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Development => Suggestions => Topic started by: ghost101 on June 10, 2010, 05:31:23 am



Title: Embar City
Post by: ghost101 on June 10, 2010, 05:31:23 am
Bridge to the City in the Sky was a failure but i made a underground city...-drum roll- Embar City http://img404.imageshack.us/img404/3253/embarcity.png check it


Title: Re: Embar City
Post by: Cleo on June 10, 2010, 11:19:24 pm
Looking pretty good so far.


Title: Re: Embar City
Post by: Mamoru on June 11, 2010, 07:22:44 am
From the sky to below is quite a change. Personally I think a dungeon is easiest to start with, because it has clear edges for the mapset (rocks are better for a mapset edge than trees, in my opinion). The idea is still on my list of future maps, so maybe one day... ;)

The map you made looks good so far, like Cleo said. :)
You might want to run the map validator/checker script to see what is not allowed by the server and fix it. Some mobs seem to be outside of spawn point, some quest markers outside of mobs. Running the map validator/checker will discover these bugs and tell you how to solve them. There is a strange object underneath the peasant in the old woman's house, what is it and what does it do?

Some suggestions for improvement: You should add some light sources (i.e. lamps, torches..) to your underground city, under the surface it's usually dark. You could add some pottery to the old woman's house, a library to the mage's, tables and tapestries in the castle, a scarecrow to the farm fields, some plants on the grass. Maybe some statues, be creative when adding details. Such aesthetics make the map unique and interesting to explore. You could even replant the trees so they're not in a straight line and maybe do the same with the dungeon edge, you might discover a tunnel to a new hunting cave when you do that. ;)

~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 11, 2010, 10:50:24 am
I wasn't adding the mobs to the spawn points  ;) inventory and the royal guard has been put in the castle redid the trees and added plants and made the shop a unique shop because idk how to make it a shop and well im working on the quests ill put up a new screenshot when everything is done   :mrgreen:


Title: Re: Embar City
Post by: Mamoru on June 11, 2010, 03:24:27 pm
Great, can't wait for it to be finished :)
Embar City is a nice name. I don't know if you picked it on purpose but to embar means to bar or shut in; to inclose securely, as with bars. Which is of course quite appropriate for an underground city :D
If you need help with the scripts just ask. I'm sure there's some devs who could help you out with that
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 11, 2010, 07:36:13 pm
actually the name was made by a typo but it suounded like a good name soi kept and i need some helping on making quests (the only thing idk) they are really confusing  8)


Title: Re: Embar City
Post by: Mamoru on June 11, 2010, 08:35:45 pm
How to make a key: Change the key string (slaying) to for example embar_city_castle and add the same key string (slaying) to the door(s).

Gates: They key might not work because you are using "gate"s in the castle. Gates and grates can only be triggered by time and connections. You should use the "metal door". You can find this in the arch-list by clicking "walls", then selecting "doors" from the drop-down menu or press ctrl+alt+A and search for "metal door".

Quests: You can find quest examples and their script on the testmap /maps/dev/testmaps/testmap_python (like I told you in-game). If you can't figure it out yourself using the examples feel free to ask. :)
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 11, 2010, 10:19:09 pm
Okay thanks.


Title: Re: Embar City
Post by: Mamoru on June 11, 2010, 10:31:15 pm
You're welcome :)
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 14, 2010, 01:23:42 am
The new and improved Embar City ,without mobs, ta da da da!  :shock: http://img813.imageshack.us/img813/3253/embarcity.png   :lol:


Title: Re: Embar City
Post by: Mamoru on June 14, 2010, 08:34:30 am
You learn fast :D Adding the details is really an improvement. Dead trees because there's no sun. Some bookcases in the mage's house. The water system is well thought of, it starts somewhere and it ends somewhere.

Next step would be to give it more of an underground feel, you could add some rocks or pillars. Maybe add a few caves to the sides. I'm looking forward to it.
~Kiana~


Title: Re: Embar City
Post by: Cleo on June 14, 2010, 08:44:17 am
Randomizing the floor using pickmaps would help a bit too.


Title: Re: Embar City
Post by: ghost101 on June 14, 2010, 08:46:26 am
http://img815.imageshack.us/img815/3253/embarcity.png


Title: Re: Embar City
Post by: Mamoru on June 14, 2010, 08:59:52 am
Like I said, you're really fast :)
Keep it up :)
~Kiana~


Title: Re: Embar City
Post by: Mamoru on June 14, 2010, 09:29:31 am
Note that NPCs should be in spawnpoints too.
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 15, 2010, 12:26:59 am
The new Embar City completely finished.  ;)


Title: Re: Embar City
Post by: Mamoru on June 15, 2010, 01:00:43 am
It looks great :o It shows a huge improvement compared with your first sample :shock:

There's just a few things that come to mind:
  • There's paid items in the shop. Solution: Make them unpaid.
  • There's 2 floors on each tile in the shop. Solution: Remove the duplicates.
  • Magic lanterns are on the same tile as the pond wall. Possible solution: Move the lanterns.
  • The wooden bridges and sand floormasks are in the same layer, only one will be shown in the client. Possible solution: only use one floormask on each tile or change the wood bridge floormask to layer 3 (the sand floormask is in layer 2).
  • There's a few more bugs like these..

My advice is to run the map validator (tutorial) (https://www.atrinik.org/index.php/topic,88.0.html).
~Kiana~


Title: Re: Embar City
Post by: Mamoru on June 15, 2010, 01:13:38 am
Some additional things
  • Most NPC spawnpoints are incorrectly set.
    Correct
    Incorrect
    (https://www.atrinik.org/index.php?action=dlattach;topic=81.0;attach=64;image)(https://www.atrinik.org/index.php?action=dlattach;topic=81.0;attach=62;image)
  • You might want to remove the "random_treasure" chests. They're too unbalanced.
  • I love how you changed the names of the mobs, "Spring Guardian" etc. :mrgreen:

~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 15, 2010, 01:40:12 am
Much obligied i think ill give the kign and queen a name ;) and changed the name of the tiger and snakes to Cheetah and Rattlesnake


Title: Re: Embar City
Post by: Mamoru on June 15, 2010, 01:45:50 am
Now that your map is nearly finished, you should start thinking of where you'd like it to be added to the game. One possibility is that I make it accessible through the sewers of Brynknot, of which further levels are still under construction. But that's for you to think over :)
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 15, 2010, 02:10:22 am
i was actually thinking of asking you about embar being in the sewers.... how about its the second level?
or part of the first level? ill have to add a ladder but i dont know the slaying for the sewers


Title: Re: Embar City
Post by: Mamoru on June 15, 2010, 02:23:57 am
It could be connected to the second level, basically it will be 3 levels beneath the surface.
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 15, 2010, 03:12:19 am
the tunnels to embar city known as the "The Passage"


Title: Re: Embar City
Post by: Mamoru on June 15, 2010, 03:19:43 am

the tunnels to embar city known as the "The Passage"

The attachment you posted is not a real file. Try uploading it again. It should end in .png (not .tmp). I think this happened because the editor was still saving the image. Thus you uploaded the temporary (.tmp) file instead of the real image.
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 15, 2010, 03:27:28 am
ok none corrupt image


Title: Re: Embar City
Post by: Mamoru on June 15, 2010, 03:47:16 am
That's a perfect lay-out, it looks like the second level of the sewers which I made myself :D
Would be fun to have level 10-15 bats and spiders in-there.
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 15, 2010, 04:02:30 am
coulnt find spiders but crocs worked...


Title: Re: Embar City
Post by: Mamoru on June 15, 2010, 04:09:55 am
Looks great, perfect amount of details if you ask me.
Could you zip "The Passage" and "Embar City" once more?
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 15, 2010, 04:20:10 am
k both of them are in this zipped folder


Title: Re: Embar City
Post by: Mamoru on June 18, 2010, 09:38:34 pm
Today I finished the second level of the sewers.

When taking a closer look at Embar City and The Passage, it appeared that those maps are actually far from being finished, let alone implemented. Spawn points having attack attributes, keys inside spawn points, spawnpoints inside npcs, empty script/event containers etc.. Also, your shop has both real shop floors and fixed floors and there's absolutely a bunch of nonsensical items in the shop. Whole of Embar City is PVP-enabled. There are no randomized floors in The Passage. The maps should be 24x24. And the list goes on..

I suggest you take a closer look at your maps, run the validator and test on your local server.
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 19, 2010, 06:44:45 am
Well... I got to say those are alot. I fixed it by erasing the map. Redoing everything it looks nothing like the old Embar. It's totally different and are the second level of the sewers added? Well... it'll take some time. I'm really been lazy lately. But so far 24x24 map. Unenabled Pvp. Mobs correct. Hmm. But still have't got to the The Passage yet. and there is a hole that will lead to another set of tunnels is there also. ( A good challenge to get to it though. ) Well, so far so good.  :angry:

           


Title: Re: Embar City
Post by: Mamoru on June 19, 2010, 07:05:46 am
Please don't be angry. It took me a while before I had my first mapset, let alone implemented in a game. You have shown a quick progress in learning. I'm sure you have it in you. :)
~Kiana~


Title: Re: Embar City
Post by: ghost101 on June 21, 2010, 11:52:08 pm
I'm not. Well I've completed a graveyard and the catacombs are ready. Hopefully implemented soon.


Title: Re: Embar City
Post by: Mamoru on June 21, 2010, 11:55:43 pm
Cool, I'm eager to see what it's like :)
Do you have any screenshots as a preview?
~Kiana~