Chrono Compendium

Bend of Time - Inactive Projects => Darkness Beyond Time - Dead Project Discussion => Chrono Trigger + => Topic started by: Zakyrus on March 08, 2007, 05:03:27 pm

Title: Maps/Areas (Discussion Thread)
Post by: Zakyrus on March 08, 2007, 05:03:27 pm
This thread is dedicated to new maps.

Here's the Zeal Library;

(http://img59.imageshack.us/img59/6933/ctloclibig6.th.png) (http://img59.imageshack.us/my.php?image=ctloclibig6.png)

The upper left door goes to Schala's Room you get there by means of a secret passage. The upper right takes you to the Zeal Study. All of the books are readable, except 3 that are the Water, Air, Fire, Books ( I may add Shadow for the book puzzle). I also need to add a lot of NPCs that say things to the player. Obviously, I need to fill in some areas still but this map is almost complete.
Title: Re: Maps/Areas
Post by: Glennleo on March 08, 2007, 05:30:41 pm
Looks great!

You have to give me a quick lesson on how Temporal Flux works. Like how to make a new map, how to use palletes effectively, simple stuff like that. I have a few map designs in my head, but really have no clue on how to get them started lol.
Title: Re: Maps/Areas
Post by: Kyronea on March 08, 2007, 05:34:27 pm
Very nice indeed. Don't worry, I'll keep working on those books and I'll get to the NPCs eventually once I get through the NPCs in all previous chapters of the game.

Will this library be accessble in some form after the destruction of Zeal?
Title: Re: Maps/Areas
Post by: Zakyrus on March 08, 2007, 05:43:22 pm
Very nice indeed. Don't worry, I'll keep working on those books and I'll get to the NPCs eventually once I get through the NPCs in all previous chapters of the game.
Thanks.

Quote
Will this library be accessble in some form after the destruction of Zeal?

Actually, this will be during Zeal. (the door that takes you to that small hallway goes to the library instead) You have to solve a book puzzle to open a secret passage to get to Schala's Room. The door on the upper right will take you to the Zeal Palace Study. (instead of that little hallway taking you there)
Title: Re: Maps/Areas
Post by: Kyronea on March 08, 2007, 05:45:45 pm
Yes, that much I understood. Allow me to rephrase: will it STILL be accessable in some form after the destruction of Zeal?
Title: Re: Maps/Areas
Post by: Zakyrus on March 08, 2007, 05:48:35 pm
Yes, that much I understood. Allow me to rephrase: will it STILL be accessable in some form after the destruction of Zeal?

Yes.  :D

There will be a Sunken Zeal dungeon, but there will be parts that are dry and have air and the Library will be one of the dry areas.
Title: Re: Maps/Areas
Post by: Kyronea on March 08, 2007, 05:52:57 pm
Okay. We'll just have to make sure that it gets destroyed somehow at some point well after 12,000 B.C. so we don't have a conflict with Chronopolis talking about how nothing remains to prove Zeal ever existed. Maybe a dialogue entry by a scholor in 600 or 1000 A.D. in Guardia Castle about how ruins were once rumoured to exist but were destroyed long ago by some natural disaster, say an earthquake buried them for good below the ocean floor or something where even our own technology couldn't find them.
Title: Re: Maps/Areas
Post by: Zakyrus on March 08, 2007, 05:54:38 pm
Ok. What I would like to do is have a giant squid called Kraken sink the remains of Zeal under the Ocean. (where presumably they would be destroyed underwater afterwards)
Title: Re: Maps/Areas
Post by: Kyronea on March 08, 2007, 05:56:44 pm
That works, so long as it happens, timeline wise, at some point after 12,000 B.C. and before 7600 B.C., so, somewhere around 10,000 B.C., maybe.
Title: Re: Maps/Areas
Post by: Zakyrus on March 08, 2007, 05:59:55 pm
Looks great!

You have to give me a quick lesson on how Temporal Flux works. Like how to make a new map, how to use palletes effectively, simple stuff like that. I have a few map designs in my head, but really have no clue on how to get them started lol.

I am going to make a few mapping tutorials soon, after I make the beta test version.

Quote from: Kyronea
That works, so long as it happens, timeline wise, at some point after 12,000 B.C. and before 7600 B.C., so, somewhere around 10,000 B.C., maybe.

Excellent. If I can figure out how to do swimming with event coding then I can make it timed underwater to get to pockets of air. Then fight the Kraken underneath. ...and of course he'll be in a Zeal Treasure room.  :)
Title: Re: Maps/Areas
Post by: Kyronea on March 08, 2007, 06:02:50 pm
Wait, wait, if we fight the Kraken then doesn't that make it impossible for it to sink? Unless it's another Kraken that sinks it 2000 years later...
Title: Re: Maps/Areas
Post by: Zakyrus on March 08, 2007, 06:08:19 pm
Wait, wait, if we fight the Kraken then doesn't that make it impossible for it to sink? Unless it's another Kraken that sinks it 2000 years later...

That's the idea! Lot's of Krakens are at the bottom of the ocean.  :twisted:
Title: Re: Maps/Areas
Post by: Zakyrus on March 13, 2007, 12:05:51 am
Truce Canyon Beta

(http://img81.imageshack.us/img81/2697/ctloc070vj3.th.png) (http://img81.imageshack.us/my.php?image=ctloc070vj3.png)

As you can see I still need alot of work on 3 areas: the upper & lower right still look too much like the Denadoro, and the lower left still looks too much like the upper left. However, for now... this map is close to finished. My mapping style is to copy large chunks of maps and merge them together, then I modify them alot so they don't look the same. (If you take a REAL close look at the Zeal Library, you can see that it is actually Enhasa and Zeal Palace merged and modified.  This way, when I make a map they still retain the CT style of layout aswell as easy to do. ...the only tricky part is making them not look like I stole them from somewhere else.
Title: Re: Maps/Areas
Post by: Glennleo on March 25, 2007, 01:59:43 pm
Truce Canyon looks great!

The Kraken dungeon idea, seems excellent as well.

To solve the sinking problem, just make it so when you defeat the final Kraken boss, make it go crazy destroying pillars/etc.. and the underwater dungeon becomes destroyed somehow, and you have to escape before it collapses around you.

Well that's my two cents. Keep up the great work guys!
Title: Re: Maps/Areas
Post by: Zakyrus on March 26, 2007, 11:12:16 pm
Truce Canyon looks great!

The Kraken dungeon idea, seems excellent as well.

To solve the sinking problem, just make it so when you defeat the final Kraken boss, make it go crazy destroying pillars/etc.. and the underwater dungeon becomes destroyed somehow, and you have to escape before it collapses around you.

Well that's my two cents. Keep up the great work guys!

That's a great idea! I really like it, I'll wait for Kyronea's input.
Title: Re: Maps/Areas
Post by: Kyronea on March 26, 2007, 11:19:05 pm
Sounds fine with me. So long as the sunken ruins are destroyed and nothing remains for Chronopolis or other research teams to find, thus avoiding a contradiction of other plot elements, I'm perfectly fine with whatever method destroys the ruins.
Title: Re: Maps/Areas
Post by: Zakyrus on March 26, 2007, 11:20:21 pm
Excellent.
Zeal will become like the lost city of Atlantis. ...that is, never to be found again. :)
Title: Re: Maps/Areas
Post by: Glennleo on March 26, 2007, 11:34:52 pm
Yay, my first idea for Chrono Trigger +!

A little late I know, but more to come this weekend when this hectic week at school ends. I'm stepping my game up, you can count on it  8).
Title: Re: Maps/Areas
Post by: Zakyrus on March 26, 2007, 11:58:40 pm
Yay, my first idea for Chrono Trigger +!

A little late I know, but more to come this weekend when this hectic week at school ends. I'm stepping my game up, you can count on it  8).

Good to hear. You are more than welcome to post any ideas you may come up with.
Title: Re: Maps/Areas
Post by: Zakyrus on April 04, 2007, 02:12:01 pm
Later stuff:

I am going to remove any Winged/Cave Apes from the Pre-Historic until after the fall of Lavos (then they'll feel safe to come out of hiding or whatever)

The Cave Apes will be rebalanced to level 60+ something and will take over the Reptites Lair (this will give some random reason to have a mini-sidequest and doesn't affect major storyline).

Winged Apes will probably be in the Valley of the Giants and will also take over the Dactly's Nest after the fall of Lavos (this way if you ever wanted to return to these areas -- slightly harder monsters would be there)
Title: Re: Maps/Areas
Post by: Zakyrus on April 10, 2007, 05:38:21 pm
Cursed Woods is now 3 times bigger.

I added a scrolling L3 effect that gives it an ominous ambiance. I may have the party comment on this ghastly feeling area.

(http://img251.imageshack.us/img251/9894/cursedwoodsctnn6.th.png) (http://img251.imageshack.us/my.php?image=cursedwoodsctnn6.png)

(http://img251.imageshack.us/img251/7503/chronotrigger00004lf6.th.png) (http://img251.imageshack.us/my.php?image=chronotrigger00004lf6.png)

Todo:
Finish Tile Properties and map design.
Move/add more treasure chests
Move Frog's Burrow Entrance to upper right corner.
Add random Herbs (rarer than the Denadoro though)
Add more battles, more Nu places...
Title: Re: Maps/Areas
Post by: Kyronea on April 10, 2007, 05:52:36 pm
Hmm...neat stuff there. If you're going to add the herbs, I suggest that they be that darker kind...nightshade or whatever we agreed upon calling it.

So what will block access to the burrow again before retrieving the Hero Medal?
Title: Re: Maps/Areas
Post by: Zakyrus on April 10, 2007, 05:58:23 pm
The central part of the forest could be a maze, like you have to know that path that takes you through it such as up, left, straigh, down, up or something like that. The pattern could change every new game and Toma could be the one to tell it to you. (somehow he would know it). What do you think? Then the party could comment on how tricky the forest seems if they enter before talking to Toma, if they talked to him, they would comment on the path he said to take. What do you think of this? I could give the Cursed Woods a cursed feel to them. And it would vastly enhance the area. Much better than going straight north to Frog's Burrow.
Title: Re: Maps/Areas
Post by: Zakyrus on April 10, 2007, 06:04:43 pm
By the way, if we add herbs I would like to keep each type by their timelines.

Jadeleaf would be uncommon in Denadoro and mid level 600 AD and 1000 AD areas, and extremely rare in Zeal.
(there will be a Zealian that will buy Jadeleaf from you for twice what they are really worth)

Sagebloom a prehistoric herb would be native to the Valley of the Giants areas.
(3x times markup value if you can find the Sagebloom buyer)

Nightshade on the other hand is tricky, I would like to have it appear in some area that's night (kind of like Fiona's Forest), only there are no areas like that. It would have to be in a rare (or extremely high leveled) place, seeing as it's probably going to be used to make very good healing items like Mega-Elixirs and such.
Title: Re: Maps/Areas
Post by: Zakyrus on April 10, 2007, 06:06:11 pm
Maybe if we add Fiona's Forest 1000 A.D. it could be night (because the forest is so dense) the party could comment on this.... especially if you have Robo. He could give extensive knowledge of the forest. It would have to be a peaceful area though.
Title: Re: Maps/Areas
Post by: Kyronea on April 10, 2007, 06:20:04 pm
The central part of the forest could be a maze, like you have to know that path that takes you through it such as up, left, straigh, down, up or something like that. The pattern could change every new game and Toma could be the one to tell it to you. (somehow he would know it). What do you think? Then the party could comment on how tricky the forest seems if they enter before talking to Toma, if they talked to him, they would comment on the path he said to take. What do you think of this? I could give the Cursed Woods a cursed feel to them. And it would vastly enhance the area. Much better than going straight north to Frog's Burrow.
Good idea, really, so long as we can't reach Frog's burrow until after we have the Hero Medal. I like a maze...it's neat.

By the way, if we add herbs I would like to keep each type by their timelines.

Jadeleaf would be uncommon in Denadoro and mid level 600 AD and 1000 AD areas, and extremely rare in Zeal.
(there will be a Zealian that will buy Jadeleaf from you for twice what they are really worth)

Sagebloom a prehistoric herb would be native to the Valley of the Giants areas.
(3x times markup value if you can find the Sagebloom buyer)

Nightshade on the other hand is tricky, I would like to have it appear in some area that's night (kind of like Fiona's Forest), only there are no areas like that. It would have to be in a rare (or extremely high leveled) place, seeing as it's probably going to be used to make very good healing items like Mega-Elixirs and such.
I'm fine on Jadeleaf and Sagebloom. As for Nightshade...you've a point there. Given its rarity and value, it definitely makes sense it would be in Fiona's Forest.
Maybe if we add Fiona's Forest 1000 A.D. it could be night (because the forest is so dense) the party could comment on this.... especially if you have Robo. He could give extensive knowledge of the forest. It would have to be a peaceful area though.
Fine with me. It sounds good all around.
Title: Re: Maps/Areas
Post by: Zakyrus on April 10, 2007, 06:40:50 pm
Very well.  :D

Yeah that center part in the forest (I still have to redo alot of the map so it looks way different), there maze will be like the Super Mario RPG Forest Maze (if you have ever played it)

Cool. I always wanted to make Fiona's Forest night. We could a unique set of animals that evolved in that forest. Such as Owl (if we can get a sprite made), and some other cool creature(s).
Title: Re: Maps/Areas
Post by: Kyronea on April 10, 2007, 06:47:31 pm
A good idea. Sprites like that will be the perview of MFK, more than likely.

As for what all should inhabit Fiona's Forest...eh, squirrels, owls, maybe a Kilwala or two, and some other stuff...and let's not forget the potential path to Denadoro 1000 A.F.
Title: Re: Maps/Areas
Post by: Zakyrus on April 10, 2007, 06:55:25 pm
Of course. That being the whole idea behind adding it, as well as why there are no enemies.  8)
Title: Re: Maps/Areas
Post by: Zakyrus on April 10, 2007, 09:07:23 pm
Mystic Mountains (need to redo alot of details so that it doesn't look like parts of the Denadoro as much)
(http://img182.imageshack.us/img182/2456/mysticmtskb2.th.gif) (http://img182.imageshack.us/my.php?image=mysticmtskb2.gif)

Laruba Village -- As you can see I need to add ruined structures, rebuilding process structures, add completely rebiult village)
(http://img81.imageshack.us/img81/2757/larubavillagets0.th.gif) (http://img81.imageshack.us/my.php?image=larubavillagets0.gif)

The greyed out part is the temporary rebuilt village until I get time to map this out.
Title: Re: Maps/Areas
Post by: Glennleo on June 29, 2007, 06:48:23 pm
Looks good, but I can't make heads or tails of Mystic Mountains.

I can't tell where one path starts and another one ends. Maybe it's just the picture. Oh well. I'm sure it looks better when you play it.
Title: Re: Maps/Areas
Post by: Zakyrus on July 23, 2007, 04:35:30 am
Looks good, but I can't make heads or tails of Mystic Mountains.

I can't tell where one path starts and another one ends. Maybe it's just the picture. Oh well. I'm sure it looks better when you play it.

Mystic Mountains?
http://img182.imageshack.us/img182/2456/mysticmtskb2.th.gif

The upper left part is the portal area
The lower left area (looks like part of the Denadoro is pasted in, which will be altered completly)
~this is being merged togther (one screen), nw is the part where you fall into into from the portal and meet Ayla

The right area is the lower part of the Mystic Moutains (normal path is still there, upper part is going to be completely redone)

The new parts of the Mystic Mountains won't be accessable until around level 65-70 (Ayla's first sidequest)
//suggestions about the Mystic Mountain quest are needed...

There will be two villagers with clubs guarding the path to the new area (must get permission from Luruba chief -after Laruba is completely rebuilt)

I hope this clears up any confusion.
Title: Re: Maps/Areas
Post by: Glennleo on July 23, 2007, 08:18:14 am
Looks good, but I can't make heads or tails of Mystic Mountains.

I can't tell where one path starts and another one ends. Maybe it's just the picture. Oh well. I'm sure it looks better when you play it.

Mystic Mountains?
http://img182.imageshack.us/img182/2456/mysticmtskb2.th.gif

The upper left part is the portal area
The lower left area (looks like part of the Denadoro is pasted in, which will be altered completly)
~this is being merged togther (one screen), nw is the part where you fall into into from the portal and meet Ayla

The right area is the lower part of the Mystic Moutains (normal path is still there, upper part is going to be completely redone)

The new parts of the Mystic Mountains won't be accessable until around level 65-70 (Ayla's first sidequest)
//suggestions about the Mystic Mountain quest are needed...

There will be two villagers with clubs guarding the path to the new area (must get permission from Luruba chief -after Laruba is completely rebuilt)

I hope this clears up any confusion.

Yea it clears it up a little, but that pic you posted is the size of a postage stamp. The new pic you just posted last night. Any chance I can see that picture bigger?
Title: Re: Maps/Areas
Post by: Zakyrus on August 17, 2007, 10:01:26 pm
Very nice indeed. Don't worry, I'll keep working on those books and I'll get to the NPCs eventually once I get through the NPCs in all previous chapters of the game.

Will this library be accessble in some form after the destruction of Zeal?

Sure. Though I am not exactly sure how the underwater Zeal dungeon will be peiced together.
Title: Re: Maps/Areas
Post by: Zakyrus on August 21, 2007, 01:50:04 am
Here's Cursed Woods version 1.2...

(http://img259.imageshack.us/img259/5923/cursedqs6.th.gif) (http://img259.imageshack.us/my.php?image=cursedqs6.gif)

Bottom Part is the first area (In truth I ripped part of Guardia Forest and made it into a linear path. Later I will redetail, this so it's not noticable at all. The upper part is the normal part from the Original ChronoTrigger.

(http://img337.imageshack.us/img337/701/ct001oh8.th.png) (http://img337.imageshack.us/my.php?image=ct001oh8.png)
(http://img261.imageshack.us/img261/7148/ct003an8.th.png) (http://img261.imageshack.us/my.php?image=ct003an8.png)

One proposition.... How bout we have the forest at night when you go there to Frog's Pad, then when you have him and are about to go to Magus' Castle... it's daytime (and day there afterwards?) Because you spend the night at Frog's of course!  8) After I finish the map and before I detail, I'll see if I can do a pallete shift in events code.
Title: Re: Maps/Areas
Post by: Kyronea on August 21, 2007, 02:33:22 am
That makes sense. I like the new design.
Title: Re: Maps/Areas
Post by: Zakyrus on August 21, 2007, 03:25:29 am
That makes sense. I like the new design.

Thanks. Sad news though. I won't be able to due a palette change through events. So it's gotta be always day -- unless we want to use the thickness of the forest the reason it's always dark; plus it has "cursed" in it's name ;)
Title: Re: Maps/Areas
Post by: Kyronea on August 21, 2007, 03:42:39 am
Well, a dark seeming forest makes sense.

Oh, you know what? Make it swampier instead. After all, he is a frog.
Title: Re: Maps/Areas
Post by: Zakyrus on August 21, 2007, 03:49:54 am
Well, a dark seeming forest makes sense.

Oh, you know what? Make it swampier instead. After all, he is a frog.


Ooooh. I like that. I must figure out a way to add water to the forest tileset. I could to so by replacing the "ruins" that were unused. (like the door part of the Sealed Pyramid in the Pre-release Beta version). That could be kickass.
Title: Re: Maps/Areas
Post by: Kyronea on August 21, 2007, 03:54:35 am
It would work well. Make it swampy without large bodies of water...like peat bogs or something.
Title: Re: Maps/Areas
Post by: Zakyrus on August 21, 2007, 04:55:13 am
It would work well. Make it swampy without large bodies of water...like peat bogs or something.

Can begin to see it in my mind perfectly!  8)
Title: Re: Maps/Areas
Post by: Glennleo on August 21, 2007, 11:52:37 am
It would work well. Make it swampy without large bodies of water...like peat bogs or something.

Can begin to see it in my mind perfectly!  8)

Me too. Excellent idea. Cursed woods is perfect name for a boggy area.

I wish I was up with you two, when you think of these things. Damn sleep!  :x
Title: Re: Maps/Areas
Post by: Zakyrus on August 22, 2007, 03:24:21 am
Hey, Glennleo did you check out the Cleft of Dimensions area in the test ROM?
Title: Re: Maps/Areas
Post by: Glennleo on August 22, 2007, 11:39:17 am
Hey, Glennleo did you check out the Cleft of Dimensions area in the test ROM?

No I haven't had much time to play. I had to go shopping for some clothes yesterday. I plan to play some today though.

How far in the game do I have to get in order to get there?
Title: Re: Maps/Areas
Post by: Kyronea on August 22, 2007, 11:53:45 am
New Game. It's accessible through the tent next to Gonzales.
Title: Re: Maps/Areas
Post by: Glennleo on August 22, 2007, 12:04:41 pm
New Game. It's accessible through the tent next to Gonzales.

Ok. Just haven't visited since I'm still checking all the NPC's before I go into the Fair. Got to be thorough.  :?
Eh, just kidding. I like doing this kind of stuff.
Title: Re: Maps/Areas
Post by: Zakyrus on August 22, 2007, 01:40:36 pm
New Game. It's accessible through the tent next to Gonzales.

Ok. Just haven't visited since I'm still checking all the NPC's before I go into the Fair. Got to be thorough.  :?
Eh, just kidding. I like doing this kind of stuff.

Doesn't have to be that through.  :wink:
In truth I barely touched most of the NPCs in the town.... but I know what you mean, EVERYTIME I play through a game I play as if it's the first time (ie I do everything possible)
Title: Re: Maps/Areas
Post by: Glennleo on August 22, 2007, 01:45:14 pm
New Game. It's accessible through the tent next to Gonzales.

Ok. Just haven't visited since I'm still checking all the NPC's before I go into the Fair. Got to be thorough.  :?
Eh, just kidding. I like doing this kind of stuff.

Doesn't have to be that through.  :wink:
In truth I barely touched most of the NPCs in the town.... but I know what you mean, EVERYTIME I play through a game I play as if it's the first time (ie I do everything possible)

Exactly. I typically do that with most new games I play. I'm only doing it this time to help make sure this game runs as smoothly as possible.

And even though you say you didn't change the NPC's, I want to make sure nothing got corrupted along the way. Plus I would like to read some of the new dialog. It's new to me right? Kyronea worked so hard on it, I have to see it!  :)

Did Kyronea tell you I can help insert some text into the game? I forget exactly what it was. Probably related to the new dialog or something like that. K said it was very time consuming, so I'd probably be good help for something like that. Let me know.
Title: Re: Maps/Areas
Post by: Zakyrus on August 22, 2007, 01:49:41 pm
Did Kyronea tell you I can help insert some text into the game? I forget exactly what it was. Probably related to the new dialog or something like that. K said it was very time consuming, so I'd probably be good help for something like that. Let me know.

It's not that hard. For the most part, we're simply pasting the new text over the old. In some cases though, we have to add new animations and lines (which CAN be a total pain -- worth it of course!)
Title: Re: Maps/Areas
Post by: Glennleo on August 22, 2007, 03:30:51 pm
Did Kyronea tell you I can help insert some text into the game? I forget exactly what it was. Probably related to the new dialog or something like that. K said it was very time consuming, so I'd probably be good help for something like that. Let me know.

It's not that hard. For the most part, we're simply pasting the new text over the old. In some cases though, we have to add new animations and lines (which CAN be a total pain -- worth it of course!)

OK sounds good. I'm sure I can procrastinate on HW and do that.  :lol:
Title: Re: Maps/Areas
Post by: Glennleo on August 22, 2007, 07:28:06 pm
Hey, Glennleo did you check out the Cleft of Dimensions area in the test ROM?

I just did. It does look pretty sweet. I figured it's not polished at all yet, so I won't post any bugs with it, or anything like that. I couldn't get very far in it. Probably cause it's not done yet. It's a little confusing right now, but I guess that is to be expected.

I'm guessing it won't be accessible through that tent in the real game either.

I did pick up the Seraph Song while I was in there, and died to that Sphinx guy too.  :lol:
What exactly does it do? I read on here it did a MP regen. That true in this game too?
Title: Re: Maps/Areas
Post by: Zakyrus on August 24, 2007, 02:09:43 pm
Hey, Glennleo did you check out the Cleft of Dimensions area in the test ROM?

I just did. It does look pretty sweet. I figured it's not polished at all yet, so I won't post any bugs with it, or anything like that. I couldn't get very far in it. Probably cause it's not done yet. It's a little confusing right now, but I guess that is to be expected.

Correct.

Quote
I'm guessing it won't be accessible through that tent in the real game either.

I just use Gato's Tent to warp to test areas. So right again.

Quote
I did pick up the Seraph Song while I was in there, and died to that Sphinx guy too.  :lol:
What exactly does it do? I read on here it did a MP regen. That true in this game too?

That regens 3 MP every (3?) rounds... later we'll make it 7MP (7 being a 'holy' or 'angelic' number so it fites)
Title: Re: Maps/Areas
Post by: Glennleo on August 24, 2007, 02:55:17 pm
That regens 3 MP every (3?) rounds... later we'll make it 7MP (7 being a 'holy' or 'angelic' number so it fites)

Ahh. I thought it was something similar to that extent.
But yea, 3 MP every 3 rounds is horribly bad. 7 every 2 rounds would be pretty good. I'd probably not even use it then to be honest though. 7 MP per round, would make it a good replacement for a silver or gold stud.

I'm sure we'll make some great new accessories though. So no worries.
Title: Re: Maps/Areas
Post by: Zakyrus on August 26, 2007, 02:28:29 am
Ahh. I thought it was something similar to that extent.
But yea, 3 MP every 3 rounds is horribly bad. 7 every 2 rounds would be pretty good. I'd probably not even use it then to be honest though. 7 MP per round, would make it a good replacement for a silver or gold stud.

7 every 2 rounds if it's OK with Kyronea. Shouldn't be a problem since it's going to be in the Cleft of Dimensions: Magus Castle Void area.

Quote
I'm sure we'll make some great new accessories though. So no worries.

I want to add a few like:

Everyone:
EXP Booster - turns gil into EXP
Wall Ring   - casts "Wall" *(rather than increasing Mdef)
Cherub Down - casts "Float"
SeraphSong  - Recover 7MP per 2 rounds?
Offering    - Attack w/ tech "Confuse"
Gem Box       - Attack w/ 2x Techs (works with Dual & Triple Techs!)
Econimizer  - MP cost for all techs = 2MP
SprintShoes - Haste (always run outside of battle)

Relic       - not sure.... **normally has same status as SightScope, though I eventually want to always be able to see enemy HP. Then Sightscope will be able to see MP, level, and weakness? But Relic.... Hmmmm.

I also want to replace the "Rocks" like Gold Rock, White Rock, etc... instead these items will become the above items. Instead of learning that particular T.Tech, you will learn it at storyline points. For instance, Frog Catches the Gold Rock teaches the T.Tech (for good) and you don't receive the item.
Title: Re: Maps/Areas
Post by: Glennleo on August 26, 2007, 02:49:27 am
Those all sound pretty good.

Not quite sure what "Float"is. Avoids traps, or can walk over holes? You'll have to let me know what you plan to use "Float" for.

Gem box seems a bit broken, but it's probably in a very late dungeon. Reminds me of Mime/Copy Materia from FFVII.

The replacing rock idea is also a great idea. I never used to use those techs, because it was always a waste of the accessory space. By the way, are we gonna have 2 accessory slots? Or is the whole rock idea the solution?

I also had an idea for quests for new final techs, but this is getting out of hand.
This conversation belongs in either the crazy idea thread, or one of the other countless thread we have.  :lol:
Title: Re: Maps/Areas
Post by: Zakyrus on August 26, 2007, 04:58:59 am
Not quite sure what "Float"is. Avoids traps, or can walk over holes? You'll have to let me know what you plan to use "Float" for.

Floating(levitating) in battle, will protect against those nasty earthquake(Quake2) attacks that monsters in the Valley of Giants use.

Quote
Gem box seems a bit broken, but it's probably in a very late dungeon. Reminds me of Mime/Copy Materia from FFVII.

Probably Sunken Zeal Dungeon (in a hidden room of course! Ha ha!)

Quote
The replacing rock idea is also a great idea. I never used to use those techs, because it was always a waste of the accessory space. By the way, are we gonna have 2 accessory slots? Or is the whole rock idea the solution?

2 access. would be to hard to code, unless a hex hacker is willing to do it for us.

Quote
I also had an idea for quests for new final techs, but this is getting out of hand.
This conversation belongs in either the crazy idea thread, or one of the other countless thread we have.  :lol:

Correct. On another note. I had SirusD PM me today. He/she wants to do maps.

I told him at he would need to make a map (didn't have to have events) as a test. The map has to be done in CT's style (as if a Square map developer created it). If it fits my approval, he will be helping me by expanding some of the maps.
Title: Re: Maps/Areas
Post by: Glennleo on August 26, 2007, 12:44:49 pm
Correct. On another note. I had SirusD PM me today. He/she wants to do maps.

I told him at he would need to make a map (didn't have to have events) as a test. The map has to be done in CT's style (as if a Square map developer created it). If it fits my approval, he will be helping me by expanding some of the maps.

Wow! Sounds awesome. The more the merrier!  :)
Title: Re: Maps/Areas
Post by: Zakyrus on September 07, 2007, 05:18:46 pm
MAPS: Todo
Expand North Cape (99% done) - just need to add more wild Beast enemies (can't do wild Red/Blue Beasts like I wanted because they rely on a Mud Imp to exist) However, I could add either the Trios of these types or just lots of Beast enemies. Beast (if made the dominant "species" here) would appear in groups of 3 or 4. (rather than 2 like in the Beast Nest)

todo:
Expand Enhasa (covered)
Redo Magic Cave (interior) - alot better use for Map space could be done than just an S-shaped catacomb


Other stuff:
Remake the Cleft of Dimension maps  :twisted:

Title: Re: Maps/Areas
Post by: SirusD on September 07, 2007, 05:31:27 pm
Hey guys,

Zakyrus recruited me to work on maps a bit so I figured I'd come and introduce myself.

Now that that's out of the way here's a little picture of Enhasa that Zak asked me to do. :D
(http://lh4.google.com/sirusd/RuG0aJaiqJI/AAAAAAAAAB0/EWQqqqBFlY4/ctloc163.png?imgmax=512)
Title: Re: Maps/Areas
Post by: Glennleo on September 07, 2007, 05:34:38 pm
Glad to have ya aboard SiriusD, and great work.
Very clean and pretty.

Why don't your maps look like that Zakyrus?  :lol:
Title: Re: Maps/Areas
Post by: SirusD on September 07, 2007, 05:37:29 pm
Maybe because I'm good at what I do!  :shock:
Title: Re: Maps/Areas
Post by: Zakyrus on September 07, 2007, 05:42:39 pm
Once again, very nice. The openness is something that I can't do well - I'm more doing the closed-tight space like the default CT style. (Something I haven't been able to deviate from as of yet)

Glad to have ya aboard SiriusD, and great work.
Very clean and pretty.

Why don't your maps look like that Zakyrus?  :lol:

Heh. I can make a map look like that, but it takes me forever.  :cry:
Coincidently, that looks very close to the Enhansa I expanded once (but of course totally lost motivation to finish).


Oh yeah, SirusD, just make sure you backup alot. Maps have a funny way of dissapearing sometimes (I have no clue why -- I'm pretty sure it's a save bug in the TF editor)
Title: Re: Maps/Areas
Post by: Glennleo on September 07, 2007, 05:53:51 pm
Only kidding Z, you know I love ya. In a totally none gay way....  :roll:

SiriusD, any chance you could teach me a few simple map making techniques, if you need help or anything.
I'd also like to take a crack at creating maps sometime. If I ever find the time.
Title: Re: Maps/Areas
Post by: Zakyrus on September 07, 2007, 06:00:07 pm
Only kidding Z, you know I love ya. In a totally none gay way....  :roll:

SiriusD, any chance you could teach me a few simple map making techniques, if you need help or anything.
I'd also like to take a crack at creating maps sometime. If I ever find the time.

My heterosexual love for you is mutual.  :D
Any maps you'd like to try are totally welcome. For now, we're just taking areas that have free map-space and expanding them more. (I haven't really gone too much into adding totally new maps yet as I'm not sure how much space TF can do without it corrupting) I'd say expanding existing maps is alot easier - so we'll stick to that for now. I do have a few brand new maps that are not inserted yet (nor complete) such as Cleft of Dimensions(Magus Castle Ruins), Valley of Giants (in pre-historic), and a few others.


Oh yeah, since Zeal is a good tileset to start with (because it's so simple) we might as well finish those areas.

Here's the areas I'd like to do with the Zeal expansion:

Kajar (expand the map and increase the size of Kajar Magic Lab and Kajar Study)
I would say make it a 40x40 map, make the Magic Lab twice as wide and the Study twice as "tall".
The remainder of space could be used for more secret rooms.

Zeal Palace Main Area could be 10 units "taller"

A re-write of Zeal Palace Grand Library is in order. (I can send you the map of what I have later)
Do this however you like, with a few exceptions:

Instead of entering the hallway (that splits into Schala's Room and Zeal Palace Study) it goes straight to the Library. The Study is acccessable in the Library as well as Schala's Room. (though Schala's Room is on the "upper" area)
This map is tricky because I want to utilize the full extend of multiple "floors" like Zeal Palace Main Area does (where you can walk beneath some parts like the walkways)


Title: Re: Maps/Areas
Post by: Zakyrus on September 07, 2007, 09:46:13 pm
Oh yeah, if you don't have... here is the TF Manual

http://ce.herograw.org/CL/Manual.zip
Title: Re: Maps/Areas
Post by: Glennleo on September 07, 2007, 11:28:50 pm
I definitely want to get my hands dirty with all this stuff, but this weekend is just horrible. I'm behind in my classes and yea, let's just leave it at that lol.

Once I get the hang of my course work this semester I will delve into the world of Temporal Flux. It's great programming, editing practice, which I'm sure I'll need in my future in some shape or form.
Title: Re: Maps/Areas
Post by: Zakyrus on September 08, 2007, 03:44:28 am
Once I get the hang of my course work this semester I will delve into the world of Temporal Flux. It's great programming, editing practice, which I'm sure I'll need in my future in some shape or form.


Take your time. I may seem transient some times, but I assure you I am working on it. Progress may seem slow, but I Kyronea and I have made the decision not to make any public releases until the cut-scenes are pefected. I do hope to upload another test for you guys to try soon, I just want to get back upto Magus's Castle again.

Also, monsters will be slightly tweaked and about 80 new treasure chests (I'm not kidding) upto and through Magus's Castle. Bosses will be slightly harder (just a little bit) and will require more strategy than sheer brute force! Yay! I am doing this for many regular enemies as well. Epic battles will be just that!

Back on topic, lol.
I am going to say that all maps are public (within the CT+ project) exept the new areas. In fact, I am not sure of many of the new areas (I still am not fully sure how much space we have availaible) But I will say the Cleft of Dimensions quest is for sure as well as Sunken Zeal Palace. Valley of Giants may be changed to an "upgraded" Hunting Range style place, with rarer items of course!

Razorwind Peak may be cut as it was just an idea, but I'll instead add the storyline events to the Mystic Mountain Sidequest. Makes sense, and we don't have to code an new area that has no real relation to the CT world) But Mystic Mountains is VERY important (and EXPANDED!) I still have to redo some of the tiling, but I added alot of waterfalls/shadows like I did with the Truce Canyon area. (I like lots of scenery!)  Quest will be level 60 (Ayala's Sidequest)

Searing Chasm will still exist as I wanted a bonus treasure dungeon and wanted to have an area that you had to wait 20 minutes before you can reenter. (So you can't rack up stuff uber-fast) Especially when there Rubies and stuff that appear in there. ;) However, it will probably be accessable from the World map. Level 70 area.

Searing Chasm will also be accessable from Death Peak 2300 A.F.
S.C. will be about the size of Heckran Caves (but will flowing Lava of course!) and filled with some level 80 mobs :twisted:

If you enter it in Death Peak (both are pretty much close to where Lavos Landed!) that's why you can get to it from D.P.... anyways, I'm rabling, it will be full of Level 99 Lavos Spawn! Of course this version of the dungeon will ONLY be accessable on NewGame+ and will have some pretty uber items that drop randomly after battle!

I have the basics of Searing Chasm Layed out, I just need to be able to make a brand new palette that looks good with flowing lava! I'll post some screenshots once I finish this areas (won't be for a while since I'm still working on getting the DEMO to a testable stage)


Anyways, like I said. Any map you you find, you can expand (just don't use blank areas - I have uses for those)
Most areas that I need are Zeal Areas and 12,000 BG areas.

SirusD, after you get some of the Zeal Areas done, would you like to help me expand Alghetty? Cave areas are pretty easy (it's what I moved up to from Zeal Palace tiles).
Title: Re: Maps/Areas
Post by: SirusD on September 08, 2007, 12:43:42 pm
Yeah, I stumbled across the save bug once already Zak.  I had finished Enhasa then went back the next day to work on it again and boom...  Was back to the normal Enhasa.  That was a fun experience...
Title: Re: Maps/Areas
Post by: SirusD on September 08, 2007, 01:02:45 pm
As far as "new maps" go, there are at least 16 maps not used.  They're even named <empty map> or <empty data> so I'm pretty sure it's safe to assume that we don't have to worry much about those.  In addition to these, there area multiple duplicate maps that I can't for the life of me understand their purpose.  Some of them are labelled as (wrong map) which makes me think that they are not being used.  In that case, we could easily turn those rooms into whatever we want.

That gives us a lot of possibilities to work with.  We can add extra rooms to cities, make additional dungeons, etc.  I figure that dungeons take between 3 and 5 maps each, depending on how big we really want them to be.  Of course, if you're talking about something on the scale of the Black Omen or the Ocean Palace then you're talking about a lot more.
Title: Re: Maps/Areas
Post by: SirusD on September 08, 2007, 04:17:12 pm
So, my next project is fixing the mess that was made of the Cursed Woods.  I hate designing forests, so it may look a little messier than Enhasa did.  Forests aren't nearly as cut and dry.  You've got to do a lot with solidity to get things to work right.  On top of that, the tree line isn't very conducive to having long, sweeping seas of leaves to divide up areas.  And finally, the actual trunks of the trees is maddening to line up right....

Did I mention I hate forests? ;)

I'll probably be done Monday since I have it off :)
Title: Re: Maps/Areas
Post by: SirusD on September 11, 2007, 02:43:28 am
Okay, here's what I've gotten done with Cursed Woods. 

(http://lh6.google.com/sirusd/RuYqzZaiqKI/AAAAAAAAACU/c3ruKrJ-sZ4/ctloc08C.png?imgmax=576)

A few main things to note:

*The entrance has been shifted slightly to the right to make the area feel large.  Ironically, I built an area that accommodated the features near the original entrance almost exactly.

*Frog's Hide out is now more hidden.  I'd actually like to put a bush in the path that you have to push A to clear.  Maybe make it part of a new plot requirement (like you actually have to talk to the guy that tells you about the Frogs in the woods?)

*There's a hidden treasure chest!

*There's a large field that's open for now for whatever we can use.  I'm going to finish the beautification of it first, though.

Thoughts?  Ideas?  I happen to think it looks pretty damn good myself :D  For a forest at least...  I still hate them.
Title: Re: Maps/Areas
Post by: Glennleo on September 11, 2007, 10:45:40 am
I really like it! Especially the hidden treasure chest, too bad it won't be hidden for me when I play lol.

I like the idea of having an open area that we can do anything we want in, but it looks kind of blah. I think all it needs really is some accent grass like around Frog's new entrance, and maybe a rock or two. It just seems too simple, but eh maybe simple is good.

EDIT: Ooops you said you were going to beautify it. My mistake.
Title: Re: Maps/Areas
Post by: SirusD on September 11, 2007, 04:45:18 pm
Who ever said that chest was going to stay there?  :lol:  Chrono Trigger never had much in the way of hidden items like Final Fantasy VI did.  In particular, the Esper Factory had tons of stuff like that.  The only place they really did that was in Ozzie's Fort.  I think I may change that up a leedle bit.  At least give us the option of having something different.

I'm going to add a grassy field up in that area.  Just give it some personal touch.  I was reading through the added cutscenes about there being lots of mist in the cursed woods and they had to go back.  I think it was an added story event.  Anyway, I don't know exactly how to pull that trick off.  Granted, I'm sure it can be done with Layer 3 stuff, but events aren't my specialty.  I just make the maps, you guys go off and tinker with them!
Title: Re: Maps/Areas
Post by: SirusD on September 12, 2007, 06:15:54 pm
Tada!!

(http://lh3.google.com/sirusd/RuhW5mP4SvI/AAAAAAAAACc/12hHCizhLqY/ctloc08C.png?imgmax=576)
Title: Re: Maps/Areas
Post by: Glennleo on September 12, 2007, 08:07:19 pm
Bravissimo!

Excellent work.
Title: Re: Maps/Areas
Post by: SirusD on September 12, 2007, 10:24:48 pm
yeah... would have been nice if it saved  :shock:

You'll never appreciate all the work that goes into making that damn room solid...
Title: Re: Maps/Areas
Post by: Glennleo on September 13, 2007, 12:05:17 am
yeah... would have been nice if it saved  :shock:

You'll never appreciate all the work that goes into making that damn room solid...

Ouch. We'll at least you have the picture to go off of. It won't take nearly as long to do as it did the first time, but no one likes to redo things they just finished.

Step back for a bit, and tackle it later. You'll be more inclined to do the work then, than right now.
Title: Re: Maps/Areas
Post by: Zakyrus on September 15, 2007, 02:28:12 am
Very nice.
As for Wrong Map and Empty Map, let me get back to you on those... I may have 5 or 6 of them used.

Also, the Cursed Woods is looking good so far! Keep up the good work.
Hidden Chests like in FF6 are allowed (put 'em all over!) I want atleast 200 new treasure chests (mostly hidden) added to the entire game.

The Frog House/Bush+Quest Requirement (that's not math!) thing will be easily implemented into the storyline. You won't be able to go to his house until after you get the Hero Medal from Tata.


As for L3, I'll handle it.


Title: Re: Maps/Areas
Post by: SirusD on September 17, 2007, 12:14:55 am
I'm finishing Cursed Wood's solidity right now.  Oh my god I hate forests  :(

After that, I'll go take a gander at Truce Canyon and fix it up.  Then it'll be on to my To Do lists :)
Title: Re: Maps/Areas
Post by: SirusD on September 17, 2007, 01:06:02 am
I'm going to throw my damn computer out the window.

Now, while trying to patch the game so I could fix up Truce Canyon (which looks very... odd to me;)) I ended up deleting the rom file I was working on.  Cursed Woods is gone... again... completely this time.  I still have Enhasa at least (I exported it a while ago).

I'm going to go shoot something.
Title: Re: Maps/Areas
Post by: Zakyrus on September 17, 2007, 01:17:39 am
I'm going to throw my damn computer out the window.

Now, while trying to patch the game so I could fix up Truce Canyon (which looks very... odd to me;)) I ended up deleting the rom file I was working on.  Cursed Woods is gone... again... completely this time.  I still have Enhasa at least (I exported it a while ago).

I'm going to go shoot something.

 :x
Oh that sucks! I have done that sooo many times that I share your pain.

Please define "odd", odd with ROM hacking that could mean so much. Odd as in the way it was designed or odd as in glitched? Either way I only half-assed did the map. The only thing that is complete was the waterfalls (I have a HUGE problem with detail before map integrity)
Btw, I think you have to patch to a brand new ROM (which you probably did) otherwise areas may become corrupt.


Edit: Please don't throw your computer away that's bad.  :cry: If you shoot something, make sure you don't get caught.

Tip: Make an export after major work or 30 mins, whichever happens first.
Title: Re: Maps/Areas
Post by: SirusD on September 17, 2007, 01:27:04 am
Well, apparently Enhasa is gone too.  The exported file I have is corrupted somehow, but Enhasa was easy and I can have that back quick.

I can see what you've done.  It's odd because the room seems to be designed almost backwards.  Layer 1 is on Layer 2 and Layer 2 is on Layer 1.  The REALLY weird part is that this was done by Square.  Don't ask me why...  I'll get to work on it probably tomorrow and work my way back up to dealing with Cursed Woods and Enhasa later.

I really could use a drink.
Title: Re: Maps/Areas
Post by: Zakyrus on September 17, 2007, 01:33:20 am
Well, apparently Enhasa is gone too.  The exported file I have is corrupted somehow, but Enhasa was easy and I can have that back quick.

That totally sucks, atleast that's a fairly easy map to do.

Quote
I can see what you've done.  It's odd because the room seems to be designed almost backwards.  Layer 1 is on Layer 2 and Layer 2 is on Layer 1.  The REALLY weird part is that this was done by Square.  Don't ask me why...  I'll get to work on it probably tomorrow and work my way back up to dealing with Cursed Woods and Enhasa later.

Yeah, some of the areas are done on reverse layers, I didn't get it either but it works I guess. Just makes it hard to Explicit Paste stuff.

Quote
I really could use a drink.

I so hear you there. Damn liquor store for being closed in this town! Grr!
Title: Re: Maps/Areas
Post by: SirusD on September 17, 2007, 01:43:21 am
I think I'm just going to completely rebuild the entire Truce Canyon.  I kinda like the effect it'll have on people when they walk into the area and go "Woah!  Where did this come from!?"

Plus...  fucking Square...  What the hell did they actually do with this crap?

As for Layer 3....  Is it ever actually used in the game?  I would figure it's a layer that always appears over everything, stuff like shading and what not.  However, most of that is done on layers 1 and 2.  Did they ever actually get around to using it?  I don't think I've seen a map that uses Layer 3...
Title: Re: Maps/Areas
Post by: Zakyrus on September 17, 2007, 01:53:47 am
I think I'm just going to completely rebuild the entire Truce Canyon.  I kinda like the effect it'll have on people when they walk into the area and go "Woah!  Where did this come from!?"

Plus...  fucking Square...  What the hell did they actually do with this crap?

As for Layer 3....  Is it ever actually used in the game?  I would figure it's a layer that always appears over everything, stuff like shading and what not.  However, most of that is done on layers 1 and 2.  Did they ever actually get around to using it?  I don't think I've seen a map that uses Layer 3...

You have to Layer3 enabled in Temporal Flux for it to show up (of course), when Layer3 is enabled only Layer3 can be edited.

Lots of maps have Layer3:

Fog Effect in Domes in the Future
Rain, Snow
Leave shadows in Forest Maze (and the ones I added to Guardia Forest)
Haze effect in Mt. Woe

...just to name a few.

Though if you ask me, they should SOOOOO have added and used Layer4.

EDIT: go ahead and redo Truce, just add a few of the waterfalls if you can. (gives the illusion that the map has height)
Title: Re: Maps/Areas
Post by: SirusD on September 17, 2007, 02:08:36 am
Ugh, okay...

So this may be a bit more difficult than I first thought.  You have to do a lot of tinkering with the layers to make everything look right....

I like cities.  Cities are so easy :(
Title: Re: Maps/Areas
Post by: Zakyrus on September 17, 2007, 02:17:15 am
Ugh, okay...

So this may be a bit more difficult than I first thought.  You have to do a lot of tinkering with the layers to make everything look right....

I like cities.  Cities are so easy :(

Yeah they are.  :wink:

I would rate common tilesets as--

Easy:
Cities/Fair

Somewhat easy:
Arris Dome tileset

Difficult:
Caves, Canyon

Hard:
Forest (for lining up those damn tree leaves!)
Prehistoric Forest
Mt Woe
Ocean Palace

Ludicrous:
Lab16/32 ruins
Black Omen
Death Peak - When I first started mapping, I attempted this first.  :x


Maybe you should start on Medina Square? That's pretty simple. After I send you the newer map version of course.
I also got Zeal Palace Grand Library for you in that pack (a Brand new area such as as this rather than an existing area could help)


Title: Re: Maps/Areas
Post by: SirusD on September 17, 2007, 02:20:29 am
I want to get everything done in order (storyline wise).  It'll make things easier to keep track of plus, it'll give us a very concrete idea of where we stand as far as map completion goes.

I'm still trying to get my head around the bizarre way Truce Canyon is set up.  Just can't seem to figure that one out, but there's gotta be some sort of reason.
Title: Re: Maps/Areas
Post by: Zakyrus on September 17, 2007, 02:53:37 am
I want to get everything done in order (storyline wise).  It'll make things easier to keep track of plus, it'll give us a very concrete idea of where we stand as far as map completion goes.

I'm still trying to get my head around the bizarre way Truce Canyon is set up.  Just can't seem to figure that one out, but there's gotta be some sort of reason.

Ok, but map order doesn't really matter for now, since I have to start completely over with alot of things, it will take me a while to get back to the point of even a test version. However, that is a good idea for atleast any maps upto Laruba Village (since the next public update will be those same areas again, just remastered)

I'd say do any of the maps in that first "part" of the game in any order, just as long as you stick with the first "part".

Also, since I just remembered; here's a tip when doing exits to a room.
Somtimes if you save outside the room you are editing exits for or with the area; the exits seem to vanish in the room you are in - leaving you stuck. To quick fix this just enter the inventory menu and exit the menu, this causes the maps and exits nearby you to refresh so you can leave the room. Keep this in mind and it will save you from much aggrivation when testing maps.
Title: Re: Maps/Areas
Post by: Zakyrus on September 17, 2007, 05:54:31 am
Ok. It's done. I just have to upload it and email!

It has a bunch of maps that I crapped together with Copytiles. Some of them like Medina Square (largely unfinished) and North Cape were made from scratch.
Title: Re: Maps/Areas
Post by: Glennleo on September 17, 2007, 09:11:48 pm
Hey Z!

I just went through the dmeo/maps usign the warps, and I must say excellent job.

I didn't honestly have time to report all the erros I found, but I think most of them are there because you haven't polished all the maps yet. 

Truce Canyon was the same as last time, not much to say there.

Medina Square I couldn't get into because of an event. Don't know if that was intentional or not.

Zeal was and North cape were pretty nice. Great work on those.

Even though you say Mystic Mountains looks hella bad, I was very impressed with the scale of that map. Throw in some battles and you have a great area to explore. Only question is will there be a boss at the top? If so I think we need to add some area a little bigger to fight it on.

Labura village seemed alright. Was it just redone to not be burned up? Was a little confused if there was more to see or not.

Anyways great work Z, can't wait to really test them out once you get some stuff cleaned up.
Leveling to 32 after fighting Gato once was priceless.  :lol:
New Sword was awesome too! Seemed like I Criticaled every hit.
Title: Re: Maps/Areas
Post by: Zakyrus on September 19, 2007, 04:37:41 am
Hey Z!

I just went through the dmeo/maps usign the warps, and I must say excellent job.

I didn't honestly have time to report all the erros I found, but I think most of them are there because you haven't polished all the maps yet. 

Truce Canyon was the same as last time, not much to say there.

Didn't do much there, just included it in the maps pack.
[/quote]

Quote
Medina Square I couldn't get into because of an event. Don't know if that was intentional or not.

Sorry!

Quote
Zeal was and North cape were pretty nice. Great work on those.

Thanks, North Cape needs just a little touching up for details, rocks and slightly better cliffsides. Though I'll say that the sky/scroll effect is done. It will look great when I redo the Magus Cutscene. I might add a L3 effect (probably rain & flashing lightning! as well :twisted: )

As for Zeal Library I copied Enhasa and added alot of bookshelves. The connected Study and Schala's Room really add to the size of Zeal Palace. The library needs to be redone (to two stacked floors, sort of like Zeal Palace Main area) but the genera; impression is there. Once the library is done I am going to do all the bookshelves and events later (bookshelves meaning Zeal Lore)

Quote
Even though you say Mystic Mountains looks hella bad, I was very impressed with the scale of that map. Throw in some battles and you have a great area to explore. Only question is will there be a boss at the top? If so I think we need to add some area a little bigger to fight it on.

That's why we scale Mystic Mts. Portal to a 40x40 map, and add a "Giant Dactlty's Nest" at the top.

Quote
Labura village seemed alright. Was it just redone to not be burned up? Was a little confused if there was more to see or not.

The CopyTiles event probably overwrite the trashed town (this happens after the Black Omen rises) I made it to do this.

Quote
Anyways great work Z, can't wait to really test them out once you get some stuff cleaned up.

Thanks, I'll keep you posted whenever I can.

Quote
Leveling to 32 after fighting Gato once was priceless.  :lol:

Hehe.. Crono gains a level, Crono gains a level, etc.

Quote
New Sword was awesome too! Seemed like I Criticaled every hit.

Stats:
Attack 255 (doesn't matter)
Crit rate: 100%
Special: 9999 damage on crit (always unless Cyrus's ghost or some mobs that are completely immune to physical attack)
Title: Re: Maps/Areas
Post by: SirusD on September 19, 2007, 04:55:35 pm
Are we going to add that one gun of Lucca's that was never released in the game?

It does exactly 1/2 of the enemies HP, up to 9999 damage.
Title: Re: Maps/Areas
Post by: SirusD on September 19, 2007, 05:55:14 pm
Truce Canyon is about 95% done.  It could probably use a few touch ups, but since Zak is going to add a bunch of Layer 3 effects, I figured it's not worth bothering with mostly.

(http://lh6.google.com/sirusd/Rvg_HZaoTAI/AAAAAAAAADQ/t2WYasrETzM/ctloc070.png?imgmax=512)
Title: Re: Maps/Areas
Post by: Zakyrus on September 25, 2007, 05:11:34 pm
Truce Canyon is about 95% done.  It could probably use a few touch ups, but since Zak is going to add a bunch of Layer 3 effects, I figured it's not worth bothering with mostly.

(http://lh6.google.com/sirusd/Rvg_HZaoTAI/AAAAAAAAADQ/t2WYasrETzM/ctloc070.png?imgmax=512)

Totally impressive.  :lee:


Are we going to add that one gun of Lucca's that was never released in the game?

It does exactly 1/2 of the enemies HP, up to 9999 damage.

Sure. Do you know of the name of it?
Title: Re: Maps/Areas
Post by: SirusD on September 25, 2007, 09:38:52 pm
Graedus or something close to it.
Title: Re: Maps/Areas
Post by: Glennleo on September 25, 2007, 09:40:59 pm
I think you just missed Z ><.

Oh well.

Sorry I haven't been around lately guys. School has been destroying my free time as of late. Hopefully I will get a handle on it soon, so I can enjoy life a little more. If I don't I'll probably flunk out lol.
Title: Re: Maps/Areas
Post by: Zakyrus on September 26, 2007, 01:59:49 am
I think you just missed Z ><.

Oh well.

Sorry I haven't been around lately guys. School has been destroying my free time as of late. Hopefully I will get a handle on it soon, so I can enjoy life a little more. If I don't I'll probably flunk out lol.

That's ok. I am in the refining process right now so there's not much to do.
I am making 3 Temporal Flux tutorials that build off eachother they go from using an empty loc. pointer for your map. to adding a thunderstorm by using Layer3 effects and event tricks 8), making a small dungeon - as well as adding enemies with coded AI, random items in treasure chests as well as adding a simple mini-boss cutscene.

I hope that the mini tutorial series will help many newbie mappers out there get a good grasp on using Temporal Flux.
Title: Re: Maps/Areas
Post by: Zakyrus on September 26, 2007, 11:46:56 am
Oh yeah, I am doing these maps:

North Cape
Mystic Mountains (I was able to add a new enemy! Trihorns will now pwn PCs! Yay!)
Title: Re: Maps/Areas
Post by: Zakyrus on September 27, 2007, 09:24:31 am
SirusD, are you up for making town maps later on?

This of course would require a new tileset (probably ripped from Seiken Densetsu 3) and would require
5 locations (one for Truce, Porre, Choras, Medina, and San Dorino) taking away from any other new areas...
I think this would be a grand idea as it would expand the crap out of towns, we could have many more NPCs outside (not houses though because each house requires a loc. pointer :X) however, we could pull it off nicely. Since towns are one of the many important cornerstones in RPGs, I figure that sacrifing 5 location pointers would be worth it.

Here's a screenie I faked together showing what these towns could look like if we could use a new tileset...

(http://img206.imageshack.us/img206/4374/chronotriggertiz5.th.png) (http://img206.imageshack.us/my.php?image=chronotriggertiz5.png)



EDIT:
Oh yeah, I will do Laruba Village also because I figured out how I am going to do it!
Title: Re: Maps/Areas
Post by: SirusD on September 27, 2007, 10:05:35 pm
I like the idea, and I certainly could do it, but I'd prefer we try to make our own tiles based off CT rather than ripping them out of SD3.  Granted, I don't know if we have the talents on board to do that, but that would definitely be my preference.
Title: Re: Maps/Areas
Post by: Zakyrus on September 27, 2007, 11:35:45 pm
Excellent. Yeah, I am going to make a brand new tileset graphic, but I just used SD3 to show the example.

Hey. Won't be 'round for a week or two(maybe longer). Don't worry when I get back, I'll give you all the next CT+ demo! (hopefully)  :wink:
Title: Re: Maps/Areas
Post by: Zakyrus on October 16, 2007, 07:37:09 pm
Hey everyone! I'm still alive!

I have Mystic Mts area nearly complete.  :twisted:

I just have to do all the fine detailing then add monsters and treasure.

I will upload a test version when I get a little more done.

Stay tuned!
Title: Re: Maps/Areas
Post by: Glennleo on October 16, 2007, 08:03:06 pm
Good to hear!

Don't worry about leaving from time to time, I got school work to do anyways  :(.
Even though I don't want to be doing it lol.
Title: Re: Maps/Areas
Post by: SirusD on October 16, 2007, 08:10:15 pm
Speaking of leaving from time to time....

I haven't been very active lately.  Those damn real life issues keep interfering.  I'll try to get back to work soonish.
Title: Re: Maps/Areas
Post by: Zakyrus on October 17, 2007, 04:38:49 am
Speaking of leaving from time to time....

I haven't been very active lately.  Those damn real life issues keep interfering.  I'll try to get back to work soonish.

That's ok, it's going to be a while before I begin compiling all maps into one ROM anyways. Take your time. Hopefully, life will be a little nicer for all of us (God, that would be a blessing).
Title: Re: Maps/Areas
Post by: Zakyrus on October 19, 2007, 05:23:45 pm
Here's some upgraded pics. Still doing some fine detailing, but for the most part you can't even tell that parts were "borrowed" from other maps.

Mystic Mts Portal
(http://img88.imageshack.us/img88/1593/ctloc110ie3.th.png) (http://img88.imageshack.us/my.php?image=ctloc110ie3.png)

Mystic Mts Basin
(http://img228.imageshack.us/img228/32/ctloc111xz6.th.png) (http://img228.imageshack.us/my.php?image=ctloc111xz6.png)

Mystic Mts Gulch
(http://img86.imageshack.us/img86/2020/ctloc112sq9.th.png) (http://img86.imageshack.us/my.php?image=ctloc112sq9.png)
Title: Re: Maps/Areas
Post by: Glennleo on October 19, 2007, 06:38:59 pm
Nice work again Z. It is sitll hard for me to visualize what it would look like in-game though.

I know those weird areas can't be seen by the player so they are alright, but looking at the overall pic it seems weird to me. Eh, just have to get used to it.
Title: Re: Maps/Areas
Post by: Zakyrus on October 19, 2007, 06:56:51 pm
Nice work again Z. It is sitll hard for me to visualize what it would look like in-game though.

I know those weird areas can't be seen by the player so they are alright, but looking at the overall pic it seems weird to me. Eh, just have to get used to it.

Eh, don't worry bout how it'll look. I still have alot of fine tuning to do. It *does* look rather confusing and cramped from the shots, but in the actual game the areas are pretty straight forward and wide open.
Title: Re: Maps/Areas
Post by: SirusD on October 20, 2007, 03:42:10 pm
It looks pretty good, except for the fact that it looks exactly like the Denadoro Mts  :P
Title: Re: Maps/Areas
Post by: Zakyrus on October 21, 2007, 04:00:19 am
It looks pretty good, except for the fact that it looks exactly like the Denadoro Mts  :P

Still working on that. As for the "Basin" area, most of the Denadoro-ish look is being replaced and re-arranged. Since, Truce was completely redone I felt that I would hack part of the map into this one.

As for the lowest area, the Gulch - yeah that will be completely redone, I just included it so that you can sortof see how it all fits together. Also, if we have enough room, there will be a large cavern that interconnects all the upper Mystic Mountain stuff together.... but we'll see.
Title: Re: Maps/Areas
Post by: ZeaLitY on December 14, 2007, 11:18:27 pm
Are we in dire straits yet?
Title: Re: Maps/Areas
Post by: Glennleo on December 15, 2007, 01:52:46 am
Are we in dire straits yet?

Zakyrus has no internet connection. If he ever does post it's cause he is at a friend's house or what not.

As far as I know everything is going as planned, but I pray to God you aren't right.
Title: Re: Maps/Areas
Post by: ZeaLitY on December 15, 2007, 02:12:27 am
Well, we're just working on 2 months of absence...
Title: Re: Maps/Areas
Post by: SirusD on December 17, 2007, 07:50:30 pm
I've been quiet these past few months because of taking on a new job, but I do check up regularly (not there has been much to check up on).
Title: Re: Maps/Areas
Post by: Zakyrus on February 08, 2008, 02:55:30 pm
Sorry everyone. I have been down for some time.  :?
I will, however, be online in a few weeks to make a VAST amount of updates: restructuring, demo2 release, etc.
Stay tuned & thanks for being very patient.  :D
Title: Re: Maps/Areas
Post by: Glennleo on February 08, 2008, 03:54:38 pm
Woot, woot.
Z is back!
Title: Re: Maps/Areas
Post by: SirusD on April 07, 2008, 05:49:46 am
Surprise!
(http://lh3.google.com/sirusd/R_nf3kZjzJI/AAAAAAAAAEs/-lWKWdEap4c/ctloc163.png?imgmax=800)

The New Enhasa.  (With 3 back-ups this time.....)

It's not finished yet.  In fact, setting the layout of a map is only the very beginning.  The hardest part is getting all the Z-Plane and Solidity.  I hate the Cursed Woods for that...  Don't expect that one back up anytime soon.
Title: Re: Maps/Areas
Post by: Glennleo on April 08, 2008, 05:16:52 pm
Great to see such an expansion. I never realized how small Enasha really was, til I just looked at a pic of it. You easily quadrupled the size of this place, maybe even more.

I like how basically the same layout is there, but just on a larger scale.

Quick question, will both tiles be used for healing? Any particular reason one is like just thrown in the middle of a room, and one has it's own like special area? I'm just curious, not trying to come off that it should be changed.
Title: Re: Maps/Areas
Post by: SirusD on April 08, 2008, 09:20:49 pm
One's just a design.  The left one actually now has 2 beds placed there and there's another bed to fill in the extra space to the right of the main stairway.
Title: Re: Maps/Areas
Post by: Glennleo on April 08, 2008, 09:25:03 pm
Ahh ok, sort of a place holder of sorts til you thought of something better. Got ya.

Glad to hear you are making some progress. Once again I feel as if I have nothing to contribute to this project lol.
Title: Re: Maps/Areas
Post by: SirusD on April 11, 2008, 03:54:04 pm
You could take a spin at map editing, it's really not that hard.  The forests and the caves are the hardest ones, really.
Title: Re: Maps/Areas
Post by: Zakyrus on April 13, 2008, 08:27:58 pm
New Enhasa = Badass. Nice job! 8)

Btw, I added a second floor to Enhasa. Can you make a doorway somewhere near the top of the map? Say maybe the upper right? Of course, you'd have to move some of the windows.
Title: Re: Maps/Areas
Post by: Zakyrus on April 14, 2008, 12:24:32 am
Also, I have done the basic layout of the Zeal Library -- which I will post shots of later on.

Beta 1.1 is coming along, unfortunately I haven't had much time to work on it, so it'll be done when it's done.
Title: Re: Maps/Areas
Post by: SirusD on April 14, 2008, 03:41:54 am
All done.  just add the exit to the top of the stairs.

(http://lh5.ggpht.com/sirusd/SAL8dO1u4UI/AAAAAAAAAFM/JAhylPh-G9M/ctloc163.png?imgmax=800)
Title: Re: Maps/Areas
Post by: Zakyrus on April 14, 2008, 04:28:34 am
Wonderful! I am going to start thinking up some more NPCs to add for this location!
Title: Re: Maps/Areas
Post by: Zakyrus on April 15, 2008, 10:46:33 am
By the way, I'm redoing all 3 maps of Mystic Mountains.

What I am going to do is this:

Make a large waterfall that goes down the entire mountain, then on one side is the areas you can normally access. The other side of the waterfall will be an area for Ayla to go through by herself. This will be during the scene I'm adding where Ayla has a strange dream and wanders up the Mystic Mountains and finds the Crono, Frog, and (third member) are injured after the battle with Magus.
Title: Re: Maps/Areas
Post by: Zakyrus on April 15, 2008, 04:18:19 pm
SirusD, is there any chance you can send me the export to your map of Enhasa?

In Temporal Flux, go to File>Export>

Type: Location Maps
Slot: C4

...then send e-mail me the .export file (It should be like 50 Kilobytes or something)

I'd like to add this map in Beta 1.1
Title: Re: Maps/Areas
Post by: Zakyrus on April 15, 2008, 04:43:50 pm
Excellent. These look even better "up close" - so to speak.  8)
Title: Re: Maps/Areas
Post by: SirusD on April 17, 2008, 12:27:10 pm
I've got a surprise for everyone, but it's going to take me a while to finish everything.  I'll also need your help putting the finishing touches on it, Zak.  Anyway, I'll show you guys when I'm done.
Title: Re: Maps/Areas
Post by: Zakyrus on April 25, 2008, 10:45:10 pm
I've got a surprise for everyone, but it's going to take me a while to finish everything.  I'll also need your help putting the finishing touches on it, Zak.  Anyway, I'll show you guys when I'm done.

Sweet, can't wait.  :D

I'm currently getting some bug fixing done. I am also going to do a some slight "touch up" work on the maps you gave me. Not anything major, just a few extra decorations and such. I'll get some screenies up hopefully soon.

Hey, since Truce looks super awesome, I was wondering if you would want to redo the Mystic Mountains maps. The only thing I would require is lots of waterfalls all over, which shouldn't be too hard.

I could also give you the version of the Zeal Library that I'm working with, if you want to take a crack at that as well. Since most of my available CT hacking time consists of coding.
Title: Re: Maps/Areas
Post by: Zakyrus on July 25, 2008, 03:26:06 pm
I've got a surprise for everyone, but it's going to take me a while to finish everything.  I'll also need your help putting the finishing touches on it, Zak.  Anyway, I'll show you guys when I'm done.

SirusD
"Last Active:  June 08, 2008, 02:44:30 AM"

I hope you're still with us man. That surprise is killing me.  :lol:
Whatever you are, I hope you're doing well. There'll always be a spot for you here, whenever you can return.  8)
Title: Re: Maps/Areas (Discussion Thread)
Post by: Zakyrus on February 03, 2009, 04:43:04 pm
Here's my attempt to start making the Town maps by using the M. Fair tileset as a layout...

Medina Square:
(http://img443.imageshack.us/img443/5168/ctloc01fen6.th.png) (http://img443.imageshack.us/my.php?image=ctloc01fen6.png)

Someday, when we can import a new tileset (without replacing any) I'll add the houses and such, but for now though...that'll have to do.

~Z
Title: Re: Maps/Areas (Discussion Thread)
Post by: Zakyrus on March 10, 2009, 07:51:17 am
Oh, SirusD where are you? F***! I need you to remake Enhasa and Truce Canyon, they're too damn big! Anyways, if you get this make it twice the size, not four times...

DK or Azure, if he doesn't come back, you are entitled to redo them.

~Z
Title: Re: Maps/Areas (Discussion Thread)
Post by: DK_Donutlicious on March 10, 2009, 03:39:39 pm
Too big huh? That sucks. Yea I don't mind redoing one of them if we don't hear from SirusD anytime soon. Maybe I can do one and Azure can do the other or something :)
Title: Re: Maps/Areas (Discussion Thread)
Post by: Zakyrus on March 16, 2009, 07:56:17 pm
Screw it. He hasn't been on since June of '08. I'd say remake them, he'll understand. While that's going on, I'll see if I can get some more puzzle stuff done.

Azure & DK, start getting a list together of say 10 or so of your favorite screenshots of CT+ (Ill do the same) I'm going to start getting stuff together for the public release. (that and the last 1.09 test)
Title: Re: Maps/Areas (Discussion Thread)
Post by: DK_Donutlicious on March 17, 2009, 06:04:39 pm
I never made any screenshots when I was playing through before, but I can go grab some if you like. I am sure whatever you have is good though :) Glad to hear things are coming together.

I'll get to work on enhancing Enhasa when I get the chance, I figure it shouldn't take too long to do.
Title: Re: Maps/Areas (Discussion Thread)
Post by: Zakyrus on March 17, 2009, 07:08:32 pm
I never made any screenshots when I was playing through before, but I can go grab some if you like. I am sure whatever you have is good though :) Glad to hear things are coming together.

I'll get to work on enhancing Enhasa when I get the chance, I figure it shouldn't take too long to do.

Excellent.  :)
Title: Re: Maps/Areas (Discussion Thread)
Post by: DK_Donutlicious on March 18, 2009, 01:16:13 am
This any good?
Title: Re: Maps/Areas (Discussion Thread)
Post by: DK_Donutlicious on March 18, 2009, 08:01:05 pm
Here is something I threw together for Truce Canyon, it's not too great though. Maybe Azure can take a stab at it?
Title: Re: Maps/Areas (Discussion Thread)
Post by: Zakyrus on March 27, 2009, 06:39:12 am
Cool, hang on to these for now. For 1.2 we'll throw these together.

~Z