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Help:Creating Maps
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== Map Naming Conventions == # Name the map with the four digit Landblock, this ensures consistency when a dungeon either has no name, or has multiple names. # All dungeon areas in the same landblock should appear on a single map. # Png files are preferred, gif files are usually smaller than png files, however low quality gif encoders can produce badly artifacted maps. === The Cartographer's Rules & Tips === Here is some rules that should be considered by ACMaps cartographers in order to provide nice maps. This may seems a bit strict rules but its based on experience (after 400+ maps) and some players' feedback. ==== 1. If two levels dont overide, no cut ==== Dont try to make the map fill the space because its good-looking (square and small map). If possible, build it in the way the player will run it. The map is often used in-game and players dont have time to think at where this is linked with that. Of course this is in the case when its possible. Do it as much as u can. Else, cut. {|align=center |align=center|'''Good way to layout the map''' |align=center|'''Wrong way to layout the map''' |-valign=top |[[File:Rules1a.gif]] |[[File:Rules1b.gif]] |} ==== 2. Level cuts at stairs only ==== Maps are easier to read if the levels are cut at stairs rather than anywhere else randomly. There is no reason at not cutting at stairs because two levels cant overide. If it overides, then you probably draw something wrong :) {|align=center |align=center|'''Good way to cut parts''' |align=center|'''Wrong way to cut parts''' |- |[[File:Rules2a.gif]] |[[File:Rules2b.gif]] |} ==== 3. If you can jump, use dots ==== To let players know that they can jump from a level to another use dots rather than black lines. [[File:Rules3a.gif|center]] Also, if you need to partially draw a level under another one, use grey color. [[File:Rules3b.gif|center]] ==== 4. Monsters spawns where you meet them ==== Don't take too much time at finding where monsters are spawning exactly. Just note on the map where you meet the monsters, as it will probably be at the same location that players will meet them too. ==== 5. LVL 0 is the start level, not z=0 ==== The level where the dungeon portal brings you is the LVL 0, even if the /loc z axis is different than 0. Levels below are LVL -1, -2, -3 etc. Levels above are LVL +1, +2, +3, etc. ==== 6. Cheat is allowed as a signature ==== Sometimes, it appears it could be very useful for a corridor to be a bit longer than it is for real, because the map will be more clear : because it will prevent to separate two levels or prevent some ugly overriding. Then it is allowed to cheat a bit and draw the corridor 1 or 2 tiles longer. This should be an exceptionnal choice. As a side effect, this act as a signature because if someone steal your map and tries to publish it with different colors etc... then he will not be able to explain this bizarre part :) {|align=center |align=left|'''The curved orange <br>pathway is overrided = ugly''' |align=center|'''Cheat a bit and its more clear''' |- |[[File:Rules6a.gif]] |[[File:Rules6b.gif]] |} ==== 7. Separate maps for differents IDs ==== Sometimes, some dungeons are multipart separated with portals. If the dungeon ID is the same then all parts should appear on the same map. If its another ID, it should be on another map." [[Category:Help]]
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