DONE - Create Northern Mountains Maps

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Post by rc Mon Apr 11, 2016 4:36 pm

Status:
All completed by apsyll.

Refer to Overworld Design for a global overview of Raining Chain overworld.

We are currently looking for someone to design one or multiple maps part of the Northern Mountains region following the plan made by Boo.
Check Map Creation Tutorial for info about creating maps.

DONE - Create Northern Mountains Maps Northe10


Last edited by rc on Thu Sep 29, 2016 7:41 pm; edited 6 times in total
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Post by apsyll Wed Aug 03, 2016 7:56 pm

Note by Ark: I replaced all outdated coordinates in this thread with the new ones as seen in the image above. The original coordinates are striked through.

Ok Start with D1 E6

1A B C D...
2
3
4...
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Post by Ark Thu Aug 04, 2016 9:45 am

@Apsyll, I'm not sure what you're saying. I'll assume that you mean that you are working on D1 E6 now. If that's the case: Thank you for contributing aswell! Please enjoy it.

@RC, I think you should start with Town as X0Y0 to make the coordinate system compatible with all map contributions which will be important once the plans intersect (which they already do!). The coordinates will then be written in the format X0Y0. For example what is now D1 E6 will be X0Y-1 and The Entrance (west of Town) would be X-1Y0, while Trade Route would be X1Y1.
Edit: Has been denied by RC.

I volunteer to map the transition from Town to chuy's Eastern Valley. Once D2 E7 of the Northern Mountains is done, I'll retcon the path to the valley by overwriting the dark area to D2's E7's lower right. I might also add a shortcut there, but it looks like a good opportunity for a tunnel that itself has another 3 maps.
If you're not sure what I'm talking about, please check the third image ( https://i.imgur.com/ic4gKta.png ) in this post: http://forum.rainingchain.com/t70-in-progress-design-east-valley#238
Edit: Has been solved. Northern mountains were positioned further upwards so no intersection occurs.

I can't tell when I'll begin work on them though. I'd rather finish the cliff tool first before working on those. I need D2 E7 (or just D1 E6, doing D2 E7 myself then, depends on whether someone else works on it already) and Eastern Valley before I can work on the transition anyways.


Last edited by Ark on Sat Aug 06, 2016 2:19 pm; edited 2 times in total
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Post by apsyll Thu Aug 04, 2016 10:01 am

@Ark Yes that was what i wanted to say sorry my english isn't in the best form today:/

I would also suggest to use the coordination system to prevent the confusion I have now because I thought I would do the transition from the town to the north mountain Is this true or not?

I would aslo add a system to keep track of the floor- and wall-tiles and the "height" of the edges also the position of the travelpoint(teleporter) to travel between the maps to keep these in the linked maps at the same position and get a smooth transfer from one map to another.
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Post by Ark Thu Aug 04, 2016 12:41 pm

apsyll wrote:@Ark Yes that was what i wanted to say sorry my english isn't in the best form today:/
Don't worry. I ask when I don't understand something.

apsyll wrote:because I thought I would do the transition from the town to the north mountain Is this true or not?
Overview: https://i.imgur.com/EoQxBPR.png Edit: Overview is outdated! See http://forum.rainingchain.com/t72-overworld-map-plan-design
The area starting at X2Y-1 is being made by Chuy89 (see http://forum.rainingchain.com/t70-in-progress-design-east-valley )
The area starting at X0Y-1 (D1 E6) is being made by you (apsyll). And yes, it is a transition from town to Northern Mountain.
But X1Y-1 (D2 E7) blocks X2Y-1. That's why I (Ark) will add a path to X1Y-1 after X1Y-1 and X2Y-1 have been made. Which will be the transition to East Valley. See https://i.imgur.com/rtiP1YB.png .
@Apsyll: After you're done with X0Y-1, tell us if you'll work on X1Y-1, too. That way I know whether I have to do it myself or not. But do not add the path for East Valley yet because we don't know what X2Y-1 looks like when it is done.

apsyll wrote:I would aslo add a system to keep track of the floor- and wall-tiles and the "height" of the edges also the position of the travelpoint(teleporter) to travel between the maps to keep these in the linked maps at the same position and get a smooth transfer from one map to another.
No need for a system. Whenever two maps touch, the younger one has to 'obey' the older one. But in some cases like X1X-1, it can be done after both have been made.
But yes, that means that X0Y-1 has to watch out for X0X0 and X-1Y-1. Simply bend the design a bit to fit your map in. Like, draw a forest at the west border of X0Y-1 and have mountains start just after that. Just follow the 'neat trick' as mentioned in the first post of this thread. You can find X0Y0 and X-1Y-1 in the QuestCreator, in the quest QfirstTown.


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Post by apsyll Thu Aug 04, 2016 9:30 pm

Ark wrote:
No need for a system. Whenever two maps touch, the younger one has to 'obey' the older one. But in some cases like X1X-1, it can be done after both have been made....
There is no need but it would be a high improvement of quality of life because the two maps are acessable but the other aren't so when a new person want to start a map he has to count ingame and that is realy annoying, maybe this could be fixed with an downloadable "map library" but I would prefer this system.
I go with a 82x82 map and added the sorounding terrain on the edges and when I am finish I will shrink the map to 80x80 in the center.
I would go to -1/1 but I have not that much time so maybe you are faster if you don't wait for me, when you upload the map I will add your edges to my map.

PS: should I add forest on the western side or will we change the -1/-1 map after I finished my map?
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Post by Ark Fri Aug 05, 2016 12:15 pm

Ah, I misunderstood your request. Well, the 82x82 or the 'neat trick' solutions are currently the easiest available ones. Yes, there could be a tool that does the 82x82 (or even the whole map in one gigantic file) automatically and crops automatically as well, but it has to be developed first. I agree that it would be nice to have.
There could be a cursor tile coordinates display in the game though (e.g. /showpos command or in settings). That'll give us an alternative to copy&paste and allow us to check where what is without having to download the Quest Creator.

PS: should I add forest on the western side or will we change the -1/-1 map after I finished my map?
I'll leave that for RC to decide. If I were in your place I'd do whatever I want and upload any changes to -1/-1 as well. All that matters is that it looks good and doesn't affect gameplay too much or at all.
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Post by rc Fri Aug 05, 2016 10:58 pm

I made some changes with the overworld design.
http://forum.rainingchain.com/t72-overworld-map-plan-design

The northern mountain is no longer directly connected with the town.
This means you are free to begin the first mountain tile any way you want. It doesn't have to sync with the town.

I (or Ark) will create the map that will connect the mountains area and the town.

####################

What tile is E6?
The design has B4,C4,D1,D3,D4,D5,E1,E2,E3,E4.
E6 is not in the plan.
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Post by apsyll Mon Aug 08, 2016 11:05 am

Ok a quick
WIP:
screenshot I am still working on it but I have not that much time I hope that is ok for the development I would work on the next map after I finished this one
Next = Global coordinates: x1 y-2 or coordinates from first message: E1
Done = Global coordinates: x0 y-2 or coordinates from first message: D1 Map link
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Post by rc Mon Aug 08, 2016 11:01 pm

That looks great! Nice job.

A few things I'd mention is that stairs must be at least 2-width else the player won't fit. Normally, 3 width is recommended so all monsters fit too.

The color of the larger rocks depends on the tile it is on. On the darker one, use the darker rocks. You can also combine the 2 rocks to create up to 16 different rocks.

About left-right stairs, the small 1x1 tile. http://puu.sh/quDXe.png

Check the first image of this thread for the coordinate system.

Keep the good work Very Happy
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Post by apsyll Tue Aug 09, 2016 5:06 pm

Thank you
used your suggestions and polished the map again looks now like this
screenshot:
and here is the map
when you give me your ok for this map I will move to the next one E1.
have fun apsyll
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Post by rc Tue Aug 09, 2016 8:08 pm

Perfect! Keep them coming Very Happy
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Post by apsyll Wed Aug 10, 2016 8:59 pm

Ok the next
WIP:
Screenshot from E1
I will polish the map again in the next days.
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Post by rc Thu Aug 11, 2016 7:17 pm

Great!

For the stairs going downwards (like in the center), use the horizontal striped stairs. The "big" stair is when going upwards.
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Post by apsyll Thu Aug 11, 2016 8:08 pm

Ok I think I'm Done
here the
screenshot:
and here is the map
starting with E2...

edit:
Layout for
E2:
I hope you like it it;)
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Post by apsyll Mon Aug 15, 2016 9:23 pm

Ok finished E2 here the
screenshot:
and here the map
have fun apsyll


Last edited by apsyll on Mon Aug 15, 2016 9:33 pm; edited 1 time in total
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Post by rc Mon Aug 15, 2016 9:27 pm

Great Very Happy Center of that map will probably have a dungeon entrance.
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Post by apsyll Mon Aug 15, 2016 9:36 pm

changed the map again to add a teleport location to the north.
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Post by apsyll Mon Aug 15, 2016 10:02 pm

Is it possible that I add some deco elements to the sheet like:
dry grass, dry bushes, skeletons, rough earth, ruins, ect...?
is there a maximum or other limitations beside the styleguide I have to respect?
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Post by rc Mon Aug 15, 2016 10:22 pm

The tileset elements must be able to usable in various contexts. (Ex: Mushroom and mountains can be used on any grass and ground.)

Elements must not have a black border. Black borders are for interactable entities. They must have a border color which is half-way between the center border and black.

Elements must be made with collision in mind. Each tile (16x16) is either fully solid or fully walkable.
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Post by apsyll Mon Sep 05, 2016 7:34 pm

Starting with D3 + E3
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Post by rc Sun Sep 11, 2016 10:56 am

Great Very Happy
Let me know when you are done.
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Post by apsyll Thu Sep 15, 2016 8:35 pm

Hey short WIP I'm busy in the last time but I want to show that I still work on it
Screenshot:
I will show more WIP when I starting with decoration
... .. . apsyll
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Post by rc Fri Sep 16, 2016 9:17 pm

Very nice!

As I told you in-game, test the rope bridge instead or the massive stone bridge.

Keep the good work Very Happy
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Post by apsyll Sun Sep 18, 2016 11:02 am

screenshot:
Ok here the new WIP with all walls, bridges and stairs starting with the deco...
Yeay!
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