Age | Commit message (Collapse) | Author | Files | Lines |
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- Tileset fixes
- Travel / Death modifications
- Tulimshar Beautification Project
- Crypts (Base Release)
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Old style dest_x = <xtile_in_pixels>
New style dest_tile_x = <xtile>
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client, which is still supported, can't handle CSV.
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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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018-2, 020-3, 031-3, 042-2, 044-1
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They now each lead to the tile which is two tiles below the warp in the other direction.
This way it is easier to avoid being warped back and forth again and again.
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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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Also renamed some Object layers, to "Objects" in few maps.
Some spawns were reviewed: correct use of capital letters in "SPAWN" for example.
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Some made you warp in the next warp.
Also fixed the indoor warp going from 011-4 to 011-3 and vice versa.
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problems were done because of the automapper.
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added mobs to new cave map, added a carpet to identify bandit lord entrance
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New 11-6 map added and warps added to 11-1 and 11-4 to get to 11-6
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respawn rates here and there
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add some mobs...
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Warps and such need to be fixed
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