141 lines
5.9 KiB
Plaintext
141 lines
5.9 KiB
Plaintext
In this directory is utilities, gif images of the maps, and other notes.
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------------------------------------------------------------------------------
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Developer guidelines:
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Read the mapguide for guidelines on making a good map.
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Use the comment field that the maps have - put in who the author is,
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what level the map is, and any other special notes.
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Naming Scheme:
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Note that these rules are ordered in importance, eg, if a rule conflicts,
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the lower number rule takes precedence.
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1) If the map is currently off the main world (eg, pupland), it should have
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its own top level ldirectory which all the maps in that area are located.
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2) Each city should have it own top level directory (eg, scorn,
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navar_city, santo_dominion). All buildings in the city and located
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nearby or related to it are in the respective city directory.
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For maps that are placed directly on the world map and are not in the city,
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the follow guidelines should be used:
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3) If the map is part of a larger quest, a /quest/name_of_quest directory
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should be made, and all the maps for the quest placed in there. If
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some portions of the quest has maps in cities or other places, a README
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should be included explaining this. Note in general, having README's
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for all quests explaining the flow probably isn't a bad idea in the
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case someone else needs to work on it.
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4) If a map is independent (eg, the map is one you just go there, kill and
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get exp), it should be in the /dungeons directory (Ill named I know).
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If the dungeon is comprised of several map (eg, multilevel dungeon), a
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sub directory should be made to hold all of these maps.
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5) Maps should fall into one of the category above - if it does not, and
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you are not sure, send a message to crossfire-devel@lists.real-time.com.
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Maps should not be sorted by author, as this does not make maintaining
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them easy.
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GIF files:
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el_map.gif is an elevation map - it is color coded based on elevations.
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terrain_map.gif is color coded based on the type of terrain - I tried to match
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the coloration on what the image looks like in the png set.
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ann_map.gif is a annotated version of the map, showing the roads and
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locations of the main cities.
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world.gif: This is a map of how the world looks. This was done by
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converting all of the world maps into images, scaling those down, and
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then merging them into one large image. If you look carefully, you can
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make out the towns, roads, etc.
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Important landmarks
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The list of translation values below have been used in the update_maps
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script. The values are recoreded here in that they might be useful for
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updating other maps that are contributed later.
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The format is:
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OLD_MAP_NAME, OLD_MAP_STARTX, OLD_MAP_STARTY, OLD_MAP_ENDX, OLD_MAP_ENDY ->
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NEW_MAP_NAME, NEW_MAP_OFFX, NEW_MAP_OFFY
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Translation values used:
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/city/city, 10, 0 (100,100) -> /world/world_105_115, -10, 18
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/brittany/Brest/Brest 0,0 (100,100) -> /world/world_107_123, +17, +16
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/santo_dominion/town 3,12 (100,100) -> /world/world_102_108, 0, -9
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/navar_city/city1 15, 13 (100,100) -> /world/world_122_117, -15, -13
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/navar_city/city1 15, 0 (100,12) -> /world/world_122_116, -15, 37
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/navar_city/city1 0, 0 (14,12) -> /world/world_121_116, 35, 37
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/navar_city/city1 0,13 (14,100) -> /world/world_121_116, 35, -13
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/Lake_County/kundi_area 0,0 -> /world/world_109_126 (+13, +17)
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/dragonisland/stonevile 0,0 (13,0) /world/world_102_127 (+36, +1)
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/dragonisland/stonevile 14,0 (100,100) /world/world_103_127 (-14, +1)
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/dtabb/darcap 0,0 (100,100) /world/world_116_102 (+18, +26)
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dragonisland note: Some of the buildings in stoneville were moved
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slightly to better fit them onto the layout of the island.
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kar (euthville): /world/world_105_113
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Kar doesn't have simple values, as the town was shrunk a bit and
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re-arrange some.
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This information can be used to see where some of the
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notable maps are.
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------------------------------------------------------------------------------
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land.c:
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This is the program that generated the new world map.
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The file land.c just gets compiled - if your system has a math
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library (-lm) you probably need to link that in.
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Given the same seed and other parameters, it will generate the same
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results if on the same platform. Eg, two different intel systems running
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redhat 7.2 should generate the same results, but a redhat compared to
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solaris system, or linux intel vs linux power pc may very well generate
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different results.
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The generated map was run with the follow parameters on my system:
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-x 1500 -y 1500 -s 1007623715 -p 300 -n 170 -w 40000 -l 200000
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------------------------------------------------------------------------------
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Note about unique maps:
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The update_exits.pl script can be used to update the exit of per player
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unique maps. IT can also be used with the unique-items map, but
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the check in the script for a valid map file would need to be removed.
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The update_apart.pl script should properly deal with per player apartments
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and unique maps - just run it with the appropriate target (eg,
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'update_apart.pl players ' and 'update_apart.pl unique-items'. The script
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works, but it is certainly possible I'm missing some paths that should
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be substitued in there.
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Per player unique maps:
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_city_* -> _scorn_...
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Guild maps:
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guilds@black_shield -> brest@black_shield
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guilds@damned_heretics -> wolfsburg@guilds@damned_heretics
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guilds@dreaming_sage -> navar_city@guilds@dreaming_sage
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guilds@drunken_barbarian-> santo_dominion@guilds@drunken_barbarian
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guilds@guildhousesinc -> scorn@guilds@guildhousesinc
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guilds@laughing_skull -> pup_land@guilds@laughing_skull
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guilds@mailed_fist -> scorn@guilds@mailed_fist
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guilds@poisoned_dagger -> darcap@darcap@guilds@poisoned_dagger
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guilds@purple_butterfly -> pup_land@guilds@purple_butterfly
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guilds@smoking_cauldron -> darcap@darcap@guilds@smoking_cauldron
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