[CF-Devel] Map naming scheme

Mark Wedel mwedel at sonic.net
Wed Dec 12 00:42:44 CST 2001


 I've made up a 1500x1500 new world map - go to 

     
     http://www.sonic.net/~mwedel/
     
     

 it has the source as well as some images of the new world map.  From the
readme:

el_map.gif is an elevation map - it is color coded based on elevations.

terrain_map.gif is color coded based on the type of terrain - I tried to match
the coloration on what the image looks like in the png set.

ann_map.gif is a annotated version of the map, showing the roads and
locations of the main cities.

 If you want to play on a server using those generated maps, go to
209.204.178.229 - the server has some minor customizations to let you move
faster and not run out of food.  Do note that the maps there have not been
touched since they are modified.  A certain amount of cleanup is needed in some
places.


 It was suggested (and I agree) that a better naming scheme for when the map set
is redone was needed.

 The current naming cheme for the world tiles is world_100_100 through
world_130_130 (each tile is 50x50).  This keeps things nice and simple - you can
load up one of those .gif images into your favorite viewer, find the coordinate
of a space, and pretty easily find the map (take the coordinate, divide by 50,
drop any fractions, and add 100).

 Note it is of my opinion that things like the cities get placed directly on
those maps -thus, as you wander up, you see the city walls, and not some city
icon.  Given the scale, this is not much a problem, and I think works better in
other regards (easier to do other entrances and the like).  It would also reduce
crossfire to a 2 scale system, and let us get rid of a few images while we're at
it.

 However, such a scheme means that the city maps (eg, /city/city or
/santo_dominion/town) don't really exist - they are just on the various tiles
(like world_110_115).  And in fact, a city could span a few tiles.

 Given that, I think the following may work:

1) Create a top level Index txt file.  This would be english, and say things
like 'Scorn is on tiles 110_115 and 110_116' and 'Navar city is on tiles
125_112' and the like.  In a sense, just some pointers so if someone wants to
edit those, it is easy to find.

2) The world tiles themselves would be under the /world directory.

3) Cities would each be under their own city (eg, /santo_dominion, /scorn,
/navar_city).  This is basically as it is now.  All buildings that are linked to
the city would be with the city - no sorting by author.  Probably keeping the
naming roughly the same as it is for the buildings works OK - while
standardizing things like 'inn' and 'weapon_store' could make it easier, it
makes it difficult if you have two magic shops for example.  Buildings that may
not be in the city but are near the walls would also be in the appropriate city
directory.

4) Maps located in the middle of the wild are harder to deal with.  I have the
following thoughs:
a) If the map is part of a larger quest, all these maps should be in a
/quests/name_of_quest file (potentially split into sub directories if there are
lots of maps).  a README can be put saying any other maps that may be part of
the quest but are located in cities.
b) For independent maps, I'm less sure what to do.  Probably make some area
directories (eg, split into 9 areas, each including a 10x10 tiled area or
something).

 But I'm not sure how well that works out, or if there are better suggestions
out there.

    
    


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