maps/under_world
rjtanner 769c5ae4ce New maps related to Undermountain of Brittany, added to give more sense of underground depth. Still unlinked from the world map.
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/maps/trunk@21528 282e977c-c81d-0410-88c4-b93c2d0d6712
2020-10-31 22:17:57 +00:00
..
README
cavern_of_descent-e New maps related to Undermountain of Brittany, added to give more sense of underground depth. Still unlinked from the world map. 2020-10-31 22:17:57 +00:00
cavern_of_descent-w New maps related to Undermountain of Brittany, added to give more sense of underground depth. Still unlinked from the world map. 2020-10-31 22:17:57 +00:00
uworld_106_122
uworld_106_123
uworld_106_124 Minor cosmetic updates to numerous Undermountain of Brittany maps 2020-10-31 22:16:04 +00:00
uworld_106_125 Minor cosmetic updates to numerous Undermountain of Brittany maps 2020-10-31 22:16:04 +00:00
uworld_107_122
uworld_107_123 Minor cosmetic updates to numerous Undermountain of Brittany maps 2020-10-31 22:16:04 +00:00
uworld_107_124
uworld_107_125
uworld_108_122
uworld_108_123
uworld_108_124
uworld_108_125
uworld_109_122
uworld_109_123
uworld_109_124
uworld_109_125
uworld_110_122
uworld_110_123 Added base content for Barracks (brest/dungeons/kolmtak-mine/kolmtak-barracks*) in Kolmtak Mine area (under_world/uworld_110_123). 2016-04-30 18:05:14 +00:00
uworld_110_124
uworld_110_125
uworld_120_109

README

The under_world maps are somewhat analogous.  At current time, it
is but a small selection, but as time passes, a bit of an underworld
could exist, interconnected with each other.  For that reason, they
should follow a layout/naming conventions somewhat similar to that
of the above world, simply so that interconnects make sense.  If
things are named like 'cave1' 'tunnel16', etc, there is no clear idea
if a cave/tunnel you are making should connect in any way with those.

 Note that the naming here is a bit looser - it is quite so critical
that everything matches up perfectly as on the surface world - this
is largely because the underworld will have fewer interconnections,
and don't really need to use the map tiling as heavily as the surface
world - they may not need to use map tiling at all, and rather have
staircases or other map changers to lead from one area to the next.

For now, for the one I have done, I named it for the map it is mostly on -
the passage does in fact span two maps.


Mark Wedel
Sept 2002.