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Revision: 1.1.1.1 (vendor branch)
Committed: Sat Feb 4 23:56:12 2006 UTC (18 years, 3 months ago) by root
Branch: UPSTREAM, MAIN
CVS Tags: UPSTREAM_2006_02_01
Changes since 1.1: +0 -0 lines
Log Message:
Initial Import

File Contents

# Content
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.