maps/darcap
anmaster 1d8dc942f6 Make the Santo Dominion and Darcap apartments use goldfloors instead of altars, looks nicer. Also fix bad name for woodfloor2 (name was set to woodfloor but nowdays the arch got the name wood floor...).
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@9344 282e977c-c81d-0410-88c4-b93c2d0d6712
2008-06-20 10:32:45 +00:00
..
castle Update spellcasting objects to use inventory objects. 2007-11-04 19:05:10 +00:00
cave Unify Created: and Modified: map headers. 2007-11-02 22:49:56 +00:00
darcap Make the Santo Dominion and Darcap apartments use goldfloors instead of altars, looks nicer. Also fix bad name for woodfloor2 (name was set to woodfloor but nowdays the arch got the name wood floor...). 2008-06-20 10:32:45 +00:00
lynn Make some tourches that could be used to bypass some maps in puplands non-pickable. 2008-05-22 21:40:06 +00:00
pygmy_forest Update Pygmy Forest and related map names 2008-02-03 06:15:25 +00:00
quest Replace obsolete field slow_move with move_slow/move_slow_penalty. 2007-11-18 23:16:20 +00:00
raffle Implemented, with changes backported from svn trunk, python guild hall patch: [ 1782975 ] Python guilds template. - applied, needs to check all is ok 2008-03-22 06:28:26 +00:00
temple_justice Run MapNormalizer script on all maps. 2008-05-30 07:32:24 +00:00
town2 The @match expression in npc dialog is case insensitive, but a lot of map treated it as if it was case sensitive, fixing a lot of them (there may be more left, that the grep didn't find). 2008-05-23 08:11:20 +00:00
undead Unify Created: and Modified: map headers. 2007-11-02 22:49:56 +00:00
README Spelling corrections. 2007-05-12 22:46:19 +00:00
house1 Unify Created: and Modified: map headers. 2007-11-02 22:49:56 +00:00
village1 Unify Created: and Modified: map headers. 2007-11-02 22:49:56 +00:00

README

This directory (darcap) contains what was dtabb in the
maps-small distribution.  I called it darcap to better represent
the main city in the area.

caterham was merged into darcap - there were only a few connected
buildings, and didn't seem like too much sense to make a separate
city just for them.