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[Archived] "[Quick Showoff] Post your latest maps"

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Não sei se é de algum livro. Eu achei o mapa cartográfico da cidade no Google e resolvi fazer. Muitas pessoas falaram que por ser muito grande, eu nunca terminaria. Então eu fiquei com ainda mais vontade de fazer :)

Então, procure, eu quando vi fiquei encantado e quase fiz um modelo da mesma cidade de A ordem vermelha, porém, eu gosto do tibia 7.4 e os sprites não ajudam tanto, mas parabéns de qualquer forma. Muito talento.
 
Aldbeorn current progress: about 95%.
SS's ingame soon.
cnza5o9.png
 
As a bit of a side project, I'm stitching together a custom map using elements from a large pool of publicly available maps.

unknown.png


It's an interesting project trying to keep it all coherent with a reasonable flow. Additionally, I am prone to duplication content (e.g. 2 of the desert/jungle islands have a very similiar shape, just look at the intersecting river), so there is considerable rework. I haven't yet begun to do any of the underground work, as it'll be quite complex to handling intersections.

Some interesting stats:
Tile data:
Total number of tiles: 4440659
Number of pathable tiles: 2481233
Number of unpathable tiles: 1959426
Percent walkable tiles: 55.88%
Detailed tiles: 557249
Percent detailed tiles: 12.55%

Item data:

Total number of items: 5607744
Number of moveable tiles: 9955
Number of depots: 270
Number of containers: 77
Number of items with Action ID: 528
Number of items with Unique ID: 56

The biomes are a bit mixed up, such as savannah and tropics connected to each other, but I'm not shooting for a high degree of realism.
 
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As a bit of a side project, I'm stitching together a custom map using elements from a large pool of publicly available maps.



It's an interesting project trying to keep it all coherent with a reasonable flow. Additionally, I am prone to duplication content (e.g. 2 of the desert/jungle islands have a very similiar shape, just look at the intersecting river), so there is considerable rework. I haven't yet begun to do any of the underground work, as it'll be quite complex to handling intersections.

Some interesting stats:


The biomes are a bit mixed up, such as savannah and tropics connected to each other, but I'm not shooting for a high degree of realism.

I'm doing the exact same thing, using public maps and self made stuff and put them together to make a map. Been working on this for years, so far it looks like this.

I'm actually in the last phases before calling it complete (more updates/zones will come ofc) but it is more than playable right now. Also working a lot on adding details and improving some zones. Map is also friendly for extended client view.

ZKpF2Fr.jpg
 
I'm doing the exact same thing, using public maps and self made stuff and put them together to make a map. Been working on this for years, so far it looks like this.

I'm actually in the last phases before calling it complete (more updates/zones will come ofc) but it is more than playable right now. Also working a lot on adding details and improving some zones. Map is also friendly for extended client view.

ZKpF2Fr.jpg
Wow, that'd take ages to explore!
How do you handle conflict resolution for differing mapping styles? Do you only selectively pick bits that match, try to blend them in, or clean-up to suit?
 
I'm doing the exact same thing, using public maps and self made stuff and put them together to make a map. Been working on this for years, so far it looks like this.

I'm actually in the last phases before calling it complete (more updates/zones will come ofc) but it is more than playable right now. Also working a lot on adding details and improving some zones. Map is also friendly for extended client view.

ZKpF2Fr.jpg
Shit, this is a fucking huge map.
What's the size?
 
Wow, that'd take ages to explore!
How do you handle conflict resolution for differing mapping styles? Do you only selectively pick bits that match, try to blend them in, or clean-up to suit?

Easily, half of the time I spent with this (first tiles were placed like in 2005 or so) was spent blending maps and making everything to fit keeping the detail levels on par. Some zones will look just better than others but can't do much against that, my mapping skills improve over time and can't go back to old zones all the time.

Working on released maps to get the same quality level as the rest of the map was a common thing to do. I also used some parts from RL map but I'm in the process of either remaking them totally or just removing and starting from scratch.

I think I did something different than what you did, from what I see you already have a ground floor more or less shaped.

What I did is to start mapping my own map and every time I saw a map out there that had a nice enough quality for an RPG server, took a look at it and either saved it for later use (rarely) or pasted it into my map blending it. This is why biomes are so random although I tryed to give realism to it but that mostly came in the last times where I focused on polishing and making the map good for gameplay.

It is actually "hard" to move around the map freely. Changing zones might force you to go through a cave/dungeon/mountain. Most zones have enough content to take care of players up to high levels (50-75), after that you will most likely feel forced to travel to find better hunting places for you.

All in all I enjoyed this so much and I think its coming into a nice map.

Shit, this is a fucking huge map.
What's the size?

Its around 1000x1600. As you can see theres not much water so most of it is playable area. Floor 8-9 are quite filled too. Theres literally no space for any more caves in floor 8 under the main continent.

Code:
Map statistics for the map "Bah!"
    Tile data:
        Total number of tiles: 9472571
        Number of pathable tiles: 1609488
        Number of unpathable tiles: 7863083
        Percent walkable tiles: 16.99%
        Detailed tiles: 1225281
        Percent detailed tiles: 12.94%
    Item data:
        Total number of items: 12555715
        Number of moveable tiles: 35016
        Number of depots: 130
        Number of containers: 339
        Number of items with Action ID: 937
        Number of items with Unique ID: 263
    Creature data:
        Total creature count: 24677
        Total spawn count: 12828
        Mean creatures per spawn: 1.92
    Town/House data:
        Total number of towns: 8
        Total number of houses: 224
        Mean houses per town: 28.00
        Total amount of housetiles: 6053
        Mean tiles per house: 27.02
        Mean tiles per town: 756.63
        Largest Town: "Daguerreo" (1682 sqm)
        Largest House: "Beach House" (322 sqm)

Generated by Remere's Map Editor version 3.4
 
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It is actually "hard" to move around the map freely. Changing zones might force you to go through a cave/dungeon/mountain. Most zones have enough content to take care of players up to high levels (50-75), after that you will most likely feel forced to travel to find better hunting places for you.
Whilst I don't expect to have quite the same issue as you, as I'm building into an existing landmass so I can account for such issues, I still think free-foot travel will be an issue due to the sheer size of the world. To combat this, I'm planning on implementing a node-based travel system akin to Morrowind.

I'll have ships, small boats, Mage Guild teleportation and cart as my core fast travel types.
You won't be able to get from one place to another directly, even by the same means (e.g. from Khuul to Vos directly in the image below), you'll have to go through the nearest node/s (e.g. Khuul, Dagon Fel, Tel Mora, Vos).
As some cities and locations will have more than one transport type, the world is linked up in an interesting way as you may hop between different transport types and different nodes to find the most efficient path (e.g. if you're inland, you might go cart to a city, Mage's Guild teleportation to another city that is near the ocean, then boat to an island). Nearest won't always be most efficient, as different travel types will have different costs, so you may either opt for '# of hop' efficiency (lowest number of hops), 'cost to location' efficiency (more hops, but a cheaper trip end-to-end) or some middle-ground in-between.

fZxID.png


Its around 1000x1600. As you can see theres not much water so most of it is playable area.
I'm sitting at 3500x3500, which goes to the border of the shape, but I've got a lot of ocean.
Shit, this is a fucking huge map.
What's the size?
I actually think mine might be bigger (though obviously very sparse at the moment). My image is from the mini-map, but I think Bahamut's is at 4% zoom level.

EDIT:
Actually, I think mine is a bit smaller - Bahamut's definitely got more going on vertically.
I think I'll end up with more pathable tiles though, even once mountains and structures start eating away at the current count from the grassy landmass - as I haven't even started the subterranean levels yet!

Here's what I could I could fit into a single screenshot at 4% zoom. I'm assuming Bahamut took multiple screenshots and stitched them together.

screenshot_2018-04-15-23-6-22.png
 
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Its actually max zoom and 2 images because it doesnt fit in one. The white line in the left is the result of this and bad paint skills.

The transport thing is cool. I'm using trains/moving boats/teleport boats (like rl tibia, only premium) and teleport spells (mages) for moving around. I want to make people to spend time moving around, teleportation is a bonus not a must.

I've been using that train system from Mock and developed a networt underground just like in real life underground. You can go from town 1 to town 3, and from town 3 to town 5 but you cant directly go from town 1 to 5. Same goes for the moving boat system but those doesn't go from town to town, instead they move from different places of a continent to another place/island. Don't have a video of those sorry.

 
Its actually max zoom and 2 images because it doesnt fit in one. The white line in the left is the result of this and bad paint skills.
Ah, yep - that would be 4% then which is max :)

I want to make people to spend time moving around, teleportation is a bonus not a must.
I'm a bit hesitant to use systems like this. Some are janky and can be a bit buggy and/or a resource hog, but even with efficient scrips there is still maintenance overhead.
This said, I'm not sure what I'd use in place other than spreading out the docks, so you still have to walk to another ship and speak to the NPC.

Alternatively, I was toying with the idea of mapping out some 'waiting room' ships in the middle of the ocean and have them be 'on the way to the destination'. Players would spend time on them before arriving at their destination, sort of like a jail system. Maybe allow players to buy a room which allows them to 'sleep through' the trip when they use the bed? I'm thinking it all might be a bit jarring and confusing though; more thought definitely needed here.
 
Still very early work in progress but here you go. Motivation and ideas taken from Altissia (Final Fantasy XV) and Imgur GIF

I think this one will take a good while to finish, already put a few hours into it and barely have an small concept.

Tha main floor is on level 5 and I want to surround the thing with mountains filling the town with water.

kqmPnFP.jpg
S9smKPr.jpg
l5qVGRl.jpg
 
How do u make water undergrond visible?

U need a special program for this?
 
Whilst I don't expect to have quite the same issue as you, as I'm building into an existing landmass so I can account for such issues, I still think free-foot travel will be an issue due to the sheer size of the world. To combat this, I'm planning on implementing a node-based travel system akin to Morrowind.

I'll have ships, small boats, Mage Guild teleportation and cart as my core fast travel types.
You won't be able to get from one place to another directly, even by the same means (e.g. from Khuul to Vos directly in the image below), you'll have to go through the nearest node/s (e.g. Khuul, Dagon Fel, Tel Mora, Vos).
As some cities and locations will have more than one transport type, the world is linked up in an interesting way as you may hop between different transport types and different nodes to find the most efficient path (e.g. if you're inland, you might go cart to a city, Mage's Guild teleportation to another city that is near the ocean, then boat to an island). Nearest won't always be most efficient, as different travel types will have different costs, so you may either opt for '# of hop' efficiency (lowest number of hops), 'cost to location' efficiency (more hops, but a cheaper trip end-to-end) or some middle-ground in-between.

fZxID.png


I'm sitting at 3500x3500, which goes to the border of the shape, but I've got a lot of ocean.
I actually think mine might be bigger (though obviously very sparse at the moment). My image is from the mini-map, but I think Bahamut's is at 4% zoom level.

EDIT:
Actually, I think mine is a bit smaller - Bahamut's definitely got more going on vertically.
I think I'll end up with more pathable tiles though, even once mountains and structures start eating away at the current count from the grassy landmass - as I haven't even started the subterranean levels yet!

Here's what I could I could fit into a single screenshot at 4% zoom. I'm assuming Bahamut took multiple screenshots and stitched them together.

screenshot_2018-04-15-23-6-22.png
Elder Scrolls anyone? :D
 
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