Age | Commit message (Collapse) | Author | Files | Lines |
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- on 009-2 some object where in over1 layer but with high hats one appeared over the hat (beer on first table) so i moved them to ground3 layer
- on 012-1 whole street was in fringe layer that made tortugas vanish behind the tiles every two rows (strangly only tortugas they may have the exact size to trigger that behavior) I also fixed many walls and overlayers where beheader looked through the ground
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You can see the full discussion here: [text](https://forums.themanaworld.org/viewtopic.php?t=21455)
Makes Hurnscald indoors silent, town square with bird ambience, town music moved to outside fence, mining camp is silent and map before the moor changed to adjacent east map music to avoid changing tracks for such a short duration on the way to the Graveyard.
The purpose is to make the hangout areas a bit more quiet, in hopes of baiting more people to enable music.
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Maps, monsters, effects, also includes the katzei ears with edits.
Additional (bonus) content:
* PvP Coin ("Murderer Coin")
* Golden PVP Cap
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Added Tileset woodland_village_x3.png
Fixed Tileset woodland_village.png
Fixed Tileset woodland_x3.png
closes #120
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- Tileset fixes
- Travel / Death modifications
- Tulimshar Beautification Project
- Crypts (Base Release)
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Replaced small NPCs with tiles wherever necessary
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Old style dest_x = <xtile_in_pixels>
New style dest_tile_x = <xtile>
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This way it is possible to move the friendly bot ManaMarket behind the counter,
so other players can't stand on it to trick people who want to use ManaMarket.
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client, which is still supported, can't handle CSV.
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over layer
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Also remove some executable bits
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If you get merge conflicts from this, prefer yours,
then open in Tiled and save in CSV again, then commit.
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to be placed near the wall.
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Added in the stairs of the top floor of the hurnscald inn.
Added in the stairs of hurnscald hospital.
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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.
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Added and changed some map names.
Some minor fixes on several maps.
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choosed, etc...
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changing maps to what it was before,
adding private rooms in the left wing according to intention of original author
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Hurnsald map entrances, plus additions for the crypt quest.
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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.
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add some mobs...
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Warps and such need to be fixed
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