets use alpha so no need to set a transparent color
  • Layers: each map can have many layers. Two layers are special:
    • Fringe: this layer is drawn simultaneously with items and beings, where tiles north of a being are drawn behind the being and tiles south of the being are drawn in front. Hence this layer is suitable for adding static objects to a map like plants or statues.
    • Collision: this is a special layer for which you have to use the collision tileset. Use the red collision tile where you want a tile to be unwalkable. Be careful that even if a tile is not reachable, but it's walkable, the server can spawn monsters there, so you won't be able to reach them, or you can cause weird situations. For example fill a wall with collision tiles, not only the borders, or you could have monsters spawning inside the wall.

In a good style of mapping, please always use the lowest layer as possible (this is also in the interests of performance, since it keeps down overdraw).

Map naming conventions

The naming scheme we're using at the moment is the following:

Format: XXX-Y

Definitions:

XXX
Map number
Y
Level. Outdoor maps are level 1, indoor have 2, caves 3+.

This scheme can be used for all current maps and can be easily extended for new maps types as they are added. We might also split the the overworld into terrain types, but this can cause problems with the the other two types because of duplicate numbers.

Comments
After discussion with Fate and Platyna, please use the following naming scheme: XXX-Y-(map|cave|in)[-name]. Where XXX is the unique ID (padded with 0's), Y the level, then the type of map (like you have at :the start above) and then optionally a name for clarity. Advantages are convenient ordering, still being able to parse the name for the magic system and allowing for (short) names. --Bjõrn :20:40, 6 October 2008 (CEST)
Done. Edited per discussion on IRC. — Jaxad0127 21:20, 6 October 2008 (CEST)
old article is here: EAthena Map Names.
On the new server we will be able to have a much more convenient map names. Refer to the Map naming article for details.

Tiled

Tiled is a graphical application, available to various platforms that let you create (among others) TMW Eathena maps you can ger it at http://mapeditor.org