New maps

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ace
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New maps

Post by ace » Sun Aug 27, 2017 5:28 am

just trying out tiled. :D

is it a good map?
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the secrets of shadow and light#ace.
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rijackson741
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Re: New maps

Post by rijackson741 » Sun Aug 27, 2017 11:46 am

Overall, it looks good, although with the grid turned on it's a little hard to judge the tile boundaries. Some notes:

You need to fill the corners in. Use the wall top tile to fill in everything to the edges of the map.

The hanging green plants don't work well on curved wall pieces, because of the straight edge at the top. Top right are three examples. The same is true for some of the vines, where they come up off the floor. There's also an example top right.

Some of your corners are not correct. Just to the right of the three tables you have a wall that's only one high, but it should be two high. To the right of the big chair you have one that appears to be three high.

Your monsters1 spawn area is not an exact number of tiles high or wide. Either turn on snap to grid in Tiled, or, much better, add spawn areas and other map events in ATCS. Any existing spawn areas will have to be sized correctly or deleted, otherwise ATCS will not be able to load the map.

It's a nice looking map, it just needs a little work :D
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

ace
Posts: 506
Joined: Sat Jun 21, 2014 4:00 am
android_version: 5.1
Location: lodar's hideout

Re: New maps

Post by ace » Mon Aug 28, 2017 2:35 am

rijackson741 wrote:
Sun Aug 27, 2017 11:46 am
Overall, it looks good, although with the grid turned on it's a little hard to judge the tile boundaries. Some notes:

You need to fill the corners in. Use the wall top tile to fill in everything to the edges of the map.

The hanging green plants don't work well on curved wall pieces, because of the straight edge at the top. Top right are three examples. The same is true for some of the vines, where they come up off the floor. There's also an example top right.

Some of your corners are not correct. Just to the right of the three tables you have a wall that's only one high, but it should be two high. To the right of the big chair you have one that appears to be three high.

Your monsters1 spawn area is not an exact number of tiles high or wide. Either turn on snap to grid in Tiled, or, much better, add spawn areas and other map events in ATCS. Any existing spawn areas will have to be sized correctly or deleted, otherwise ATCS will not be able to load the map.

It's a nice looking map, it just needs a little work :D
Thanks for the feedback, it will help me to make a better looking map :D
the secrets of shadow and light#ace.
https://facebook.com/andorstrail
be happy :lol:

ace
Posts: 506
Joined: Sat Jun 21, 2014 4:00 am
android_version: 5.1
Location: lodar's hideout

Re: New maps

Post by ace » Wed Aug 30, 2017 5:03 pm

is there any city or village map requirement? I want to help :D
the secrets of shadow and light#ace.
https://facebook.com/andorstrail
be happy :lol:

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rijackson741
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Re: New maps

Post by rijackson741 » Wed Aug 30, 2017 6:05 pm

LOL. I would say that about 20-25% of the planned world has maps (including quite a few maps that have not been released). Feel free to help fill in the other 75-80% :lol:

The most important things are:
Ask before you place any maps adjacent to released maps. Many places are already taken.
Make sure to update us regularly on your work. That is especially important when you start out, because it avoids you doing a lot of work that has to be redone because it's wrong in some way.
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

Zukero
Lead Developer
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Joined: Thu Jul 21, 2011 9:56 am
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Re: New maps

Post by Zukero » Wed Aug 30, 2017 6:52 pm

May I add that what we need most is content that is whole.
A good map is good.
A good map with a good story is great.
A good map with good content that tells a good story is best.
I KNOW you have ATCS installed :wink:
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
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sdevaney
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Re: New maps

Post by sdevaney » Wed Aug 30, 2017 9:28 pm

Zukero wrote:
Wed Aug 30, 2017 6:52 pm
May I add that what we need most is content that is whole.
A good map is good.
A good map with a good story is great.
A good map with good content that tells a good story is best.
I KNOW you have ATCS installed :wink:
This, right here...

The content itself doesn't even have to tie directly into the main storyline. We are trying to build a whole world so there are plenty of opportunities for new and odd characters.

ace
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Re: New maps

Post by ace » Fri Sep 01, 2017 9:18 am

Zukero wrote:
Wed Aug 30, 2017 6:52 pm
May I add that what we need most is content that is whole.
A good map is good.
A good map with a good story is great.
A good map with good content that tells a good story is best.
I KNOW you have ATCS installed :wink:
Well said, I will help as much as possible :D.
the secrets of shadow and light#ace.
https://facebook.com/andorstrail
be happy :lol:

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