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Revision: 1.1
Committed: Sat Feb 4 23:56:12 2006 UTC (18 years, 10 months ago) by root
Branch point for: UPSTREAM, MAIN
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1 In this directory is utilities, gif images of the maps, and other notes.
2    
3     ------------------------------------------------------------------------------
4     Developer guidelines:
5    
6     Read the mapguide for guidelines on making a good map.
7    
8     Use the comment field that the maps have - put in who the author is,
9     what level the map is, and any other special notes.
10    
11     ------------------------------------------------------------------------------
12     Naming Scheme:
13    
14     Note that these rules are ordered in importance, eg, if a rule conflicts,
15     the lower number rule takes precedence.
16    
17     1) If the map is currently off the main world (eg, pupland), it should have
18     its own top level ldirectory which all the maps in that area are located.
19    
20     2) Each city should have it own top level directory (eg, scorn,
21     navar_city, santo_dominion). All buildings in the city and located
22     nearby or related to it are in the respective city directory.
23    
24     For maps that are placed directly on the world map and are not in the city,
25     the follow guidelines should be used:
26    
27     3) If the map is part of a larger quest, a /quest/name_of_quest directory
28     should be made, and all the maps for the quest placed in there. If
29     some portions of the quest has maps in cities or other places, a README
30     should be included explaining this. Note in general, having README's
31     for all quests explaining the flow probably isn't a bad idea in the
32     case someone else needs to work on it.
33    
34     4) If a map is independent (eg, the map is one you just go there, kill and
35     get exp), it should be in the /dungeons directory (Ill named I know).
36     If the dungeon is comprised of several map (eg, multilevel dungeon), a
37     sub directory should be made to hold all of these maps.
38    
39     5) Maps should fall into one of the category above - if it does not, and
40     you are not sure, send a message to crossfire-devel@lists.real-time.com.
41     Maps should not be sorted by author, as this does not make maintaining
42     them easy.
43    
44    
45     ------------------------------------------------------------------------------
46     GIF files:
47    
48     el_map.gif is an elevation map - it is color coded based on elevations.
49    
50     terrain_map.gif is color coded based on the type of terrain - I tried to match
51     the coloration on what the image looks like in the png set.
52    
53     ann_map.gif is a annotated version of the map, showing the roads and
54     locations of the main cities.
55    
56     world.gif: This is a map of how the world looks. This was done by
57     converting all of the world maps into images, scaling those down, and
58     then merging them into one large image. If you look carefully, you can
59     make out the towns, roads, etc.
60    
61     ------------------------------------------------------------------------------
62     Important landmarks
63    
64     The list of translation values below have been used in the update_maps
65     script. The values are recoreded here in that they might be useful for
66     updating other maps that are contributed later.
67    
68     The format is:
69     OLD_MAP_NAME, OLD_MAP_STARTX, OLD_MAP_STARTY, OLD_MAP_ENDX, OLD_MAP_ENDY ->
70     NEW_MAP_NAME, NEW_MAP_OFFX, NEW_MAP_OFFY
71    
72     Translation values used:
73     /city/city, 10, 0 (100,100) -> /world/world_105_115, -10, 18
74     /brittany/Brest/Brest 0,0 (100,100) -> /world/world_107_123, +17, +16
75     /santo_dominion/town 3,12 (100,100) -> /world/world_102_108, 0, -9
76     /navar_city/city1 15, 13 (100,100) -> /world/world_122_117, -15, -13
77     /navar_city/city1 15, 0 (100,12) -> /world/world_122_116, -15, 37
78     /navar_city/city1 0, 0 (14,12) -> /world/world_121_116, 35, 37
79     /navar_city/city1 0,13 (14,100) -> /world/world_121_116, 35, -13
80     /Lake_County/kundi_area 0,0 -> /world/world_109_126 (+13, +17)
81     /dragonisland/stonevile 0,0 (13,0) /world/world_102_127 (+36, +1)
82     /dragonisland/stonevile 14,0 (100,100) /world/world_103_127 (-14, +1)
83     /dtabb/darcap 0,0 (100,100) /world/world_116_102 (+18, +26)
84    
85     dragonisland note: Some of the buildings in stoneville were moved
86     slightly to better fit them onto the layout of the island.
87    
88     kar (euthville): /world/world_105_113
89     Kar doesn't have simple values, as the town was shrunk a bit and
90     re-arrange some.
91    
92     This information can be used to see where some of the
93     notable maps are.
94    
95     ------------------------------------------------------------------------------
96     land.c:
97     This is the program that generated the new world map.
98    
99     The file land.c just gets compiled - if your system has a math
100     library (-lm) you probably need to link that in.
101    
102     Given the same seed and other parameters, it will generate the same
103     results if on the same platform. Eg, two different intel systems running
104     redhat 7.2 should generate the same results, but a redhat compared to
105     solaris system, or linux intel vs linux power pc may very well generate
106     different results.
107    
108    
109     The generated map was run with the follow parameters on my system:
110     -x 1500 -y 1500 -s 1007623715 -p 300 -n 170 -w 40000 -l 200000
111     ------------------------------------------------------------------------------
112    
113     Note about unique maps:
114    
115     The update_exits.pl script can be used to update the exit of per player
116     unique maps. IT can also be used with the unique-items map, but
117     the check in the script for a valid map file would need to be removed.
118    
119     The update_apart.pl script should properly deal with per player apartments
120     and unique maps - just run it with the appropriate target (eg,
121     'update_apart.pl players ' and 'update_apart.pl unique-items'. The script
122     works, but it is certainly possible I'm missing some paths that should
123     be substitued in there.
124    
125     Per player unique maps:
126    
127     _city_* -> _scorn_...
128    
129     Guild maps:
130    
131     guilds@black_shield -> brest@black_shield
132     guilds@damned_heretics -> wolfsburg@guilds@damned_heretics
133     guilds@dreaming_sage -> navar_city@guilds@dreaming_sage
134     guilds@drunken_barbarian-> santo_dominion@guilds@drunken_barbarian
135     guilds@guildhousesinc -> scorn@guilds@guildhousesinc
136     guilds@laughing_skull -> pup_land@guilds@laughing_skull
137     guilds@mailed_fist -> scorn@guilds@mailed_fist
138     guilds@poisoned_dagger -> darcap@darcap@guilds@poisoned_dagger
139     guilds@purple_butterfly -> pup_land@guilds@purple_butterfly
140     guilds@smoking_cauldron -> darcap@darcap@guilds@smoking_cauldron
141    
142     ------------------------------------------------------------------------------
143     rewrite_exits.pl:
144    
145     This is a perl script that basically goes through and updates the slaying
146     fields for maps, which makes renaming maps easy.
147    
148     However, for this to work, map names must be unique. Often the case, but
149     not always. If it gets a duplicate, it doesn't do anything.
150    
151     Run it from the top level map directory - it then does it works updating
152     all the maps.
153    
154     ------------------------------------------------------------------------------
155     rewrite_styles.pl:
156    
157     Similar to rewrite_exits, but instead for styles. Designed to fix up the
158     uppercase style names that the mlab maps used, and also put them in
159     a subdirectory so that the styles won't show up for maps that use random
160     styles.