New maps

Unstructured ideas, requests and suggestions for the development of the game.
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Odin
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Re: New maps

Post by Odin » Thu Dec 21, 2017 4:48 pm

rijackson741 wrote:
Thu Dec 21, 2017 4:41 pm
I'm not a geologist, but I studied geology for a few years, so I think I am over picky about some stuff in maps :roll: . All the maps around Remgard have grey cliffs. But the beaches by the lake are brown :? . So where did the brown sand come from?

Your map looks nice. Leave it with the brown cliffs :D
Thx!

I'm glad you're "picky"... If everything is more detailed, it will level the quality of the game.
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Re: New maps

Post by ace » Fri Dec 22, 2017 9:34 am

nice work @Odin.

also, I am working on an underground city, which is hard to reach. but its taking time. now I fully understand what devs mean when they say that they ran out of time.
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Odin
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Re: New maps

Post by Odin » Fri Dec 22, 2017 11:07 am

ace wrote:
Fri Dec 22, 2017 9:34 am
nice work @Odin.

also, I am working on an underground city, which is hard to reach. but its taking time. now I fully understand what devs mean when they say that they ran out of time.
Thx :mrgreen:

Looks like we'll be having a lot of new content in the (near) future. Exciting :lol:
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Re: New maps

Post by rijackson741 » Fri Dec 22, 2017 1:54 pm

Thanks to everyone that is creating new content! For the most part, it is not hard (although some of the "trickery" that Nut used to create his latest content is very far from obvious!), but it does take more time than you might initially think. So we really appreciate the time anyone puts in to create content. I should add that even if you don't finish it, make sure that what you have done ends up with the dev team. We have unfinished content from others, and much of it will get used. We also know of unfinished content (in one case, a very large chunk of content) that we don't have, and that's a shame, because it then becomes wasted work.
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Zukero
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Re: New maps

Post by Zukero » Fri Dec 22, 2017 4:54 pm

In this regard, know that you can attach tmx files to your posts on the forums.
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Re: New maps

Post by Voom » Fri Dec 22, 2017 10:08 pm

That's good to know, thx guys.
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Re: New maps

Post by ace » Mon Aug 20, 2018 6:00 pm

in this map: a guard at first barricade who will tell you where you are and the reason for security at the entrance of the city and that you must obtain permission from the guard house. (there's also a tavern in which you can get false permission or some very good booze to bribe the guard at the second barricade). there's a person hiding in the trees who gonna give you some dark side quest and probably a gift from shadow :twisted:.

this is not a finished map. and I am not working on the secret city for now but on this big city for now.
please tell me if this map looks good enough to work on?
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Re: New maps

Post by rijackson741 » Mon Aug 20, 2018 8:59 pm

From the image it looks good. The shadows on the right of the buildings are not correct, but that is very easy to fix. I would need the TMX file to tell if everything is in the correct layers though.
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
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Zukero
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Re: New maps

Post by Zukero » Tue Aug 21, 2018 9:59 am

There are a bunch of graphical issues here and there, but the overall layout is solid.
I'd say the paved area should be more regular and structured (constant width, maybe with a larger place at the tavern's entrance).
Finally, it'll need more clutter. A lot more. That's the first lesson Ian taught me. When you see your map from far above in Tiled, it looks nice, but once zoomed in on a dozen tiles on a phone screen, it quickly looks bland and boring. Details and clutter break this. Analyze the existing maps to get a grasp of how much you need.

Good luck and welcome to the wonderful world of Tiled.
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rijackson741
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Re: New maps

Post by rijackson741 » Tue Aug 21, 2018 10:55 am

Well, now that you mention it, maybe the paving on the road should go altogether. The only place the roads are "currently" paved is
Spoiler: information about 0.7.2:
Stoutford, inside the walls of the town and castle
I would envision the roads close to Feygard maybe being paved. Or even the roads within another small town. But in general, the roads in Dhayavar are not paved, so the question is, where is this map to be located? If it's just an inn and a house on a road somewhere, paving is not appropriate.

I agree regarding the clutter. More rocks, tree stumps, small plants, etc.
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

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