Author Topic: The Mapping Thread  (Read 46834 times)

Agent 12

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The Mapping Thread
« 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)

« Last Edit: September 04, 2008, 02:15:54 am by jsondag2 »

Chrono'99

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Maps that can still be worked on
« Reply #1 on: April 16, 2006, 07:14:05 am »
I'll take a look at the Mammon Machine hall.

Chickenlump

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Maps that can still be worked on
« Reply #2 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?

Agent 12

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« Reply #3 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

Chrono'99

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« Reply #4 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. 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).

Chrono'99

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« Reply #5 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)

Agent 12

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Maps that can still be worked on
« Reply #6 on: April 18, 2006, 09:52:04 am »
!!!!!!!!  That's amazing Chrono 99' I'm truly impressed

--jp

Agent 12

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Re: Maps that can still be worked on
« Reply #7 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

Chrono'99

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Re: Maps that can still be worked on
« Reply #8 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 :) ).

Agent 12

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Re: Maps that can still be worked on
« Reply #9 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

Chrono'99

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Re: Maps that can still be worked on
« Reply #10 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  :)

[attachment deleted by admin]

Agent 12

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Re: Maps that can still be worked on
« Reply #11 on: May 08, 2006, 11:13:30 pm »
haha, you want me to make the crab talk?

--jp

Chrono'99

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Re: Maps that can still be worked on
« Reply #12 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 ;)

Shinrin

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Re: Maps that can still be worked on
« Reply #13 on: May 09, 2006, 09:32:20 am »
Actually crab's or ether lobsters you have to cook alive.

Agent 12

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Re: Maps that can still be worked on
« Reply #14 on: May 30, 2006, 11:45:27 pm »
Added new Maps

--jp