Author Topic: The Mapping Thread  (Read 60912 times)

Agent 12

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Re: Maps that can still be worked on
« Reply #105 on: August 14, 2006, 09:48:01 pm »
You can do whatever you want to the lava rooms.  I'm not sure we can edit the statues because we may use them in Dalton's Dungeon.  You can look at what I have currently for San Dorino Plains for a concept idea either go to it in the game or check the change log for the location.

The map should save....your doing BOTH location--->write to memory AND file--->save right?

Also don't forget to put your .flux files here. 

--jp

TheOutlaw

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Re: Maps that can still be worked on
« Reply #106 on: August 14, 2006, 10:05:25 pm »
Aha!
I'll have to try that when I get back. And I will tailor the lava rooms. that would explain it.


After i figure what to do with San Dorino plains, i'll post the .flux files.

Cleaned up San Dorino plains, 19C-E, and currently cleaning up 600Ad OW.
well I ended up not realizing that I erased part of Fiona's desert, and since i have no idea what the desert origonally looked like, I'm going to wait for the next patch to touch up 600AD.

However I have added 19C-E.flux and SanDorinoPlains.
There really wasn't anyway to give 19C-E a good "trashed" look, So I just cleaned it up


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« Last Edit: August 17, 2006, 03:48:00 am by TheOutlaw »

TheOutlaw

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Re: Maps that can still be worked on
« Reply #107 on: August 17, 2006, 03:48:34 am »
197 beast forest, more natural looking, forgot to add it

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Agent 12

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Re: Maps that can still be worked on
« Reply #108 on: August 17, 2006, 03:57:28 am »
outlaw make sure that you are exporting them right (it's on the first page of this thread) none of these seem to have a "slot number".

What's weird is that they have different "sizes" so I'm not sure exactly what they are exporting.

It's probably best to put in the comments the "map number" as well as the location number. 

Awesome job redoing so many maps so fast though!

--JP

TheOutlaw

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Re: Maps that can still be worked on
« Reply #109 on: August 17, 2006, 01:05:14 pm »
Hope i got it right this time (previously forgot to put the map # in slot)

It was just simple touch ups.

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« Last Edit: August 17, 2006, 04:27:49 pm by TheOutlaw »

TheOutlaw

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Re: Maps that can still be worked on
« Reply #110 on: August 17, 2006, 01:50:26 pm »

San Dorino Plains

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« Last Edit: August 17, 2006, 04:54:24 pm by TheOutlaw »

TheOutlaw

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Re: Maps that can still be worked on
« Reply #111 on: August 17, 2006, 03:25:50 pm »
Here's basically everything i did with 19C-E, cleaned up layer 3, made the rooms liok nicer and neater, and in 19E I had to move the chests out of the walls, Just looked wierd that way.
you still have to battle the enemies before you can reach them.
Although The chests are still set to be in the walls, and the open chest will show up after being opened.

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« Last Edit: August 17, 2006, 04:26:52 pm by TheOutlaw »

TheOutlaw

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Re: Maps that can still be worked on
« Reply #112 on: August 30, 2006, 12:14:51 am »
didn't know what to do for slot# in OW
Hope this works
Touched up 600Ad medina (continent)
very minute touchups that make the continent look more natural

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Chrono'99

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Re: Maps that can still be worked on
« Reply #113 on: September 28, 2006, 12:05:35 pm »
Woops, looks like this last flux file was a bit forgotten. I'm gonna patch it. Also if anyone is interested, I'm working on changing the Chronopolis palette to something more faithful to CC:

(the "factory" tileset has 2 slightly different palettes, so Chronopolis can be changed with the Reptite factory still keeping a good palette)

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nightmare975

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Re: Maps that can still be worked on
« Reply #114 on: September 28, 2006, 12:28:01 pm »
Of course I've never reachd that far in CC to know what the lab looks like but I like the new colours.

nightmare975

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Re: Maps that can still be worked on
« Reply #115 on: September 30, 2006, 01:16:57 pm »
I cleaned up the robot factory! :shock:

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Chrono'99

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Re: Maps that can still be worked on
« Reply #116 on: September 30, 2006, 01:31:31 pm »
Good stuff :)

ZeaLitY

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Re: Maps that can still be worked on
« Reply #117 on: October 01, 2006, 01:12:26 pm »
I might do the Zeal Ruins dungeon. Here's my idea so far:

You enter the dungeon. There's a linear path that leads to a four-way fork. If you continue going up, you'll find a room with three sealed doors. Left and right are puzzles that open these sealed doors and contain innovative tileset use. You open these and go in the middle one, but it's a trap; it shuts and you have to defeat some hard enemies to get out. At this point, you return outside to find a portal in front of the doors. It takes you deeper in the dungeon, where you begin to find the Zealians King Zeal is stocking up. Eventually, the last strentch of dungeon is a walkway over big pits (yes, this can be done with the Zeal tileset). Finally, I'll make a special room for the bomb.

Suggestions?

ZeaLitY

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Re: Maps to be made / polished, general schedule
« Reply #118 on: October 01, 2006, 02:29:11 pm »
I added a general schedule for the project on the first post of the thread.

Chrono'99

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Re: Maps to be made / polished, general schedule
« Reply #119 on: October 02, 2006, 05:07:25 pm »
It looks like we didn't take advantage of these mems:

Scroll Mask in RAM for the current location

7E1D1A - Scroll Left
7E1D1B - Scroll Right
7E1D1C - Scroll Top
7E1D1D - Scroll Bottom


soooo.... one map, and as many rooms as you can fit in it, and through events (value to mem) you can set the scroll mask properties in the event to correctly block out everything else in the map, all proper like. WOOO

It works like wonder to set conditional scroll masks in the maps in which different rooms are put next to each other. Currently, some maps scroll if the players go to the edge of a room, revealing immense black walls even if the rooms are small and could have fitted in one screen. I think this gives a sort of unwanted "there's something at the other side of this wall" feeling. Now with these mem addresses (that I'm gonna put everywhere needed), this feeling will disappear for good.

Edit: Aha, they're already in use actually. I'm adding them in the few locations which don't have them.
« Last Edit: October 02, 2006, 05:26:54 pm by Chrono'99 »