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The Tower of Bebeniss
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Topic: The Tower of Bebeniss (Read 2025 times)
Torchwood
MapMaster
Karma: +34/-5
Posts: 946
The Tower of Bebeniss
«
on:
September 05, 2007, 11:08:59 pm »
Well ... its finally done!
I decided a long time ago that I would like to have a go at creating a map set to submit to the game - nothing big I thought, just something small. I had the idea for an abandoned tower in the middle of the wilderness (hey - that's only 1x1, and add a couple of floors makes just a few maps). Then, I put the tower in the middle of a small castle - just some simple walls, and some outer towers (now 3x3), then of course I had to add a moat (5x5). In total, I've reached about 50 maps - so not really the small map set I originally planned.
I've added some interesting (I hope) quests with a nice twist or two - basically a three part quest to go with the story I've written - not just "get quest / kill mob", so hopefully people will like it.
Testing is all complete now, and I'm happy with the maps themselves - so now just to submit to
maps@daimonin.net
(or whatever it is), then hopefully they will get loaded to the test server for people to have a look at.
It has taken a long time, and I've put a lot of effort into it - much more than originally planned! Time to get back to actually playing the game now
Here is just a small part of the moat (with the entrance bridge shown) and the outer castle ...
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Torch
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StFear
VOL
Karma: +3/-0
Posts: 472
The Tower of Bebeniss
«
Reply #1 on:
September 06, 2007, 04:21:45 am »
your maps sizes is 24x24 correct? 24x24 tile maps is the standard or you'll get lag and very slow loads and errors in the long run (p.s. just checking common error for first time mapers), but very nice look torch nicely detailed and you can tell you put lots of time into it good job
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Map Wizard
VOL
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
The Tower of Bebeniss
«
Reply #2 on:
September 06, 2007, 06:13:35 am »
Yep, all maps are 24 x 24 (one or two are a bit less). I read all the Wiki pages, etc. so hopefully there are not to many noob errors
The above picture was from 4 maps ... using the zoom tool, then saving a preview, then stitching together using GIMP.
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Torch
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
The Tower of Bebeniss
«
Reply #3 on:
September 13, 2007, 08:05:10 am »
Well, no response from maps@... yet ... I guess MT must be busy with the new web site coding
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Torch
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namto
VOL
Karma: +1/-0
Posts: 425
The Tower of Bebeniss
«
Reply #4 on:
September 13, 2007, 11:52:52 pm »
yeah he is
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Unislash
Administrator
Karma: +24/-4
Posts: 2309
The Tower of Bebeniss
«
Reply #5 on:
September 14, 2007, 03:51:50 am »
He generally forwards them to lippy and i
. I haven't gotten an email from him, so i assume he hasn't gotten it yet
. Looks promising from the image--although the random sand masks seem to be... wierd
. Everything else looks pretty good, though. Perhaps a bit diverse in the arch selection as i look at the overview, but i'm sure it works well ingame
Cheers,
Unislash
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Forum Admin/Mapmaker
Torchwood
MapMaster
Karma: +34/-5
Posts: 946
The Tower of Bebeniss
«
Reply #6 on:
September 14, 2007, 07:54:47 am »
Thanks Uni ...
Sand? There are some reed masks in the water and on the bridge (they look good as weeds I think) ...
Diverse arch selection ... yes ... I've seen some sample maps on this forum that are too plain and bare for my taste, so I wanted to make sure that my own maps wouldn't suffer the same critism! However, I'd be quite happy to accept they may now be too busy!
Its difficult to tell from a screen shot though, as you don't get the same sense of scale as when playing in game ...
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Torch
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grommit
Demonic High Priest of Moroch
Karma: +26/-2
Posts: 2466
The Tower of Bebeniss
«
Reply #7 on:
September 14, 2007, 03:08:27 pm »
I think Uni meant grit - like in the square with the statue. They don't look randomized to me. Otherwise, nice map!
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
The Tower of Bebeniss
«
Reply #8 on:
September 14, 2007, 03:22:02 pm »
Got you - they
should
be randomised (all the other floors are) ... so it could be just an artifact of the image capture mechanism. But I'll check ...
EDIT: Good spot you two - that was one of the first areas I blocked out when I was still trying to learn how to use the Map Editor ... and I hadn't figured out how to create my own pickmaps properly. Most of the rest of the maps should be fine - but I obviously forgot to go back to the area around the statue and redo the floor. I've done it now and updated the screen shot above (you may need to refresh your browser to get the new image).
(Note - from a zoomed out distance, as in the above screen shot, the "grit" floor tiles still tend to give the same regular pattern look - it looks much better when playing in game.)
(2nd note - there is obviously a slight bug in the Editor when displaying images bigger than one tile - see the "triple" rock just to the right of the main gateway - there is actually only one rock on the map in this area, but the Editor displays it 3 times ... it is fine in game)
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Torch
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Nobbit
Lesser Moroch Avatar
Karma: +23/-11
Posts: 768
The Tower of Bebeniss
«
Reply #9 on:
September 27, 2007, 06:03:25 pm »
Thank u for giving me strength to try it, too. Nice work and i just found out today some basic functions of the map editor. So I'm gonna go make some more noob-maps for me, before I will set something real (hopefully) - in the beginning it seems to me easier than creating new items or mobs (what i would like to do, but ... am simply too stupid to bring it on paper
). So i got a little question: Please, somebody let me know what kind of map is needed most (dungeon, wildlife -lol-, temples, or whatever) - i'll try to work one out (but don't take this as a promise (my phd goes first, lol).
gl all and enjoy work :mrgreen:
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grommit
Demonic High Priest of Moroch
Karma: +26/-2
Posts: 2466
The Tower of Bebeniss
«
Reply #10 on:
September 27, 2007, 07:55:40 pm »
Quote from: "Torchwood"
I've done it now and updated the screen shot above
Hehe. I was puzzled until I read that how I had picked up on the grit not being randomised in the first place
Quote from: "Torchwood"
there is obviously a slight bug in the Editor when displaying images bigger than one tile - see the "triple" rock just to the right of the main gateway - there is actually only one rock on the map in this area, but the Editor displays it 3 times ... it is fine in game)
Yes, this is a known bug in the editor - it can happen with multi-tile arches if you do a Ctrl/Z (undo). Usually if you save the map, close it and reload it all looks ok again.
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Unislash
Administrator
Karma: +24/-4
Posts: 2309
The Tower of Bebeniss
«
Reply #11 on:
October 06, 2007, 06:21:15 am »
Quote from: "grommit"
I think Uni meant grit - like in the square with the statue. They don't look randomized to me. Otherwise, nice map!
Nope
. I seem to have mistook the flowery grass tile for a sand mask on a normal grass tile. Silly me. We really do need a blend for that flowery grass tile to normal grass tile.
Nobbit:
Dungeons would be good. Natural dungeons.
Cheers,
Unislash
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Forum Admin/Mapmaker
Henricuss
VOL
Karma: +0/-0
Posts: 87
The Tower of Bebeniss
«
Reply #12 on:
October 06, 2007, 10:06:58 pm »
nice Torch:) ........
hope to check it out someday in dai...
greetings Hen
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
The Tower of Bebeniss
«
Reply #13 on:
November 24, 2007, 08:47:38 am »
Tower of Bebeniss is now up on the test server.
Go to the lobby (via the portal in the jail in Guild Hall), then you should see a ladder for "Torchwood's Maps". Go through the hole in the ground (yeah, I know ... my lobby needs a bit more ... work ...
). Talk to the NPC you meet to get the quest and you are off. You need to have a reasonable skill level in throwing to get the quest ... but you can still explore most of the maps if you haven't got this level.
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Torch
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
Re: The Tower of Bebeniss
«
Reply #14 on:
March 02, 2008, 09:31:17 pm »
Tower of Bebeniss is now online - see the news item on the front page.
Any problems - please post them here ...
Enjoy ...
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Torch
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