Author Topic: CT2:TE mod-expansion... uh... talk  (Read 13738 times)

Schala Zeal

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CT2:TE mod-expansion... uh... talk
« on: December 06, 2010, 04:45:44 am »
I've been itching to get started on Rise of the Fiendlady, but I would like to ask those developing maps/sprites for CT2:TE, well... particularly maps.... I think Mage is doing them, perhaps a few others. I have a favor to ask: Could you put all your maps and the dependent tilesets in an RPGMaker 2003 project and send them to me? I've seen some great work on CT2:TE maps and being as this is a substory apart from the main story, I figure this would be okay.

Some shoutouts:

- Lance, I'd like the map and tileset used for Asteria's castle that was featured in the teaser trailer, if that's ok.
- Mage, I absolutely admire what you've done and I would really like a copy of the maps. It's tedious to reconstruct entire world maps and since you have them done quite well, that would really help!

Lance VII

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Re: CT2:TE mod-expansion... uh... talk
« Reply #1 on: December 06, 2010, 09:14:49 am »
I've got a few errands to run today, but as soon as I find time I'll make you a little packet.

Is there anything else you need?

Schala Zeal

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Re: CT2:TE mod-expansion... uh... talk
« Reply #2 on: December 06, 2010, 06:37:51 pm »
Well I found Mage's work on 11995 and 65000000 BC so... here's what I'd like:

- A tileset or map (preferred) of middle ages world map
- Any tilesets/maps of locations in the middle ages that might be available
- Asteria's castle map/tileset is also preferred, even if incomplete
- Be sure to put these in a RM2K3 project along with any NPC resources you might've used
- Any 11995 tilesets (Zeal preferred) and maps

Thanks!

TheMage

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Re: CT2:TE mod-expansion... uh... talk
« Reply #3 on: December 07, 2010, 02:51:38 am »
This should have all my maps save 12000 B.C. 600000000000000000000000000000000000000
00000000000000000000000000000000000000000000
00000000000000000000000000000000000000000000
000000000000B.C.

(yes that was necessary)

:D

Because im lazy I sent u what I like to call my experiment it has almost every map i've made and it functions as my game I submitted to dream splash as well. It has tons of experiment maps for u to play with but traditional chrono trigger maps - if you scroll down - there's a 1000 and 600 and if u open them it has no events and has porre truce etc. I think i have most of 600 A.D. except Magus's continent is off- there's two different versions of 600 A.D. - you'll see! Its big and disorganized but- it should help! Use whatever u want :D

Im uploading it on megauploads now - when its done i'll edit this post and paste it
« Last Edit: December 07, 2010, 02:53:10 am by TheMage »

Schala Zeal

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Re: CT2:TE mod-expansion... uh... talk
« Reply #4 on: December 08, 2010, 05:41:00 am »
ok

TheMage

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Re: CT2:TE mod-expansion... uh... talk
« Reply #5 on: December 13, 2010, 01:52:49 am »
pc crashed, - had a bit of a fight with it, should have the maps for you tonight >.>

TheMage

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Re: CT2:TE mod-expansion... uh... talk
« Reply #6 on: December 16, 2010, 04:27:36 am »
Mkay that took waaay longer than it should have- here's a crap ton of maps:

http://www.megaupload.com/?d=TIGO9CRS

Mr Bekkler

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Re: CT2:TE mod-expansion... uh... talk
« Reply #7 on: December 16, 2010, 05:27:02 pm »
Hope you don't mind if I take a peek? :-)

Schala Zeal

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Re: CT2:TE mod-expansion... uh... talk
« Reply #8 on: December 17, 2010, 06:41:35 am »
These are just really amazing, though they don't seem to conform to a tileset. It seems as if it's a picture laid on the tile grid. How does that work?

TheMage

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Re: CT2:TE mod-expansion... uh... talk
« Reply #9 on: December 17, 2010, 10:09:27 pm »
Oh! Most of them are tilesets, if you go in the chipset folder the tilesets should be in there however a few,such as the chrono cross maps are pictures bwahahaha.

 Im not entirely sure how it works completely but I have the gist of it. You first make an empty map, make sure the  width and the height of the map mostly  match the width and height of the picture you want to use as a background - I think and then it'll work. You open up your map and check the parallax background checkbox and set what picture you want to be the background as, then when you close out of it the picture should be on the map, for me there's a lot of trial and error I usually get pink screen of DOOM, and it doesnt display the picture correctly - so you gotta make sure the sizes match kind of.

 Im lazy so what I do is when Im too lazy to make a map or a tileset I take the picture, slap it on a picture I know already works (there located in the Panorma folder) paste over it with my new picture, and re-name it, then I put the new picture in the Panorama folder, then when I go into rpg maker vola, I can load it as a parallax background to my map.

What sucks about this, though its a time saver, there's no solid 'cant walk on water' etc, so you have to use events to make sure the player doesnt walk all over the ocean in say the homeworld I made for example XD.
« Last Edit: December 17, 2010, 11:57:57 pm by TheMage »

TheMage

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Re: CT2:TE mod-expansion... uh... talk
« Reply #10 on: December 17, 2010, 11:52:53 pm »
Hope you don't mind if I take a peek? :-)

Feel free!

Schala Zeal

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Re: CT2:TE mod-expansion... uh... talk
« Reply #11 on: January 18, 2011, 04:09:18 am »
Thanks to LadyMarle for the fiendlady concept art!

edit: she colored it!
« Last Edit: January 18, 2011, 05:05:59 am by Princess Schala Zeal »

TheMage

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Re: CT2:TE mod-expansion... uh... talk
« Reply #12 on: January 18, 2011, 08:08:48 pm »
OH MY GOD! THAT IS FU***** AWESOME!  :shock:

Schala Zeal

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Re: CT2:TE mod-expansion... uh... talk
« Reply #13 on: January 18, 2011, 08:10:38 pm »
lol!

TheMage

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Re: CT2:TE mod-expansion... uh... talk
« Reply #14 on: January 18, 2011, 08:13:02 pm »
haha! She looks so awesome! I wish I could draw lol