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| Topic:
sending maps.
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Topic: sending maps. (Read 2001 times)
crashbash
Kobold fighter
Karma: +0/-4
Posts: 32
Re: sending maps.
«
Reply #15 on:
July 01, 2008, 11:41:19 pm »
so i simply email michtoen my maps? and if they are good they'll put them on the real server?!?
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Torchwood
MapMaster
Karma: +35/-5
Posts: 968
Re: sending maps.
«
Reply #16 on:
July 02, 2008, 06:32:41 am »
Quote from: crashbash on June 21, 2008, 10:32:39 pm
but i want to make a map that is "game-worthy" i need tips! especially from the masters!
I would argue the ultimate judges of what makes a good map are the players (and not the "masters"!) ... and you are a player ... so, look at your own maps and ask yourself "would I want to play these maps?". Are they different to existing maps (or are they just "more of the same"? Are they interesting and scattered with interesting scenery, or are they just empty square rooms with a mob in the middle?
If you feel proud of your maps, then likely other people will like them too. Don't forget, crafting (yes, crafting) a good set of maps can take a long time - so don't worry about trying to finish before you go to camp ... Dai will still be here on your return.
EDIT: Ooops ... just saw the date of his post ... he's probably already at camp by now.
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Torch
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smacky
Administrator
Karma: +120/-101
Posts: 5381
Re: sending maps.
«
Reply #17 on:
July 02, 2008, 12:05:22 pm »
Quote from: crashbash on July 01, 2008, 11:41:19 pm
so i simply email michtoen my maps? and if they are good they'll put them on the real server?!?
Email your maps. Michtoen, or a slave
, will look over them to be sure they don't contain anything too horrible or stupid but besides that there is no quality control AFAIK. Then he'll probably make you a map wizard and give you your own area on the
test server
and expect you to be in charge of uploading and maintaining your own maps (so any sort of QC is out the window).
But be aware that the delay between emailing him and getting map wizard status may be 2 weeks.
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crashbash
Kobold fighter
Karma: +0/-4
Posts: 32
Re: sending maps.
«
Reply #18 on:
July 02, 2008, 06:05:46 pm »
how the heck do i upload it onto the test server?!?!? i thought michtoen did it!
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smacky
Administrator
Karma: +120/-101
Posts: 5381
Re: sending maps.
«
Reply #19 on:
July 02, 2008, 06:13:23 pm »
One thing at a time. First email it to MT.
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crashbash
Kobold fighter
Karma: +0/-4
Posts: 32
Re: sending maps.
«
Reply #20 on:
July 03, 2008, 11:29:27 pm »
i forgot to tell you im not done yet with the map, sorry
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Torchwood
MapMaster
Karma: +35/-5
Posts: 968
Re: sending maps.
«
Reply #21 on:
July 04, 2008, 06:37:52 am »
Also, make sure you have a plan for where your maps might fit into the Daimonin world. We have lots of "surface" maps already, so if your maps are surface maps it might be hard to fit them in ... but if they are dungeon/cave maps that would be easier (you can stick a dungeon entrance anywhere ... almost).
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Torch
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crashbash
Kobold fighter
Karma: +0/-4
Posts: 32
Re: sending maps.
«
Reply #22 on:
July 07, 2008, 05:19:46 pm »
its like a part of the wilderness, but the wilderness part is only 24x24 but it has a huge ant colony under it!
I've used a lot of different things though like "evolved ant soldier" (which was something called a krillen) im still not yet done though!
crashbash
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zaurbock
Drow captain
Karma: +28/-22
Posts: 114
Re: sending maps.
«
Reply #23 on:
July 07, 2008, 07:51:43 pm »
from what i comprehend, your map is still very basic, and is really not anywhere near good enough to be put on the real server... also for the subject of the test server, YOU can not upload onto the test server, though you can put in on your local host server, to do this you'll put a exit on your map and a exit on /unofficial/lobby, first open up your map in map_maker and put a exit on a spot, go to the exit's properties, go to the tab "special" type in exit path /unofficial/lobby and then go to the "x" and the "Y" and put both as 22 (this is a open spot on the lobby, in a corner) apply this and press ok (remember to save your map in /unofficial) now open up the lobby and put a exit on a free spot in the lobby (besides (22,22) ) then go to that exit's properties and for the exit path type /unofficial/{your map name}, example, /unofficial/crashbash ... then put the x and y coordinates ( remember to make the X and Y coordinates a spot that's empty on your map, meaning no arches (besides floors) and definetly no portals, we don't want a infinite loop that crashes server
) wallah, now start your server (W32_start_server) go to your local host on daimonin, go to the jail, go through the portal, now your in the lobby. now find the exit you made that should be in a corner, apply it/walk onto depending on how you have it set, then test your maps.. to return to the lobby go through your exit on the map, or type /stuck
... now if you already have your map saved in /unofficial and you don't want to set up the exits, on your local host type /DM this will activate DM mode, after you do this type /goto /unofficial/{your map name} wallah your in your map, and to return type /goto /unofficial/lobby or /stuck.. hope this helps
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crashbash
Kobold fighter
Karma: +0/-4
Posts: 32
Re: sending maps.
«
Reply #24 on:
July 07, 2008, 11:05:50 pm »
zaur, i've already added a thing that can test it on the local host server
im just not finished on the dungeon yet
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zaurbock
Drow captain
Karma: +28/-22
Posts: 114
Re: sending maps.
«
Reply #25 on:
July 07, 2008, 11:22:22 pm »
so I typed all that for nothing? =p
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Torchwood
MapMaster
Karma: +35/-5
Posts: 968
Re: sending maps.
«
Reply #26 on:
July 09, 2008, 06:40:52 am »
Quote from: zaurbock on July 07, 2008, 11:22:22 pm
so I typed all that for nothing? =p
Hehe ... no! When someone else asks the same question, you can now be quoted! Saves someone else typing it all up
@crashbash ... problem is ... we've got lots of wilderness and ant nests in-game already
. Try to think of something different, which will be exciting for player to discover and explore.
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Torch
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crashbash
Kobold fighter
Karma: +0/-4
Posts: 32
Re: sending maps.
«
Reply #27 on:
July 10, 2008, 02:44:09 pm »
but the "land" part is 24x24 isn't that small? also some of the mobs in the colony are different like evolved ant soldier and sparky! the great worrier! and the ant queen and lots of other stuff (hidden doors) (grates) (hidden walls)(and trap doors)! its really neat so just wait till you see!!!
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crashbash
Kobold fighter
Karma: +0/-4
Posts: 32
Re: sending maps.
«
Reply #28 on:
July 10, 2008, 03:09:46 pm »
also i cant get the sounds to work, i can look up the file, and put it in, but when i test it it wont work
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smacky
Administrator
Karma: +120/-101
Posts: 5381
Re: sending maps.
«
Reply #29 on:
July 10, 2008, 03:11:50 pm »
24x24 wilderness is huge. That doesn't necessarily mean it's no good of course. It depends how you use it. But for example a 24x24 map of essentially generic wilderness, the whole purpose of which is to house a single dungeon entrance is pretty uninteresting. Say the dungeon itself was wonderful, what would probably happen is the dungeon alone would be plugged into the existing main server wilderness somewhere and your wilderness map discarded. Remember that each dungeon entrance doesn't get it's own 24x24 wilderness above it.
Similarly if you had an interesting feature or two on your wilderness map, that feature would likely be cut and pasted (and then smooth over the joins) into the existing wilderness.
But the point is there is a lot you can do in 24x24 wilderness; don't just cover it in grass and trees and rocks and say 'done'. That's boring. Try to make it unique and interesting and fun for players to explore. Put as much effort into the wilderness as you do into the dungeon. Maybe only bother designing the immediate entrance to the dungeon, given that, as said above, it'd just be cut and pasted.
For the dungeon, it's great that you've put so much attention to detail into individual mobs, but what level player are you aiming at? Remember that ants are a very low level mob. Yes, of course you can set their level to 110, like any mob, but 110 players don't want to fight ants! (Of course there are exceptions to the rule and perhaps your dungeon is one.)
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