Language: 
To browser these website, it's necessary to store cookies on your computer.
The cookies contain no personal information, they are required for program control.
  the storage of cookies while browsing this website, on Login and Register.

Author Topic:  World maps  (Read 1173 times)

0 Members and 1 Guest are viewing this topic.

Joe

« on: 24, March 2015, 04:45:50 »
A "Rough" map of the Demon Plane

smacky

« Reply #1 on: 24, March 2015, 11:17:47 »
Nice Joe. When I get back to the client I'll put in an overview/minimap/world map widget so you can see your location and where you've explored beyond the immediate 8 square radius.

That shouldn't be too difficult to do a technical rendering but of course we need an artistic interpretation for a world view which is beyond me,

7 years ago or whenever it was, Sammy did some really nice plane maps. Of course these are now out of date (I do seem to have the .xcf).

Joe

« Reply #2 on: 24, March 2015, 11:42:56 »
Best way to go about this would be to have code that takes a snap shot of each map and shrinks it to a 100 x 50 image.  Using the already available map connectors to piece them together.  This would also make it easy to update as the maps change.

Drawing these out is not a good idea so early in Dai's creation, too many changes ahead for this to be productive.

Just my 2 cents.

smacky

« Reply #3 on: 24, March 2015, 12:08:27 »
Kind of. We actually reduce (floor and wall) elements of each square to a 1x1, 2x2, or 3x3 or maybe 4x4 pixel grid during normal map drawing. These grids are permanent (but obviously updatable). So the minimap just draws a grid of these available grids.

Joe

« Reply #4 on: 24, March 2015, 12:18:36 »
There might also be slightly larger grids too for zooming in on the map.  Also coordination's on the map with a list of the dungeons, towns, and areas names.  Man I'm glad to not have to code that, gives me a headache trying to think how that would work.

smacky

« Reply #5 on: 24, March 2015, 12:33:56 »
Yeah we can work out exactly how large a grid we need later. Larger = more info = more memory, (a bit) slower, less area shown on screen, etc. We can also overlay some artistic elements on the grid where necessary (such as a standard 'dungeon entrance', 'town', etc icon),

Shroud

« Reply #6 on: 24, March 2015, 22:35:44 »
I was looking at "rough map" and I saw that Fade Temple wasn't on it. I also noticed that Smith's Basement isn't there but I guess that's a subset of Iluma. Gnarled Cavern I'd never heard of but I guess it's where you do prove your loyalty quest in Nhara to collect special material with loads of gnolls. If not I'll need to check it out but I think if it's one I think it is it's just got a quest drop when you recover corpse.

As an aside way I view the map I would rotate it 90 degrees to the right.

As an extra aside if you do add a world map widget to client could it not theoretically be a potential money sink if you get a cartographer npc to sell maps even if you need to explore it to view it. From there it's probably not a huge stretch to do dungeons too. Logical next step is adding information. For example a tracking skill could display a target's location on a map (whether it's players or moving/teleporting npcs/mobs). In addition you could even display extra information on map that you wouldn't necessarily know by exploring
Doesn't matter, you'd die anyway. ;D Shroud's a hacker. After many hours of deep thought I have came to that conclusion.

Joe

« Reply #7 on: 24, March 2015, 23:27:49 »
This map has it's flaws, another flaw is that Pilfered mine is actually above the river and not below it.  But wanted to help new players even if it's not perfect, it shows the general location.

I really like your idea of purchasing maps, but wonder if by the time the player had the money to buy them, they would already have them memorized.  Showing player locations sounds pretty cool, but should maybe be sold in MT's shop as an accessory.

Shroud

« Reply #8 on: 25, March 2015, 00:11:10 »
It really depends how sophisticated you want maps to be. For example World Map can show flavour text as tooltiptext when you hover over a dungeon/town's location on map.

Looking at dungeons if let's say it marked locations of mobs that have special drops it would already be worth it's weight in gold. Even secret passages could be revealed. If you want to take it further you can even make the map the key to unlock the secret passage.

As far as accuracy of map goes it's always possible to make changes. This video is one I like that shows how it can be done
Doesn't matter, you'd die anyway. ;D Shroud's a hacker. After many hours of deep thought I have came to that conclusion.

_people_

« Reply #9 on: 25, March 2015, 00:29:59 »
As far as a pretty and functional map goes, I've written on this topic before: https://www.daimonin.org/11476/roadmap-idea/msg102446/#msg102446

Essentially I made an overview of the DP, ran it through some GIMP filters, and got some nice results. This makes a geographically-accurate map and allows our artists to obfuscate some details that may give away secrets of the gameworld. And it has the potential to look pretty. :)
-- _people_ :)

Joe

« Reply #10 on: 25, March 2015, 00:46:15 »
Nice maps are a ways off, but I do like your ideas.  ATM "Joes Ugly map"  is the only map of DP, which also makes it the best.

Joe

« Reply #11 on: 11, March 2018, 12:27:53 »
Demon Plane Maps raw and with legend
https://ibb.co/iok8Sn
https://ibb.co/kF2cnn
« Last Edit: 13, March 2018, 04:59:09 by Joe »

dunsh

« Reply #12 on: 12, March 2018, 14:52:06 »
Very nice Joe

sidean

« Reply #13 on: 22, March 2018, 12:59:33 »
Looks great, havent played in so long :( will download when i get a laptop or w.e, miss you all!

Tags:
 

Related Topics

  Subject / Started by Replies Last post
15 Replies
6144 Views
Last post 23, November 2005, 15:54:36
by Unislash
4 Replies
552 Views
Last post 19, November 2005, 14:09:37
by longir
7 Replies
1021 Views
Last post 17, January 2006, 04:06:35
by Kirk
4 Replies
964 Views
Last post 25, April 2006, 18:43:32
by longir
70 Replies
13069 Views
Last post 02, February 2007, 01:34:08
by tehill