Chrono Compendium

Marbule Gallery - Completed Fan Creations => Crimson Echoes => Topic started by: Agent 12 on April 14, 2006, 03:06:18 pm

Title: The Mapping Thread
Post by: Agent 12 on April 14, 2006, 03:06:18 pm
OK, I'm gunna revamp this thread and make it go by chapter.  rather than area. 

Maps with free space:
Leene Square
Millenial fair
Truce Canyon

NOTES
  * Eventually I'll add a person to the debug room so you can teleport to any location until then please manually add a change location to location 00's events to test out your room to make sure you can walk around (solidity and Z plan are ok)
* Keep the same Scroll locks
* Keep door locations since those are used by exits (or move the exits on both the To  and from path).
* If area has a cutscene in it make sure your new map works with the new move parties or contact me to tweak the cutscene.
* I'll add to this list.
* Posting PNG's will get people excited to make a png in TF just do Map-> save map to PNG it'll save it to the last folder you saved to (or saved a flux file to)
* Thanks to everyone new maps I've seen are ridiculously better than what i can do.

Chapter 1

Chapter 2
* Chronopolis Overworld replace apocalypse

Chapter 3

Chapter 4

Chapter 5

Chapter 6

Chapter 7

Astur Hill   Location {0F5}  Map 82  -  nightmare'd
Snaking Forest Dead End Location {107} Map 82 -  nightmare'd

Chapter 8

Reptite 1002 AD OW    Location {06F} Map 59 -  nightmare'd
Reptite 1002 AD OW    Location {07D} Map 59
Reptite 1002 AD OW    Location {07E} Map 59
Reptite 1002 AD OW    Location {084} Map 89
Elemental Beach    Location {085} Map 5A -  nightmare'd
Elemental Forest    Location {08E} Map BD -  nightmare'd

Chapter 9
* Reptite 2302 replace Destroyed future

Chapter 10

Chapter 11

Chapter 12

Future Rebels Rafters Location {0DD} Map 77
Future Rebels Base Location {0DE} Map 96 -  nightmare'd
Future Rebels Final Rooms Location{ 0DF} Map 7E
Central Regime Location {048} Map 4B -  nightmare'd

Chapter 13

Frog Catching Area Location {123} Map 9F

Chapter 14

Kasmir's Fortress Hallway Location {0AA}  Map 5E
Kasmir's Fortress Flea Teleport Location {0AB}  Map 5E
Kasmir's Fortress Flea Fireball Location {0AF}  Map 5E
Kasmir's Fortress Entrance  {0B1}  Map 5E
Kasmir's Fortress Intersection {0B2}  Map 5E
Kasmir's Guillotine Room {0B3}  Map 5E (Location of Guillotines must stay same!)
Kasmir's Fortress Slash Fights {0B4}  Map 5E
Kasmir's Fortress Slash Teleport {0B5}  Map 5E
Kasmir's Fortress Throne  {0A9}  Map 5E  -  nightmare'd


Chapter 15

Chapter 16


Porre Lab Inside  Location {047} Map 4A -  nightmare'd
Porre Lab Outside Main Area Location {083} Map 66 -  nightmare'd
Porre Lab Outside Enemy Rooms Location {04F} Map 66

Chapter 17

Mammon Machine not destroyed Locations {02E} Map 90
Ocean Palace Not Destroyed Entrance Locations  {03C} Map B4
Ocean Palace Not Destroyed 2nd Room Locations  {04A} Map B8
Ocean Palace Not Destroyed 3rd  Room Locations  {04B} Map 2C
Ocean Palace Not Destroyed Intersection Locations  {04C} Map 87
Ocean Palace Not Destroyed Top Path Locations  {051} Map 88
Ocean Palace Not Destroyed Bottom Path Locations  {053} Map 24


Chapter 18

Magus Flame Dungeon
   First Room Location {05B} Map 5E
   Second Room Location {05C} Map 5E
   Third Room Location {05D} Map 5E

Robo Flame Dungeon

    First Location {060} Map E
    Second Room Location {061} Map C
    Third Room Location {063} Map B5
    Fourth Room  Location {066} Map B5
    Fifith Room  Location {067}  Map B5

Chapter 19

Dream Time Ending Location {094} Map 6E
Dream Time Top Path Location {096} Map 6E
Dream Time Left Path Location {097} Map 6F
Dream Time Landing Location {0ED} Map 81


Chapter 20
   Enemy Hall Location {0A3} Map 27
   First Room Location {0C3} Map 27
   Going Up Location {0C4} Map 28
   Various Rooms  Location {0C5} Map 29


Chapter 21

Chapter 22

Chapter 23

Red Path Location {0C6} Map 67
Blue Path Location {0E4} Map 7C
Blue Path Location {0E5} Map 7C
Both Paths Location  {0B0}   Map 60 UPPER RIGHT CORNER USED TO COPY TILES
The Final Countdown Locations {0AE} Map 5B


 


Procedure
:  simply make the Map on your rom then export it and put it up on an online file server or email it to jpsondag@gmail.com

How to Export:
Click file export
select Location Map
in the slot put the number of the map that you are working on (found on the locations tab)

Title: Maps that can still be worked on
Post by: Chrono'99 on April 16, 2006, 07:14:05 am
I'll take a look at the Mammon Machine hall.
Title: Maps that can still be worked on
Post by: Chickenlump on April 16, 2006, 03:31:47 pm
In between the other stuff I need to get around to doing, I'll take this one:

A "tribute" to Toma location, you can use your imagination for this one

any location in particular needed for this map?
Title: Maps that can still be worked on
Post by: Agent 12 on April 16, 2006, 09:22:56 pm
Preferably an exit that is already on 600 AD but that were not using anymore (the Fionas dungeon thing....um Ozzie/Magus' fort etc)

good luck Chrono 99.  I'm not sure how well the "rotate tile" will work, I've never used it myself, as yo uknow my mapping skills are subpar. I'm not sure how great it's even physically possible to make perfect so don't worry we don't worry if it's not amazing.  

--jp
Title: Maps that can still be worked on
Post by: Chrono'99 on April 17, 2006, 08:23:10 am
Actually... I just realized I can flip the tiles horizontally and vertically, but I think there's no rotation possible. Geiger confirms it on this topic (http://www.chronocompendium.com/Forums/viewtopic.php?t=2167&highlight=rotate+tiles). I'll try to find some other tricks though. Like maybe adding fallen rocks (sprites) on the 3 layers.

Also, a sort of coming-out-of-nowhere question but, should I really use the MM room from the Ocean Palace? or the corresponding room from the Black Omen (it's where we last saw the MM in CT).
Title: Maps that can still be worked on
Post by: Chrono'99 on April 18, 2006, 09:43:19 am
Ah, I scrapped the tile-flip and fallen rock ideas, I think I managed to make something good enough without them (the hall's totally devastated!). By the way I used the OP map, not the BO one, though I still used the BO tileset because it has the broken MM tiles.

Here's a pic: http://img239.imageshack.us/img239/9783/ctloc19f6vg.png

And here's the patch: http://www.4shared.com/file/1306151/25d2b705/MammonMachineHall.html
(you must set the L1/2 tilesets to 19 after importing, because it doesn't carry)
Title: Maps that can still be worked on
Post by: Agent 12 on April 18, 2006, 09:52:04 am
!!!!!!!!  That's amazing Chrono 99' I'm truly impressed

--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on April 30, 2006, 08:02:44 pm
CL- Any progress on the Toma location.  Obviously this is completely low on priority list compared to what other things that you are doing so no rush.

I've updated the list at the top, removed Done's and added some others.

--jp
Title: Re: Maps that can still be worked on
Post by: Chrono'99 on May 06, 2006, 05:14:47 am
I'm working on Location {0D2} (the second Dark Ages village). There aren't many stuff to change, but at least Tile Flip finally comes handy as vertically-flipped version of the walls can be used in the huts with 2 rooms (subtle but nice details :) ).
Title: Re: Maps that can still be worked on
Post by: Agent 12 on May 06, 2006, 12:33:38 pm
Yea it shouldn't be much, there are a few solidity and priority issues and then of course the details that mappers can see that I can't (i.e. the flipping tiles that you mentioned above)

--jp
Title: Re: Maps that can still be worked on
Post by: Chrono'99 on May 08, 2006, 04:41:18 pm
Done. I've rounded the walls and put lights near the exits (which means they're now 2-tile large instead of 3-tile). I "created" 3 new tiles for the flipped walls, it's not spectacular at all but it does mean I have to export the tileset too. Also, the NPCs in the central hut are stuck in the solid tiles, this has to be fixed but I leave it to you since I'm not sure my ROM was up to date as for the events.

Finally, notice the crab in the central hut, it's made up of tiles of meat and tiger carpet  :)

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on May 08, 2006, 11:13:30 pm
haha, you want me to make the crab talk?

--jp
Title: Re: Maps that can still be worked on
Post by: Chrono'99 on May 09, 2006, 08:23:53 am
Well it's more the couple's dinner than their pet so it probably won't talk. If it would the game would be like Legend of Mana in which there's a strange talking cactus ;)
Title: Re: Maps that can still be worked on
Post by: Shinrin on May 09, 2006, 09:32:20 am
Actually crab's or ether lobsters you have to cook alive.
Title: Re: Maps that can still be worked on
Post by: Agent 12 on May 30, 2006, 11:45:27 pm
Added new Maps

--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 02, 2006, 05:00:46 pm
Added future maps we'll need

--jp
Title: Re: Maps that can still be worked on
Post by: Exodus on June 02, 2006, 09:25:05 pm
I'd like to add that I'm available for whatever overworld editting you might need, and I'm also quite familliar with a large portion of the tilesets. :3
Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 03, 2006, 01:54:51 am
the Dinopolis overworld (really big overworld project that we need) is gunna be done by jossi rossi.  However, the maps in the first post of this thread all need to be done, simply go ahead and do it and send a pic and a .flux file.  Make sure you don't overwrite a used map though.

--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 14, 2006, 06:18:21 pm
Exodus has done a Chronopolis Hangar and will be working on the Ocean Palace Ruins.  updated first post to show that.  I'll patch up the ROM and release it tonight so people can see it.

--jp
Title: Re: Maps that can still be worked on
Post by: justin3009 on June 15, 2006, 09:26:19 am
Dinopolis overworld is going to be kinda complicated.  If we or whomever could somehow get 1999 AD buildings onto like say 65,000,000 BC maps or something, it would make a nice Dinopolis.  Cause then you could have all the stuff to make it look really well.  I've been kinda studying up on this and am trying to get this to work.  I pravailed a little bit, only problem was palette and bits and pieces of other buildings stuck in it's way.
Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 15, 2006, 10:12:45 am
I think 65 MIL will be a nice tileset for Dinopolis 1002, They'll be intune with nature and live in caves/forests.  For the fiuture Dinopolis we'll use the 1999 tileset, try to add more forests and such.

--jp
Title: Re: Maps that can still be worked on
Post by: Chrono'99 on June 15, 2006, 10:41:27 am
I'm not sure about 1999AD, the domes looks too human... In CC, the buildings in the Reptite dimension were made of stones and seashells. Anyway, something like 1/3 of the 1999AD tileset is totally emply, so it will be easy to add custom tiles.
Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 15, 2006, 11:01:35 am
Hm, this is the graphic group's forte.  Though for the record we don't use any of the OW domes so you can just replace those rather than try to add to the empty pallettes.

--jp
Title: Re: Maps that can still be worked on
Post by: justin3009 on June 15, 2006, 12:46:32 pm
Was about to say.  You can edit the graphics on their...I'm doing that right now of 1999 AD for Vargose's and I's project.  I'll send you a screeny once I get the buildings and stuff cleaned up.

Bah 1999 AD is once again making everything limited.  I can't change palettes or anything.  I seriously hate that map -.-
Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 23, 2006, 01:08:13 pm
Added 1 AD Reptite Timeline OW. 

This is kind of priority.  I'll be finishing TT coding next week and will start to code the next chapter in.  If it's not done I'll be using a temporary map.

--jp
Title: Re: Maps that can still be worked on
Post by: nightmare975 on June 23, 2006, 11:30:46 pm
Made some of the rooms in 0D6 a little nicer looking

EDIT: Can you please tell me if I exported the right file? I really have no idea how to export.
EDIT2: Is it okay to rename the maps? It makes it easier to find the already done maps.

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Title: Re: Maps that can still be worked on
Post by: nightmare975 on June 24, 2006, 05:21:43 pm
Yeah yeah double post, but I just wanted to say that I have fixed up a lot of older maps and wanted to see how you liked my map for Toma's Shrine.

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 25, 2006, 05:23:41 pm
Nightmare:  to make the exports, you need to choose "location maps" and then in slot put the "Map Number".  I think you put the location number.  The map number will be the number next to map on the side panel.

It should be 75 for location 0D6. 

For the Toma tribute I was thinking more of a house myself with stories of Toma's past adventure.  Sort of like a museaum.   It was something to help the gamer believe that Chroas had gone commercial.  And we could help develop Toma's past more.

--jp
Title: Re: Maps that can still be worked on
Post by: nightmare975 on June 25, 2006, 05:35:10 pm
Thanks for the help, I'll redo Toma's shrine soon.
Title: Re: Maps that can still be worked on
Post by: nightmare975 on June 28, 2006, 12:39:44 pm
Here you go, I have the rooms I cleaned up, and Toma's Shrine.

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 28, 2006, 09:05:04 pm
Nightmare those maps look amazing, that was exactly what I was thinking for the shrine.  Keep up the great work!

--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on June 29, 2006, 06:00:05 pm
Updated First post to include 1 AD locations and removed maps Nightmare finished.  Keep up the good work all.

--jp
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 14, 2006, 02:30:31 pm
Here, this is 1999 AD from Justin's old project Threads of Time. See if you like it for CE.

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Title: Re: Maps that can still be worked on
Post by: Chrono'99 on July 14, 2006, 02:42:37 pm
I thought 1999 AD was in a Reptite timeline in CE?
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 14, 2006, 03:06:06 pm
I'll look at it when I get off work, but to answer the question, yes 1999 is only inhabited Robots and Reptites.  If someone knows how to edit the dome tiles to make them look reptitish go ahead.

--jp
Title: Re: Maps that can still be worked on
Post by: justin3009 on July 14, 2006, 04:34:47 pm
It's really easy.  Just decompress the 1999 AD Domes.

I believe it's 04824F.  IF it's unheadered rom it's 04804F.  I'll try to work on this later.  As i'm about to beat CC for the second time in like 6 years >_>
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 15, 2006, 04:15:50 pm
I made a simple Vanguard Post for 602 AD.

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Title: Re: Maps that can still be worked on
Post by: Chrono'99 on July 15, 2006, 04:26:19 pm
Simple? That's really great actually!
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 15, 2006, 04:35:01 pm
Thanks! :D Well, now I have to find a new map with leftover space.

Note: The picture doesn't show you, but there are two rooms; the highlighted one and the one to the right of it. The highlighted one hasn't been solidified and neither have the stairs set up.

EDIT:These two maps take the place of Manoria Kitchen and Manoria Study, If you guys a re planning to use those, then whoops. :)
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 15, 2006, 07:12:38 pm
Nightmare, what tileset and pallete  number is that?

--jp
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 15, 2006, 07:31:58 pm
Tileset is 5 & 7 and the Pallete is also 7

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 16, 2006, 10:31:36 pm
I'd like to put precedence on making atleast a temporary 1002 Reptite Overworld.  I believe the latest patch already has the 65 MIL tileset hacked into it so use that rom and make a .flux file. I can't continue the coding till we get one.


--jp
Title: Re: Maps that can still be worked on
Post by: justin3009 on July 16, 2006, 11:12:48 pm
OH!  Woops!  You wanted the domes from 1999 AD to seem reptite like?  Like what do you mean.  Still use the domes or make them seem more....Prehistoric like the tents from 65,000,000 BC.  I was going to try working on that but I forgot >_>
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 16, 2006, 11:25:33 pm
Maybe make the "glass" seem more like sea shells or rocks or something?

--jp
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 16, 2006, 11:56:58 pm
Go for an organic look. :D
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 19, 2006, 01:07:32 pm
Yeah, yeah double post grr.

I cleaned up Chronopolis a bit, gave it some walls. So it didn't look so... flat.

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Title: Re: Maps that can still be worked on
Post by: justin3009 on July 19, 2006, 01:18:13 pm
Alright.  I'll get to work on that.  Should I  make the domes shattered or something?  Or still fully built.
Title: Re: Maps that can still be worked on
Post by: justin3009 on July 20, 2006, 01:18:18 pm
Not my best work but...The stuff on there is vines covering the dome.  And there's a few shells on it...The color was better but I had tp make it using the dome's palette...

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 20, 2006, 04:45:43 pm
Is there a way to make the doorway more apparant?  And maybe make brighter colors (if possible)

--jp
Title: Re: Maps that can still be worked on
Post by: justin3009 on July 20, 2006, 04:50:42 pm
Yes, it's possible.  I had a bigger door way but I thought i'd put a vine over it or something ><
Title: Re: Maps that can still be worked on
Post by: justin3009 on July 20, 2006, 05:12:31 pm
Here's an updated version.  Idk if it's any better but meh

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Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 20, 2006, 05:13:58 pm
Is there any way you cn make the colours a liitle bit more organic looking? You know, some red and green.
Title: Re: Maps that can still be worked on
Post by: justin3009 on July 20, 2006, 07:52:57 pm
If I did, i'd screw up every color on every dome.  And i'd rather not do that =/
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 20, 2006, 08:55:13 pm
Damn, because it looks kinda like a dinosaur took a dump on the dome. :lol: If it was red like coral however, it wouldn't look so poopy like. Anyways nice sprite.
Title: Re: Maps that can still be worked on
Post by: justin3009 on July 20, 2006, 09:06:02 pm
Maybe all the reptites gathered and had -ah hem- lil 2 much to eat >_>
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 20, 2006, 09:30:21 pm
When else do we use domes?

--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 21, 2006, 02:53:48 am
Nightmare, I applied your patch but I didn't catch exactly what changed in it?

Maybe post a .png so I can make sure I'm applying it right?

--JP
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 21, 2006, 12:53:27 pm
I added a couple of walls, in the picture, I highlighted them with purple.

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Title: Re: Maps that can still be worked on
Post by: justin3009 on July 21, 2006, 02:11:30 pm
Looks better like that  :D
Title: Re: Maps that can still be worked on
Post by: ZeaLitY on July 24, 2006, 05:22:10 pm
We need the snow over an icy lake maze / icy forest (you know the tileset) dungeon finished ASAP. Is anyone willing to create a dungeon? This is your chance to leave your direct imprint on CE.
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 27, 2006, 12:48:28 pm
Maps added to "new maps" section"  I suppose I'll make the beta of them if noone else wants to work on them.

--jp
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 27, 2006, 01:45:52 pm
I'll start on Truce Canyon later today.
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 29, 2006, 10:56:49 pm
BTW, whats a good map to replace?
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 29, 2006, 11:48:05 pm
hm...Map BD, {17C} should be fine.  It's Algetty.

--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 30, 2006, 02:59:39 pm
just in case you haven't started yet I made a little bit of the map.  Check it out at {17c} of this patch.

--jp

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Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 30, 2006, 03:48:09 pm
The Prehistoric forest is tough to make a multi-level place with. :lol:
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 31, 2006, 02:27:01 pm
yea, but Truce Canyon wasn't really multi leveled (atleast not in the sense that you can walk in the same spot on two levels).  Do you have an estimated time before you finish this map it'd be really awesome if I could have it by the time I get home from work.

--jp
Title: Re: Maps that can still be worked on
Post by: Kae on July 31, 2006, 07:14:11 pm
I should hopefully be getting a bit of spare time soon here and there amidst my other online and real-life obligations. I'd like to pick up updating existing maps if everyone's okay with that. While I have a couple in my mind that I want to work with, does anyone else have maps they'd like to see improved in detail and overall quality? If so, please provide an address {###} to them. :)
Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 31, 2006, 08:20:15 pm
{19B}--->{19F} These are the Ocean Palace Ruins..There wasn't much I could think of to do.  I put statues in the "lava" and added lightning NPC's


{02F}   This is the new SanDorino Plains, take creative licensing, but please force them to use the bridge because I have it trigger an event, also take note that a hole appears in the middle of the plains after recruiting frog so leave that open.  Even if you want to change the tile set, I realized I didn't like it to late...It's a very simple map but can still be improved drastically.

When it comes to cleaning up these 2 should be primary. 

--jp
Title: Re: Maps that can still be worked on
Post by: nightmare975 on July 31, 2006, 08:47:12 pm
I have Truce canyon finished.

If you want to clean it up, please do so.

I hate this tileset, it's so ugly. :x

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on July 31, 2006, 09:06:02 pm
There is no need to put yourself down there Nightmare.  That map is 10x better than what I can do.  It'll work great (I couldn't get a river in there no matter how hard I tried.

I'll make the truce canyon portal room and we'll get started on the next chapter of our game.

--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 01, 2006, 07:39:03 pm
ARGH. ...I need someone else to look at this map.  I thought I understood priority but apparantly I was wrong.  .....Can someone try doing the solidity/priority for {17c} of this patch.  It's nightmare's Truce canyon with my portal room at the bottom.

Here's what I can see....it looks like tile (1D, 11)'s local priority settings set the local priority settings of every tile around it.....

EDIT:  Yup...definately if you make (1d,11) Sprite over L1/L2 then every tile on the map gets that same setting....

--jp

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Title: Re: Maps that can still be worked on
Post by: nightmare975 on August 01, 2006, 11:41:26 pm
I made the medical center. :D

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 02, 2006, 01:01:42 am
{185}  Pallete=2, L1/2=2

Nice work yet again nightmare

--jp
Title: Re: Maps that can still be worked on
Post by: Chrono'99 on August 02, 2006, 05:29:08 pm
A post just to let know that I'm currently tweaking the Singing Mountain Caves. I've replaced the empty rectangular room with a sort of hall with a Reptite sculpture (looks a bit like the Vision Serpent/Dragon God :) ). I had to move some coordinates in the events too but nothing is broken.

2 rooms out of the 4 are not finished so I'm not posting a patch yet (just a picture).

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 02, 2006, 06:27:03 pm
Chrono 99', thanks for taking the bullet buddy.....I think we can all agree that caves are the worst tileset.

--jp
Title: Re: Maps that can still be worked on
Post by: nightmare975 on August 02, 2006, 07:09:59 pm
Still that looks freaking awesome! :D
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 02, 2006, 11:48:20 pm
Wow I just looked at the .png (I was at work earlier), that really is awesome job 99.  Just remember to give me both .flux files at the end and thanks for fixing up the events too. 


--jp
Title: Re: Maps that can still be worked on
Post by: Chrono'99 on August 04, 2006, 10:46:05 am
I have a bunch of Flux files... I hope it's not confusing. The biggest change I've made is the map, but I also had to change some coordinates in the events because of that. I also added some sound effects to the Lebniz/Ayla scene (*monster scream* *punch* *woman scream* :) ).


There's the Location Map (for the 4 "rooms"), plus the Events (3 files since 1 of the location has 2 "rooms")...

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Title: Re: Maps that can still be worked on
Post by: Chrono'99 on August 04, 2006, 10:47:59 am
...then a patch for the Exits of Location {18A} (since the wall is now a big sculpture), and finally a patch for the tileset (I modified the priority of one tile).

That's a lot but I tried patching everything to a new ROM, and there shouldn't be any problem. Just apply all 6 files.

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 04, 2006, 12:24:50 pm
Good stuff.  Since your already looking at the event codes maybe you want to do your riddle?  It's going to be the Nu in the "Kajar Magic Lab".  I'm pretty sure he's object 8 but it shouldn't be hard to find?  You can leave the text blank but can you make the answer kajar......if your feeling really not lazy make it kajar or Kajar.

--jp
Title: Re: Maps that can still be worked on
Post by: JLukas on August 04, 2006, 03:47:36 pm
jsondag - sent you a PM re: 17C's tile properties.  Hopefully that was the info you need.
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 04, 2006, 04:07:27 pm
hm....I'm still having issues with it.

Attached is a patch of the rom.  I added a new NPC to the debug room (go to fridge and hit ABXY) it's janus he's further south then the others.  This will take you to Crono/Magus/Glenn Reptite story but more importantly to the map that is giving me issues.

After the initial fight if you walk west you'll go to location {17C}.  Here's where it gets screwy, at first Crono walks on top of everything (even that damn rock), but if you walk around far enough/long enough (I think ou have to get so far to the south west that the rock is off the screen) Crono walks BELOW everthing (Even that damn rock if you walk back to it).

--jp

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Title: Re: Maps that can still be worked on
Post by: Chrono'99 on August 05, 2006, 04:56:29 am
Here's the Nu's riddle. I put Kajar, kajar and KAJAR as possible answers.

For location {17C}, the only difference between the 2 spots you mentioned is that one has Sprite Over L1/L2 "False" and the other has "True" (in the tile props window, not the left menu stuff). If you put True to all the walkable tiles (including the "rounded corners", but probably not the tiles which are under the tree) then Crono will be above everything.

Also, since most tiles in the tile swatch are present twice (one with priority and one without), an alternate solution is to use only the tiles with no property when you make the map.

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 05, 2006, 10:22:13 am
The thing is those two spots are the same spot.   When you first enter the room he's above everything.  Then you start walking around and if ou walk far enough to the south west (sometimes ou have to just walk in circles for awhile), Chrono walks below everything.  Even if ou walk back to the exact same spot where you entered the room he'll walk below the rock that he initiall walked above.

Also excellent job on the riddle

--jp
Title: Re: Maps that can still be worked on
Post by: Chrono'99 on August 05, 2006, 03:23:37 pm
Yeah that's what they are currently, but if you change the Sprite Over L12 things to True this problem should be resolved.
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 05, 2006, 05:10:22 pm
....I must be missing something (probably something really obvious).

I have the two tiles for the top part of the walk set to sprive over L1/2 to False because I want him to be behind those tiles (atleast when he comes from the North).  However when the room first loads he is still standing on top of the rock (wrong).

But when you walk around the map for awhile (or a certain distance I think the rock has to be off the screen) Crono starts walking BELOW all the tiles.  If you walk back to the rock that he was initially walking on top of he is no walking below it.  The exact same tiles.

I'm pretty sure I have sprite Priority set correctly....the top of the rock is set to false the parts directly below the rocks are set to true (so his head doesn't go behind the rock).  If you can get it working please make a .flux file, Of if you prefer you can use the patch that I'm just about to post in the latest patch thread and make a whole new patch.




--jp

Title: Re: Maps that can still be worked on
Post by: Chrono'99 on August 05, 2006, 05:14:59 pm
Oh I was the one missing the point actually. In my mind it was just a matter of putting True to everything, but I didn't thought about the rock. I'll try to get it to work (if I actually can ehe).
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 05, 2006, 05:18:56 pm
Yea the rock is causing an awful lot of problems.....I suppose it's not a huge deal just thought it'd be a nice detail.  Good luck, careful though cause this map started driving me up the wall after awhile haha.


--jp
Title: Re: Maps that can still be worked on
Post by: Chrono'99 on August 05, 2006, 06:04:53 pm
Done. I changed some tiles to no-priority tiles to make sure it works. And Sprite Over really wasn't enough, so I resorted to just right-click on another map on a tile that works, and "pasted" it over to this map. I'm not sure but I think the good setting must be Solidity Mod=1 (either the name is confusing or it's not that).

I moved the left rock too because it was too close to the tree (you can't have at the same time a part Crono under the tree and the other part of him above the rock).

*Fanfare* We won this battle :)

Oh and does this location has a name yet? It's a kind of Truce Canyon but I think changing the name would be better (I have no idea though... yet).

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 05, 2006, 06:11:38 pm
Wow chrono 99......yet again you amaze me (I even emailed Geiger for help........whooops).  ......sigh I spent hours on this and you finished it in like half an hour haha.

In my temporal flux I called it "Reptite Truce Canyon".  We really need to look at how many OW location names we have left so we can pick names.  I.E.  Proto dome is still open...but I overwrote Magus Castle.


EDIT:  By the way I forgot to mention that forest location at 1002 Reptite AD (it's kind of hard to see it's bottom rightt) is suppose to have a picture of the "vision serpant" in the tiles.....didn't come out great but I'm willing to bet you can clean it up.
--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 06, 2006, 01:56:46 pm
I completely revamped the first page.  I'm pretty sure that includes every map for the rest of the game.  After we make these we'll add rooms to our existing dungeons to make them larger.  Or add more houses to our towns.      This is exciting.

--jp
Title: Re: Maps that can still be worked on
Post by: ZeaLitY on August 06, 2006, 09:25:06 pm
Can we make the outpatient / medical center futuristic? It'd be hard to explain away the 1000 A.D. tileset and lack of medical equipment. Also, we really wouldn't need the waiting chairs, since the family of one of Belthasar's staff probably couldn't come visit.
Title: Re: Maps that can still be worked on
Post by: Vehek on August 06, 2006, 09:31:34 pm
It's probably possible to hack a tileset to use both futuristic tiles and bed tiles. I don't know how to though.

Edit-I've started on changing stuff at 361C00, where data for tilesets is, to figure out what what groups of tiles are used.
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 06, 2006, 09:38:19 pm
Hm, there is a valid point there with the tileset thing.  Nightmare, would maybe you can redo it in the blackbird tileset?  It's probably possible to creatively use them to make beds.  If you can do it on the same map in the same area that'd be awesome. It's location {185} on the lastest patch.

EDIT:  Vehek has a point, the blackbird tileset hasn't been used yet and it would certainly be useful cause we need locations for chronopolis now AND the reptite future could make use of it

--jp
Title: Re: Maps that can still be worked on
Post by: ZeaLitY on August 06, 2006, 09:45:17 pm
Yeah, the mall will be Blackbird, too. At least the main hallway and some shops.
Title: Re: Maps that can still be worked on
Post by: nightmare975 on August 06, 2006, 10:34:18 pm
Been down in Santa Cruz, sorry.

I'll try to change the Medical to the Blackbird tileset, but I thought Lucca's house tileset would do the trick.

I'll finish it today, Monday at most. It's kinda late here.

EDIT: Oh my god! I didn't realize you set it up as normal 1000 ad tileset! It's supposed to be Lucca's house's tile set!
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 06, 2006, 11:00:43 pm
HAHA oh my gosh that looks SO MUCH BETTER.. I was like....wow they must like fish?  Um you can probably hold off on redoing that map (there's plenty of others to work on thouh).  Let's see what Zeality has to say.

That seriously look so much better.  From now on we should probably either say what pallette/tilesets or atleast post a picture.  .....Sorry about that nightmare.

I worked on making beds out of blackbird tilesets (we'll still have to mix up the tilesets at some point) and got the attached creations.

That still is pretty funny though.

Edit:  Here's  what it was suppose to look like


--jp

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Title: Re: Maps that can still be worked on
Post by: ZeaLitY on August 06, 2006, 11:28:19 pm
Oh, yeah that looks great. I'll spruce it up by making it no so obviously 1000 A.D. (just basically removing the window) and maybe adding some more technology. If anyone gets the chance, experiment with making a conference table out of the Blackbiard (or future, or anything).
Title: Re: Maps that can still be worked on
Post by: ZeaLitY on August 07, 2006, 02:44:42 pm
1002 still looks bad, maybe because everything is crammed in there. Perhaps if someone could expand it...

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Title: Re: Maps that can still be worked on
Post by: ZeaLitY on August 07, 2006, 02:45:24 pm
The rest of the Flux:

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Title: Re: Maps that can still be worked on
Post by: nightmare975 on August 12, 2006, 04:14:28 am
I was wondering, what do you want the Robot Factory to look like?
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 12, 2006, 12:06:11 pm
I'll do the conveyer belt room.  The rest will really be up to you.  Use Geno Dome tileset....Hm I suppose you should make the first room be "blockable" by a single reptite (so that it'll be easy for me to make it inaccessible at first.

try to go for 3-4 rooms....maybe a more "supervisory" room?  Might be hard with that tile set.  and put a main "labor room" with a conveyer belt in the middle.

--jp
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 12, 2006, 12:26:59 pm
sorry for double post but I want to make sure this is seen.  If you haven't already started working and are going to use map 85 please apply this flux first.  It's a basic room I made for the conveyer belt room so I can mess with coding.

--jp

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Title: Re: Maps that can still be worked on
Post by: TheOutlaw on August 14, 2006, 06:44:57 pm
(http://img.photobucket.com/albums/v669/shanepain678/1200ad.jpg)

Touched up the top of 1200 beast forest to make it look more natural
a quick simple task

Question: San Dorino plains is there any concept idea or set concept for the finalized version, if I could get some feedback on what was wanted out od San dorino plains I could jump into that.

currently editing the lava rooms; 19C, 19D, 19E
19C
(http://img.photobucket.com/albums/v669/shanepain678/00000.jpg)(http://img.photobucket.com/albums/v669/shanepain678/0001.jpg)
We could probably edit the sprites of the statues themselves to make them look damaged. Other than that i feel something should be put in the middle, which is why the wlakway was made ni the middle. That can be left open for discussion.
for some reason the map won't save....

And now i've hit a bump in the road, i'll be away from my compa from 7pm tonight till wednesday, my parents are dropping mybro off at college and they want me to stay with people, man do i wish i still had my laptop.
Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 14, 2006, 09:48:01 pm
You can do whatever you want to the lava rooms.  I'm not sure we can edit the statues because we may use them in Dalton's Dungeon.  You can look at what I have currently for San Dorino Plains for a concept idea either go to it in the game or check the change log for the location.

The map should save....your doing BOTH location--->write to memory AND file--->save right?

Also don't forget to put your .flux files here. 

--jp
Title: Re: Maps that can still be worked on
Post by: TheOutlaw on August 14, 2006, 10:05:25 pm
Aha!
I'll have to try that when I get back. And I will tailor the lava rooms. that would explain it.


After i figure what to do with San Dorino plains, i'll post the .flux files.

Cleaned up San Dorino plains, 19C-E, and currently cleaning up 600Ad OW.
well I ended up not realizing that I erased part of Fiona's desert, and since i have no idea what the desert origonally looked like, I'm going to wait for the next patch to touch up 600AD.

However I have added 19C-E.flux and SanDorinoPlains.
There really wasn't anyway to give 19C-E a good "trashed" look, So I just cleaned it up


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Title: Re: Maps that can still be worked on
Post by: TheOutlaw on August 17, 2006, 03:48:34 am
197 beast forest, more natural looking, forgot to add it

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Title: Re: Maps that can still be worked on
Post by: Agent 12 on August 17, 2006, 03:57:28 am
outlaw make sure that you are exporting them right (it's on the first page of this thread) none of these seem to have a "slot number".

What's weird is that they have different "sizes" so I'm not sure exactly what they are exporting.

It's probably best to put in the comments the "map number" as well as the location number. 

Awesome job redoing so many maps so fast though!

--JP
Title: Re: Maps that can still be worked on
Post by: TheOutlaw on August 17, 2006, 01:05:14 pm
Hope i got it right this time (previously forgot to put the map # in slot)

It was just simple touch ups.

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Title: Re: Maps that can still be worked on
Post by: TheOutlaw on August 17, 2006, 01:50:26 pm

San Dorino Plains

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Title: Re: Maps that can still be worked on
Post by: TheOutlaw on August 17, 2006, 03:25:50 pm
Here's basically everything i did with 19C-E, cleaned up layer 3, made the rooms liok nicer and neater, and in 19E I had to move the chests out of the walls, Just looked wierd that way.
you still have to battle the enemies before you can reach them.
Although The chests are still set to be in the walls, and the open chest will show up after being opened.

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Title: Re: Maps that can still be worked on
Post by: TheOutlaw on August 30, 2006, 12:14:51 am
didn't know what to do for slot# in OW
Hope this works
Touched up 600Ad medina (continent)
very minute touchups that make the continent look more natural

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Title: Re: Maps that can still be worked on
Post by: Chrono'99 on September 28, 2006, 12:05:35 pm
Woops, looks like this last flux file was a bit forgotten. I'm gonna patch it. Also if anyone is interested, I'm working on changing the Chronopolis palette to something more faithful to CC:

(the "factory" tileset has 2 slightly different palettes, so Chronopolis can be changed with the Reptite factory still keeping a good palette)

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Title: Re: Maps that can still be worked on
Post by: nightmare975 on September 28, 2006, 12:28:01 pm
Of course I've never reachd that far in CC to know what the lab looks like but I like the new colours.
Title: Re: Maps that can still be worked on
Post by: nightmare975 on September 30, 2006, 01:16:57 pm
I cleaned up the robot factory! :shock:

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Title: Re: Maps that can still be worked on
Post by: Chrono'99 on September 30, 2006, 01:31:31 pm
Good stuff :)
Title: Re: Maps that can still be worked on
Post by: ZeaLitY on October 01, 2006, 01:12:26 pm
I might do the Zeal Ruins dungeon. Here's my idea so far:

You enter the dungeon. There's a linear path that leads to a four-way fork. If you continue going up, you'll find a room with three sealed doors. Left and right are puzzles that open these sealed doors and contain innovative tileset use. You open these and go in the middle one, but it's a trap; it shuts and you have to defeat some hard enemies to get out. At this point, you return outside to find a portal in front of the doors. It takes you deeper in the dungeon, where you begin to find the Zealians King Zeal is stocking up. Eventually, the last strentch of dungeon is a walkway over big pits (yes, this can be done with the Zeal tileset). Finally, I'll make a special room for the bomb.

Suggestions?
Title: Re: Maps to be made / polished, general schedule
Post by: ZeaLitY on October 01, 2006, 02:29:11 pm
I added a general schedule for the project on the first post of the thread.
Title: Re: Maps to be made / polished, general schedule
Post by: Chrono'99 on October 02, 2006, 05:07:25 pm
It looks like we didn't take advantage of these mems:

Scroll Mask in RAM for the current location

7E1D1A - Scroll Left
7E1D1B - Scroll Right
7E1D1C - Scroll Top
7E1D1D - Scroll Bottom


soooo.... one map, and as many rooms as you can fit in it, and through events (value to mem) you can set the scroll mask properties in the event to correctly block out everything else in the map, all proper like. WOOO

It works like wonder to set conditional scroll masks in the maps in which different rooms are put next to each other. Currently, some maps scroll if the players go to the edge of a room, revealing immense black walls even if the rooms are small and could have fitted in one screen. I think this gives a sort of unwanted "there's something at the other side of this wall" feeling. Now with these mem addresses (that I'm gonna put everywhere needed), this feeling will disappear for good.

Edit: Aha, they're already in use actually. I'm adding them in the few locations which don't have them.
Title: Re: Maps to be made / polished, general schedule
Post by: Agent 12 on October 03, 2006, 01:27:19 am
ah...beat me on the edit.

They were made known to me um.....after th emagus stuff I believe, so you should see them around there.

--jp
Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on October 05, 2006, 10:04:44 pm
Cleaned up the Strength Contest. I tried to remove a lot of the empty space.

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Title: Re: Maps to be made / polished, general schedule
Post by: ZeaLitY on October 15, 2006, 06:41:26 pm
Polished Fiona's Forest. Perhaps we could add a little room ont he lower right accessible from the lower middle?

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Title: Re: Maps to be made / polished, general schedule
Post by: Chrono'99 on October 16, 2006, 06:32:08 am
Oh I forgot to say, the top right rectangle was for a reproduction of the "campfire" and "Red Gate" maps from Fiona's side-quest in CT (without the fire). If it's too tedious to reproduce it tile by tile, I can do it later. Feel free to add a room or change things though, as the map outline was really a rough sketch.
Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on October 29, 2006, 12:33:51 am
Worked on the Ocean palace ruins.

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Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on November 18, 2006, 05:58:22 pm
Cleaned up Middle Ages and I tried 1002 Reptile AD, but it's not as good.

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Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on November 22, 2006, 07:15:08 pm
I'm going to close up Dendorino Mountains to make it a one screen area in 1002 AD

I also recomend making it unacessible in 602 AD

Any problems please contact me.
Title: Re: Maps to be made / polished, general schedule
Post by: Vehek on November 22, 2006, 07:18:24 pm
It's a one-screen area in Chrono'99's uptochaptertwoandahalf.ips patch, in location {0A1}.
Edit-To be precise, it's fits in one location. The screen can still scroll.
Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on November 22, 2006, 07:23:10 pm
I don't have a map at all, strange.
Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on November 26, 2006, 03:23:05 pm
I decided to fix up our 1AD map.

Please note that it is not finished. But please tell me how you like it so far.

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Title: Re: Maps to be made / polished, general schedule
Post by: Chrono'99 on November 26, 2006, 04:01:29 pm
This is great. This reminds me that we don't really have anything to do in this era after the Antaeus chapter though... Perhaps we should move the Coliseum there?
Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on November 26, 2006, 06:03:59 pm
Finished Porre and made a land bridge connecting the two.

Working on the rest, do you want me to connect them too? Or do we want some areas cut off from the rest of the world?

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Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on November 26, 2006, 09:24:14 pm
Not done yet, but I would like someone to put in where they want Guardia, Porre and Terra Tower to be.

Personally, I think Terra Tower should go where Magus's castle should be.

EDIT:Forgot the files.

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Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on December 02, 2006, 02:07:26 pm
I have finally finished Medina! :P

Please give me some feedback on this.

Now, to start up on Choras.

And no, Medina is not going to look so barren. I just haven't finished layer 2 yet.

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Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on December 02, 2006, 05:24:09 pm
Ah ha ha! The world is now complete!

Comments on the finished product please.

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Title: Re: Maps to be made / polished, general schedule
Post by: ZeaLitY on December 02, 2006, 05:46:17 pm
Looks pretty good. I'm glad we have a real snow map now for the modern continental layout.
Title: Re: Maps to be made / polished, general schedule
Post by: nightmare975 on June 02, 2007, 02:26:16 pm
I decided to clean up Terra Tower.

Here's a ZIP of them.

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Title: Re: Maps to be made / polished, general schedule
Post by: Agent 12 on February 21, 2008, 05:08:05 am
Well I know it's been over half a year haha but I updated the front to show the maps that got added nightmare. 

If Chrono 99 hasn't added them to the main rom I'll make sure they get in when he gets back.  There''s going to be a huge influx of maps once Chrono 99 is back and we do all the imports I've been working on there's 9 chapters to add but  ......that's it! All the maps after that will be maps we use to fluff the game out (add rooms to some dungeons or more residential places).........oh yea and the flame dungeons too...damn well I guess don't get to excited yet....

 

--JP
Title: Re: Maps to be made / polished, general schedule
Post by: Agent 12 on April 21, 2008, 05:03:16 pm
OK,

The front page is updated!  I know there's alot of maps but some just need to be tweaked they all have atleast a beta version of them in the rom.  If you have any questions comments concerns let me know!

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on July 04, 2008, 01:59:10 am
Started back up, here are two maps I've worked on.

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Title: Re: The Mapping Thread
Post by: Agent 12 on July 04, 2008, 04:14:45 pm
They look good!  I especially like your trees alot more than my trees very unique way to interpret the tiles.



--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on July 04, 2008, 07:52:32 pm
Thanks! Have a couple more fixes.

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Title: Re: The Mapping Thread
Post by: nightmare975 on July 04, 2008, 07:53:07 pm
Overflow

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Title: Re: The Mapping Thread
Post by: nightmare975 on July 06, 2008, 12:57:10 am
Here's today's job.

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Title: Re: The Mapping Thread
Post by: Agent 12 on July 08, 2008, 10:33:55 pm
Excellent job Nightmare!

I just put them in the rom that I'll release after this post.  Fantastic job on the rebel base (def. my favorite)!

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on July 09, 2008, 11:30:46 pm
Thanks!

Sorry to say, but I'm experiencing some computer trouble here. I'll be getting a new computer in a couple of days, but I've got massive slowdown on this one.
Title: Re: The Mapping Thread
Post by: nightmare975 on July 10, 2008, 04:22:04 pm
My computer is working at a normal pace (for now) so I got some shit done.

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Title: Re: The Mapping Thread
Post by: nightmare975 on July 10, 2008, 04:22:41 pm
Overflow again (always by one every time >_>)

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Title: Re: The Mapping Thread
Post by: Agent 12 on July 11, 2008, 12:49:22 am
Added in the next update!

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on July 16, 2008, 12:06:01 am
Got only one, only slight things done to it. Vista is...indifferent to TF.

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Title: Re: The Mapping Thread
Post by: Agent 12 on July 17, 2008, 01:00:02 pm
Added! those small details are the difference between a bad map and a good map :).  They are also starting to add up, going through the game is becoming noticeably different.


--JP
Title: Re: The Mapping Thread
Post by: Agent 12 on August 09, 2008, 02:35:56 pm
Note to self Leene Square and Millenial fair maps have tons of free space
Title: Re: The Mapping Thread
Post by: nightmare975 on August 09, 2008, 03:02:44 pm
Note to self Leene Square and Millenial fair maps have tons of free space

By free space do you mean map, or tile?

Status: Dead in Water, attempts to fix problems have resulted in TF not being able to open, I'm figuring my new security center hates the damn thing, like Vista.

Did I also forget to mention that my mouse pointer is off by like 20+ pixels? Does anyone have a solution to this? I'm going to attempt to move TF to a secure location and get it to open from there.
Title: Re: The Mapping Thread
Post by: Agent 12 on August 10, 2008, 10:16:58 pm
The map has tons of free space (the top and bottom).

Hope you get TF running soon, i can't for the life of me figure out why you are having so many problems i loaded it on my work computer w/o any issues.

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on August 10, 2008, 10:31:57 pm
The map has tons of free space (the top and bottom).

Hope you get TF running soon, i can't for the life of me figure out why you are having so many problems i loaded it on my work computer w/o any issues.

--JP

Are you using anything (virus scan, firewall) that isn't Vista Compatible? Seems my Security Center has made this computer even slower.

That and the mouse thing is killing me.
Title: Re: The Mapping Thread
Post by: Agent 12 on August 11, 2008, 01:47:56 am
Microsoft uses something called eTrust..I'd never used it  or even heard of it before. 

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on August 11, 2008, 02:07:21 am
Microsoft uses something called eTrust..I'd never used it  or even heard of it before. 

--JP

You're bullshitting me. That's what my internet provider gives me for free, they must be interfering with one another.
Title: Re: The Mapping Thread
Post by: Agent 12 on August 12, 2008, 05:16:08 am
I added the remaining overworlds...Chrono'99 had a really nice chronopolis OW but i never saw a flux file for it anywhere.  Noone has done the reptite future OW and my temp one is a pain on the eyes

*looks around*
*looks around*
*looks at nightmare*

haha...i'm somewhat kidding.... but you have to admit the 1 AD OW you did was fantabulous.

---JP
Title: Re: The Mapping Thread
Post by: nightmare975 on August 12, 2008, 05:37:05 am
I added the remaining overworlds...Chrono'99 had a really nice chronopolis OW but i never saw a flux file for it anywhere.  Noone has done the reptite future OW and my temp one is a pain on the eyes

*looks around*
*looks around*
*looks at nightmare*

haha...i'm somewhat kidding.... but you have to admit the 1 AD OW you did was fantabulous.

---JP

I'm getting close to fixing it, all I have to do is avoid my father so he doesn't kick me out. (I got a straw sucked into our CD player, but he doesn't know, yet.) But I have been able to make some bypass on the security center.

Out of anything 1 AD will be the pinnacle of our game. The one thing that makes people go wow.
Title: Re: The Mapping Thread
Post by: nightmare975 on August 14, 2008, 06:30:37 am
Yes! I did it! I've gotten it to work!

Nothing today, I'm going to bed.
Title: Re: The Mapping Thread
Post by: nightmare975 on August 28, 2008, 03:30:29 am
After a long and annoying hiatus, here are two maps.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: Agent 12 on August 28, 2008, 04:38:04 am
Awesome nice to see you back :)

If I could make a request we definitely need the OW for chronopolis and the reptite future.

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on August 28, 2008, 04:55:28 am
Awesome nice to see you back :)

If I could make a request we definitely need the OW for chronopolis and the reptite future.

--JP

You want them on the same map?
Title: Re: The Mapping Thread
Post by: Agent 12 on August 28, 2008, 02:04:29 pm
No chronoplis is 1999 and future reptite is 2300. We no longer need them on the same map because 1002 reptite does not have any over world

Jp
Title: Re: The Mapping Thread
Post by: nightmare975 on September 03, 2008, 02:00:51 pm
No chronoplis is 1999 and future reptite is 2300. We no longer need them on the same map because 1002 reptite does not have any over world

Jp

Okay, got it. I'm going try to do this tonight after college (I have late classes) or this weekend.
Title: Re: The Mapping Thread
Post by: nightmare975 on September 04, 2008, 10:40:25 pm
I have got a little problem, I have a new laptop. So I can be on all the time, just no TF or Roms. I don't plan on installing them on here because this is more for just my school work.

So yeah. I'll get that shit done this weekend, hopefully. Spore comes out Sunday.
Title: Re: The Mapping Thread
Post by: Zakyrus on September 09, 2008, 12:29:14 pm
Didn't know where this fits, so it ended up here...
Hey, enhanced the Future Mall (I've sent this .export to your email jsondag)
I didn't know what to make Johnny or the Soldier in the small room say so I left them alone.
Heven't added any other NPCs yet, but made some tweaks to the ones that were present...

The NPCs in the Mall will call you cheap if you don't buy anything, which is something I'm doing for some shops in CT+

What the script does is assign Gil to seperate values.
They are divided into two sections "current Gil1" and "current Gil2"

After the Shop command, "current Gil2" is re-written and it compares to "current Gil1" (which never changed).

If you end up with the same amount-- If you closed the shop, or break even(VERY rarely happens)
ARMS MERCHANT: What?! Cheapskate...

If you end up with more or less Gil--
ARMS MERCHANT: Thanks for stopping by.

This Gil checking system could easily be copied to other shops.

I've also added {line breaks} in the correct places as well as a {delay 03} for the NPC that says:
ITEM MERCHANT: Feel free to browse my{line break}
inventory...{delay 03}as long as you buy!{null}

I'm not sure if you're going to do delays in basic dialoug for NPCs, but it seemed to me like a good idea, so it got added.  :lol:

Not only that but I fixed the NPC that faced away from the 1st Party Member. Facing was set to Object/0 should've been PC/0. (the other one was already working) I know that this kind of stuff is very easy to miss and can drive one mad!

Jsondag, you're saying that with map AB I can do ANYTHING? Do you have anything specific in mind?
Or am I (un)limited to the vestiges of my imagination?

As for map 14 (the small one) you wanted me to take a crack at, I've got a most insideous idea. In ChronoTrigger+, I'm making a small room in the Black Omen; right before Queen Zeal (and it's required to go through). What happens is the party enters the room, the doors lock, then there's a save that appears (and remains until the door is tried) When (and only when) the party tries the door, the save dissapears and a cutscene loads where the trap is activated. There are a few switches (4 or 5 maybe? - don't want to make it TOO hard, haha) and you must find the correct sequence to stop the trap and open the doors. On top of that there's a 5 minute countdown before fire (or something awful) fills the room, toasting the party and resulting in game over. To be even more diabolical, I'm making the switch-set randomize upon location load (which includes loading the save) ...so that every NewGame/+ puzzles dynamically change! People can still cheat and use savestates of course.  :x

I noticed that CE has a ruined Black Omen area - and since that's a latter area - a trap such as this could make things interesting. What do you say about me coding this room for CE as well? Of course, the cutscene's dialoug would be slightly different as they won't be going after Queen Zeal. I'm pretty confident I can code this in no time at all and I was thinking that this would make an awesome situation since a timed trap hasn't been done yet.

By the way, if you wan't me to "attack" any other locations that need fixing up, I have no problem doing so. Just give me stuff to do. :) Deviating from CT+ keeps me sane when I get temporarily burned out on working on that. (Motivation varies from day to day, some days I can't wait to get to my computer, others I just stared at TF and sigh.)

On another note(pun intended) that music puzzle in Singing Mountain thwarted the HELL out of me.
WHO'S RESPONSIBLE FOR THAT?! Totally awesome.  :D

~Z
Title: Re: The Mapping Thread
Post by: Agent 12 on September 09, 2008, 04:19:15 pm
Good job Zakyrus.  We'll be adding delays to dialogue when needed, that simply wasn't Finalized dialogue (Zeality is in charge of that).  The breaking even will only happen to nerds like me that try to break stuff like that when they see it and shouldn't be that big of a deal.   The puzzle may not work for the ruined black zeal since the "main path" is suppose to be the exact path from CT just destroyed but should work for chapter 18 where they go back to a non destroyed ocean palace and take a side path (it can be the room before the mammon machine.


--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on September 09, 2008, 04:41:23 pm
Just wanted to say, got started on 2400 AD, this might be a love it or hate it map.

I'll post a pic when I finish a continent.
Title: Re: The Mapping Thread
Post by: nightmare975 on September 09, 2008, 05:54:37 pm
Class starts for me soon, so I wish I had done more, but I want to show my progress so far.



[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: Agent 12 on September 09, 2008, 09:18:30 pm
haha it's already better than what I got :)

that's definitely the hardest part.

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on September 09, 2008, 11:32:08 pm
Okay, here is the first, and largest continent.

EDIT: First pic didn't have layer two, here it is now.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: Agent 12 on September 10, 2008, 12:46:47 am
Did you find the tileset that I was using unusable?  It had some tileset hacks implemented in it? 

I took a gander and there is some cleaning up that can still be done to make the destroyed domes less destroyed also the mountains are not the correct color.  Vehek do you think it's possible for you to look into this and see if there's a way to make the mountains in the current "Future OW" of the patch to be the brown color of mountains in 1002?  I fail every time I try to do palette hacks.

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on September 10, 2008, 02:03:48 am
Mine didn't have any extra tiles, I'm using the latest patch, and I just had stock.

Extra tiles would work great.

12000 BC Tiles are screwed up a bit though.
Title: Re: The Mapping Thread
Post by: Agent 12 on September 10, 2008, 10:45:38 am
What ow are you editing? The tileset that is changed is future. It looks like you may be editing apocalypse. Future= reptite apocalypse=chronopplis

Jp
Title: Re: The Mapping Thread
Post by: Zakyrus on September 10, 2008, 12:34:14 pm
The puzzle may not work for the ruined black zeal since the "main path" is suppose to be the exact path from CT just destroyed but should work for chapter 18 where they go back to a non destroyed ocean palace and take a side path (it can be the room before the mammon machine.

--JP

Works for me. As long as I get to code some horrible trap of doom! Yay! Doom!
Title: Re: The Mapping Thread
Post by: nightmare975 on September 10, 2008, 01:42:06 pm
The future tileset is a mess.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: Agent 12 on September 10, 2008, 07:12:16 pm
Hm, not sure how you got those values for L1/2 Tileset here's a picture of what values I use.

--JP

EDIT:  I actually got the mountains to work by using the "Palette" shift  for each subtile of the mountains, not sure why I didn't think of that before.  I'm attaching a patch where I did this palette shift here incase you are interested nightmare.  I'd prefer if we somehow utilized this tileset.  Simply because we aren't using it all in CE and if through some miracle we get a good graphics editor he basically has an "empty palette" to edit those tiles.  While if we use the same tileset for Chronopolis and reptite future were kind of stuck and can't make a "reptite future" tilset (because we'd be editing chronopolis domes as well. 

Edit^2:  btw nightmare which OW were you editing before?  Future or apocolypse?  I'm interested in how you ended up with that screwed up tileset?  You were using the latest patch correct?

Edit^3:  oh yea those values in the picture were before I put the mountain back in so L1/2 tilset should be 7.  Also nightmare not sure if you know this but vista does have a fantastic screen capture tool built into it.  If you type "snipping" in the start menu search it should pull up....i know how much you hate vista, hopefully this helps ease the pain :).  It's definitely one of the [few?] things i really  miss when i get home from work to my xp machine (the other one probably being the breaded path which i HATED at first but have grown to love) i use it almost daily when sending emails about bugs at work. 

--JP

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: Zakyrus on September 11, 2008, 01:21:34 pm
Would you like me to use the Ocean Palace or Black Omen tileset for that room, jsondag?
Title: Re: The Mapping Thread
Post by: Agent 12 on September 12, 2008, 11:47:42 am
Black Omen would fit better.  That current chapter o the story starts with ocean palace but it turns to black omen near the end.  That particular room definitely sounds like it works better near the end.

--JP
Title: Re: The Mapping Thread
Post by: Zakyrus on September 12, 2008, 01:47:59 pm
Black Omen would fit better.  That current chapter o the story starts with ocean palace but it turns to black omen near the end.  That particular room definitely sounds like it works better near the end.

--JP

Ok. I'll get this to you soon. Maybe I'll start on it this afternoon.
Title: Re: The Mapping Thread
Post by: nightmare975 on September 15, 2008, 04:16:33 am
Minor problem at home, at least this cell phone has internet. I'll get back to work in a day or two.

Sorry.
Title: Re: The Mapping Thread
Post by: Zakyrus on September 15, 2008, 01:12:35 pm
Minor motivational problem:
I've been to sucked into playing with the Enemy AI Editor than to make the room. (which isn't always such a bad thing!)

I'll get this map done at some point soon.
Title: Re: The Mapping Thread
Post by: Agent 12 on September 15, 2008, 01:24:17 pm
haha,

Definitely not a bad thing Zakyrus :)

Hope everything is ok nightmare.  What kind of phone do you have and is this the first time you had internet on your phone.   I remember the first time I got it I was crazy addicted for like 3 weeks.

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on September 16, 2008, 02:26:19 am
It's an Envy 2. Got it yesterday. Good news, got my laptop, bad news, not my actual computer.

I'm hiding from that asshole I've talked about before on the frustration thread.
Title: Re: The Mapping Thread
Post by: Zakyrus on September 23, 2008, 01:56:33 pm
It's taking a while to code that room. This is because:
1. I'm procrastinating and still playing with the AI Editor.
2. I'm making random perils happen in the trap (which is taking time).

When the trap is activated and you have 5 mins to find the right switch order to open the door, one of a few events are triggered:

Fire begins to fill the room.
The ceiling is coming down.
The floor is opening
The walls are closing in.
A barrier of light is sweeping through the room. (which incinerates)

Every time the trap is activated, one of these horrors will begin to happen. This way every time you play the game, something new happens here, the party reacts to it differently, and the switch order randomizes as well.
Bwa ha ha ha!  :twisted:
Title: Re: The Mapping Thread
Post by: nightmare975 on September 26, 2008, 09:31:42 pm
I finally had some time, so here is some more of 2400 AD

I tried the new tile set but still had a problem. It's too jumbled up to use.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: nightmare975 on September 27, 2008, 07:07:10 pm
Finished 2400 AD

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: nightmare975 on September 28, 2008, 05:44:50 am
I noticed that when i switch any tile thing-a-majing, even to already used ones, my tiles are screwed up. So I'm starting to think it's a ROM problem.
Title: Re: The Mapping Thread
Post by: nightmare975 on September 28, 2008, 03:46:25 pm
You know, one of the things I had absolutely hated was the Prehistoric map. Whoever had tried to remove the lave did a horrible job. So I present to you Phase I of the new Prehistory.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: Agent 12 on September 29, 2008, 03:46:43 am
Alright nightmare is in one of his mapping zones :)

I love when these happen ha ha.  If you put up flux files i'll add what you got.  Have you confirmed if it's a rom problem?  If you give step by step what you do and put pics of the result I can tell you if I have asimilar experiences.  remember vista has the nice "snipping tool" if you just search "snip" in the start menu.

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on September 30, 2008, 10:17:17 pm
Is this how it's supposed to look?

I put circles around it because I just don't understand what went wrong.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: nightmare975 on September 30, 2008, 10:58:34 pm
Oh, and here's the flux file, plus an update to prehistory.

Lavos hit the ground hard, of course, that would be the cause of the massive continental shift. so in 5 years, I think he would have started some massive earthquake that would start the breaking of the super continent we all know and loved. Of course the epicenter would be the crater, so I removed it in place of a fault line. I plan to replace the mountains, just as soon as I have the ground finished.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: Vehek on September 30, 2008, 11:01:02 pm
What will The Breaking Point scene be like without the crater?
Title: Re: The Mapping Thread
Post by: nightmare975 on September 30, 2008, 11:04:15 pm
What will The Breaking Point scene be like without the crater?

Did we see it from the distance? Oh shit.
Title: Re: The Mapping Thread
Post by: Agent 12 on September 30, 2008, 11:30:07 pm
2400 AD:

The tiles seem to be from before I fixed the color for the mountains.  Are you still using an old patch? The bottom circle is simply.....the map sucks it's not a problem of settings being wrong.  The top group left side is the dome Justin made:

http://www.chronocompendium.com/Forums/index.php?topic=2531.msg54489#msg54489

It was the best I could do with the existing palette.  Top Right is just....the destroyed future tileset having a non destroyed future palette.  I fixed the palettes of some of the roads but you know it's tedious and I wasn't sure if the reptites would even have roads...

But all that is moot, since you already have made the map we should just take what we can get haha.  It's definitely more of a priority to have SOME map for the eras so chronopolis is the last OW we need now.   That's priority one.

Prehistory:

I like the idea definitely.  The lave adefinitely had a glitched look to it.  So as long as that scene doesn't look too ridiculous i say go for it. We should probably make sure the entrance to that area is obvious too.

--JP
Title: Re: The Mapping Thread
Post by: Zakyrus on October 13, 2008, 07:57:50 pm
Finally got around to working on that horrible room. I'll be using the Ocean Palace tileset as the Black Omen one, doesn't have the switches on the wall. I'll send it to ya, jsondag2 when I get it done.  :)

However, I still have no clue what I am going to do with that other empty map yet.  :x Whatever it may be, it'll be good!

~Z
Title: Re: The Mapping Thread
Post by: nightmare975 on October 29, 2008, 02:39:36 am
I'm transmitting this so I don't lose it when I update my game.

Hope you like how the crater now looks.

I hate those mountains up north.

EDIT: Why don't I post the file?

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: nightmare975 on October 29, 2008, 02:54:18 am
Okay...my tiles sets are still fucked up. I got a fresh patch, I have not idea what I'm doing wrong, but I just can't get the tileset to work.
Title: Re: The Mapping Thread
Post by: Agent 12 on October 29, 2008, 03:10:57 am
They are messed up in TF AND in game?  Can you put a picture up?

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on October 29, 2008, 03:46:00 am
Okay, hold up.

I'm trying to make the last OW, you said to use a new tileset and said to use the one with all the dinopolis stuff. I can't get it to work.

I have not tested them ingame.
Title: Re: The Mapping Thread
Post by: Agent 12 on October 29, 2008, 05:04:47 am
Oh I thought that you didn't want to use the new tileset?  Don't worry about using it you can use the original 1999 AD tilset.  You are doing the OW for Chronopolis now anyways correct?  So it makes sense to use the 1999 Ad tileset anyways.

If you want you can try to simply reproduce what Chrono 99 did here:

http://www.chronocompendium.com/Forums/index.php?topic=4743.msg87190#msg87190


--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on October 29, 2008, 06:00:18 am
Oh, I thought the last one I did was for Chronopolis.

Although I wanted to try an make Dinopolis with a modified Prehistory Tileset.
Title: Re: The Mapping Thread
Post by: Agent 12 on October 30, 2008, 12:37:35 am
haha oh dear....

the map that got modified in the last patch you sent me was the map that was being used for Reptite Future. 

Overworld {7} Apocolypse ==> Chronopolis OW
Overworld {2} Future ==> Reptite Future

I would greatly prefer if we kept this mapping because all the exits for those locations are being mapped...unless we can find some way to easily transfer the map over?  The map that you sent me definitely looked like it was for the Reptite future though (the coast line and the buildings were almost perfectly lined up...).  So it's up to you.   I dont mind doing a little work to get your awesome maps put in. 

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on October 30, 2008, 01:32:56 am
I found it easy to have the map you want overwritten open and import the file, it seems to place it there.
Title: Re: The Mapping Thread
Post by: nightmare975 on November 24, 2008, 06:26:28 pm
I just wanted to say I'm done with overworlds. No more.

I'll do normal maps, but I can't take overworlds anymore. X_X
Title: Re: The Mapping Thread
Post by: nightmare975 on December 10, 2008, 01:36:25 pm
I promise after next Tuesday, I'll get back to work, college is killing me.
Title: Re: The Mapping Thread
Post by: Agent 12 on December 10, 2008, 01:54:52 pm
no problem man this project is very aware of real life factors :)

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on January 22, 2009, 06:42:40 am
Here's something to wet your whistle.

This is as accurate as 1999 AD will ever get.

Three hours staring at that fucking little mini map.

I'll explain lateness later, it's 3 in the morning over here.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: ZeaLitY on January 23, 2009, 12:38:30 am
WHY DOES NO ONE UNDERSTAND THAT CHRONO TRIGGER'S INCOMPLETE 1999 A.D. MAP IS WRONG AND THAT 1999 A.D. SHOULD BE REVERSE-ENGINEERED WITH CREATIVE LICENSE FROM 2300 A.D.!?!!?!??!?!!??!!
Title: Re: The Mapping Thread
Post by: nightmare975 on January 23, 2009, 02:19:14 am
WHY DOES NO ONE UNDERSTAND THAT CHRONO TRIGGER'S INCOMPLETE 1999 A.D. MAP IS WRONG AND THAT 1999 A.D. SHOULD BE REVERSE-ENGINEERED WITH CREATIVE LICENSE FROM 2300 A.D.!?!!?!??!?!!??!!

You mean what I did before, THE FUCKING 2400 FUCKING AD MAP!?

OH GLAD TO FUCKING KNOW NOW! THANK YOU ALL FOR MAKING ME SPEND THREE HOURS OF MY LIFE STARING AT A TINY AS FUCK MAP ON MY FUCKING DS!
Title: Re: The Mapping Thread
Post by: FaustWolf on January 23, 2009, 02:24:30 am
If it's any consolation, maybe we could use your map-in-progress in AE:HU nightmare. We could make up this explanation that Anti-Annihilation Energy restored a bunch of continents or something.

No, I'm serious. :D
Title: Re: The Mapping Thread
Post by: Agent 12 on January 23, 2009, 02:49:09 am
I was under the impression that you were done with overworlds?

I just wanted to say I'm done with overworlds. No more.

I'll do normal maps, but I can't take overworlds anymore. X_X

Sorry.....

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on January 23, 2009, 02:55:53 am
I was under the impression that you were done with overworlds?

I just wanted to say I'm done with overworlds. No more.

I'll do normal maps, but I can't take overworlds anymore. X_X

Sorry.....

--JP

I was sick and tired of trying to get those tiles to work, they never did. That's why I had quit.

Then I was playing CT DS and that tiny little map on the epoch sparked me to do this.

But I see my interest was unneeded apparently.
Title: Re: The Mapping Thread
Post by: Agent 12 on January 23, 2009, 03:08:32 am
I really am sorry I honestly thought you didn't want to do OW's anymore.  It looks like FW wants it so I don't think it's unneeded :)

--JP
Title: Re: The Mapping Thread
Post by: nightmare975 on January 23, 2009, 03:15:02 am
Wait a minute, the way you're saying that...

...did you pull me off the team?
Title: Re: The Mapping Thread
Post by: Agent 12 on January 23, 2009, 03:24:02 am
Oh god no of course not!  The mash up of time alone (and you've done way more then just the mashup of time) makes you a HUGE contributor.  I just thought you wanted to do location maps instead of OW's.

--JP

EDIT:  I want to emphasize as I've said all along I am not going to think less of people for not being able to work on the project, every little bit counts and if you dissapear for a long time that's life ( literally).  This is just a rom hack in the grand scheme of things it is not important (despite how awesome this is going to be :) ).  I do appreciate when you let me know as nightmare did above.  Some of the biggest contributors of this project will don't have anything to show in the game (JLukas, Vehek, didn't list cyber here cause he actually has some action on the game with his weapons and enemy stat tweaks). 
Title: Re: The Mapping Thread
Post by: ZeaLitY on January 23, 2009, 04:52:44 pm
I was just flabbergasted because the last time I brought this up (when someone was making another map like this for themselves), the reaction was basically "UH, OK ZEALITY, WE WILL AGREE WITH YOU SO WE DONT GET BANNED :) (EVEN IF WE DONT UNDERSTAND WHY 1999 MINIMAP ISNT CORRECT LOLZ)", ugh...
Title: Re: The Mapping Thread
Post by: justin3009 on January 23, 2009, 06:48:08 pm
I hate to be blunt or anything, but honestly if you're going to complain about the details, then do it yourself.  Harrasing other people for not having it right won't get anything done.
Title: Re: The Mapping Thread
Post by: Chrono'99 on January 31, 2009, 07:47:48 pm
I always thought the ruined 2300 A.D. map was the inaccurate one since Lavos's Apocalypse might have shifted the continents around and flooded some regions.

In CTCE we have the Reptite 2305 A.D. map based on that ruined map, but it's not a huge issue as we can blame it on the Reptites' terraforming technology. Since these ones are tainted by the Frozen Flame (unlike the Dragonians), what they're doing to the planet is put in parallel with what Lavos did, except it's more subtle obviously.
Title: Re: The Mapping Thread
Post by: nightmare975 on February 08, 2009, 04:47:50 pm
Developer's room

I made it a concert because I thought it would be different. We could have everyone who worked on it sitting in the stands and the major people on stage, or have poor renditions of Saliva.

[attachment deleted by admin]
Title: Re: The Mapping Thread
Post by: nightmare975 on February 24, 2009, 12:55:32 am
I have the redone Prehistory map, if you guys don't like the layout of the crater area, I'll revert it back, but keep the lake.

EDIT: Why don't you post the file Josh?