To any decent map creators out there, which map editor did you use, and how did you structure it to be more manageable, in terms of object / tile organization and structure?
Currently when I am creating maps, it takes way to long to go through which tiles go where etc, and naturally I am not a hyper organized person!
I really want to start creating custom maps, but my time on them is being seriously wasted due to my current (p**s poor method / structure).
Chalace released an amazing set of files which was all pre built objects for mir3 tiles i believe?
hopefully he can comment and confirm/deny it lol
i presonnaly have never been interested in map making and i use the official maps from shanda/wemade mir2 aswell as combine mir3 maps that i really like. i use the released crystal map editor to just touch up and change things like fishing attributes and lights, and ive fixed a few of the cantwalk/cantfly properties on some of the shanda ones..
theres so many maps available unless your after something truly unique and specific you could find it in a number of clients.
To any decent map creators out there, which map editor did you use, and how did you structure it to be more manageable, in terms of object / tile organization and structure?
Currently when I am creating maps, it takes way to long to go through which tiles go where etc, and naturally I am not a hyper organized person!
I really want to start creating custom maps, but my time on them is being seriously wasted due to my current (p**s poor method / structure).
I had pages of notes for Type/style and their respective locations.
(e.g If i wanted to make a mine, i coud quickly see where the 5 different mine looking tilesets were.)
Self-organizing custom libs so certain things were more easily accessible.
On top of the objects pre-made and organised.
It still took me a month per map.
Granted 90% of that was just moving things around, playing with unnecessary details. I was just never happy with it.
When it came to things like making a 3-floor mine, it took just a couple of hours.
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> Have a plan on paper of what you want to make
> Have a plan for tilesets, assuming you are using the default ones it's likely you already have this, just annotate the above with it.
> Organize the objects beforehand. If you have already decided on a tileset then you know which objects go with it.
There is no need in having a folder with 2k objects sat there, having to scroll around. Just have the 50~ you're using for the map.
i presonnaly have never been interested in map making and i use the official maps from shanda/wemade mir2 aswell as combine mir3 maps that i really like. i use the released crystal map editor to just touch up and change things like fishing attributes and lights, and ive fixed a few of the cantwalk/cantfly properties on some of the shanda ones..
Honestly, I think this is the way forward for most.
I keep losing interest because progress is just so slow. I started going through my files again after a few months break (Honestly the thought of some lovely new maps in that pack is what triggered it), and I've hardly accomplished anything maps wise in terms of the 'big picture', literally only a dozen made out of the hundreds I would need. If I keep trying to do every single thing myself, from scratch, it will be 2050 before anything is playable.
I'm at the point now where I just want to have a plausible environment to test the systems I have added. Skill gems/player housing/end-game progression, etc. This is the only real way to achieve that any time soon.
--
Don't get me wrong, making maps is a tonne of fun/stress/frustration, but mostly fun, no doubt. Just don't think, like I did, that you can make 500 'unique' maps yourself from scratch. It will kill you.
--
@LightBringer Who made your NewPI maps? I'm stealing them
I had pages of notes for Type/style and their respective locations.
(e.g If i wanted to make a mine, i coud quickly see where the 5 different mine looking tilesets were.)
Self-organizing custom libs so certain things were more easily accessible.
On top of the objects pre-made and organised.
It still took me a month per map.
Granted 90% of that was just moving things around, playing with unnecessary details. I was just never happy with it.
When it came to things like making a 3-floor mine, it took just a couple of hours.
--
> Have a plan on paper of what you want to make
> Have a plan for tilesets, assuming you are using the default ones it's likely you already have this, just annotate the above with it.
> Organize the objects beforehand. If you have already decided on a tileset then you know which objects go with it.
There is no need in having a folder with 2k objects sat there, having to scroll around. Just have the 50~ you're using for the map.
Post automatically merged:
Honestly, I think this is the way forward for most.
I keep losing interest because progress is just so slow. I started going through my files again after a few months break (Honestly the thought of some lovely new maps in that pack is what triggered it), and I've hardly accomplished anything maps wise in terms of the 'big picture', literally only a dozen made out of the hundreds I would need. If I keep trying to do every single thing myself, from scratch, it will be 2050 before anything is playable.
I'm at the point now where I just want to have a plausible environment to test the systems I have added. Skill gems/player housing/end-game progression, etc. This is the only real way to achieve that any time soon.
--
Don't get me wrong, making maps is a tonne of fun/stress/frustration, but mostly fun, no doubt. Just don't think, like I did, that you can make 500 'unique' maps yourself from scratch. It will kill you.
--
@LightBringer Who made your NewPI maps? I'm stealing them
That would be a crap competition.
Dungeons (assuming you mean inside) are static and repetitive for the most part. WT will always look like WT, PSC will always look like PSC, etc..
You change up the floor plan, sure. But it still looks the same for the player. There is no sense of 'something new'
The best maps people have come up with over the years have always been outdoors, where they can add their own touch improving on what was essentially replacements for the mediocre at best' province maps.
That would be a crap competition.
Dungeons (assuming you mean inside) are static and repetitive for the most part. WT will always look like WT, PSC will always look like PSC, etc..
You change up the floor plan, sure. But it still looks the same for the player. There is no sense of 'something new'
The best maps people have come up with over the years have always been outdoors, where they can add their own touch improving on what was essentially replacements for the mediocre at best' province maps.
I would disagree! A temple itself can be a masterpiece... think outside the box. On the fly you can change a temple into a dungeon and hop between multiple cave types, you can also add a sense of levels and depth all on 1 map similar to provinces.
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