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path: root/maps/001-2.tmx
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2016-04-04alchemy nodesmekolat1-4/+8
2015-01-28fix pauline's bedmekolat1-3/+3
2015-01-07modified maps/001-2.tmxwushin1-642/+956
2014-07-03remap 001-2mekolat1-106/+106
2014-04-19Enforcer Naming Convention in Music FilesBernhardt1-1/+1
2014-04-15Map Changeswushin1-98/+203
- Tileset fixes - Travel / Death modifications - Tulimshar Beautification Project - Crypts (Base Release)
2013-11-22001-2:tux9th1-95/+97
* Adding inn_x2/x3.tsx * Replacing tiles which are also in inn/2 with their according x2/x3 versions. * Moving tiles from Fringe to Ground2 / Ground. * Moving tiles from Ground2 to Ground. * Collision: - 65,30 - 78,30
2013-07-28All warps moved from old to new stylewushin1-21/+21
Old style dest_x = <xtile_in_pixels> New style dest_tile_x = <xtile>
2013-07-21Convert maps to CSV againBen Longbons1-17/+512
2012-12-21Music on desert indoor maps: Use the same song as desert outdoor.Jessica Tölke1-1/+1
Maps that were missing music: 003-2, 004-2 Maps that were changed from Snow village song: 001-2, 021-2, 024-2
2012-08-13Convert map compression format back to gzip. It turned out that the 0.5.0 ↵Jessica Tölke1-510/+15
client, which is still supported, can't handle CSV.
2012-08-08unified collision tiles for beds, moved top part of woodland indoor beds to ↵tux9th1-3/+3
over layer
2012-07-31Canonicalize tileset order and use external tilesetsBen Longbons1-360/+354
2012-07-20Canonicalize tileset names.Ben Longbons1-3/+3
Also remove some executable bits
2012-07-11Convert all maps to CSV.Ben Longbons1-15/+510
If you get merge conflicts from this, prefer yours, then open in Tiled and save in CSV again, then commit.
2012-05-08Move some wrong tiles from the over layer to the ground layer.Jessica Tölke1-4/+4
2012-04-18Adapting maps to the tileset changes in the previous commit. This involves ↵Jessica Tölke1-5/+13
some layer changes.
2011-09-12Full map review:Ali-G1-43/+43
Renamed layer names in order to have the same layer naming scheme on all maps. In 012-3 map, removed an unnecessary layer and transported its tiles to another layer. In game, it looks the same. All monster spawns in 025-1 and 026-1 that covered the whole map were given 0,0 coordinates. Improving the warps position on the maps. Started reviewing all the objects of all maps: - Giving natural numbers to coordinates, height and width. - Renaming correctly each object name. - Avoid the use of capital letters in object properties and type. - Removed collision tiles put just in front of warps. - Changed few last map names to fit correctly with the warp names. - Random layer fixes.
2011-09-05Reviewed all the maps.Ali-G1-1/+1
Added and changed some map names. Some minor fixes on several maps.
2011-06-30Made a lot of fixes including layer issues, collision issues, wrong tiles ↵Ali-G1-9/+8
choosed, etc...
2009-09-06Stray, empty tiles removed from mapsKess Vargavind1-8/+8
A couple of the maps had thousands of these... The initiative that has begun to give empty/free tiles some graphics is a needed one. A couple of "monster traps" were removed as well, I'll submit a patch with the walkmaps later. Maps: 003-1, 013-1 and 018-1. The three swamp/cemetery maps have not yet been checked.
2008-11-28Fix some map bugsJared Adams1-13/+6
2008-11-12Commit more map property fixes, and some other stuffJared Adams1-1/+1
2008-11-12Fix some warps (patch by vargavind)Jared Adams1-25/+33
2008-11-12Inital map renameJared Adams1-0/+105
Warps and such need to be fixed