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2019-04-22Fix ancient missing ground tile in easter islandFreeyorp1-11/+11
A left cliff tile on the starting island was missing a water tile beneath it. This moves that cliff tile from Ground1 to Ground2, and places a water tile behind it on Ground1.
2017-11-20fix various map/atlas issuesgumi1-89/+250
2015-10-26Add auditorium to GM Islandmekolat1-34/+38
2015-08-29Remove mobs from GM Islandwushin1-99/+3
2015-01-05Adding music to GM IslandCassy11-1/+2
2014-06-26Place to hold GM eventswushin1-3/+4
2014-04-15Map Changeswushin1-11/+11
- Tileset fixes - Travel / Death modifications - Tulimshar Beautification Project - Crypts (Base Release)
2013-07-28All warps moved from old to new stylewushin1-3/+3
Old style dest_x = <xtile_in_pixels> New style dest_tile_x = <xtile>
2013-07-21Convert maps to CSV againBen Longbons1-19/+961
2013-04-22Fix all the wrong spawn namesBen Longbons1-3/+3
2012-11-15Fixed 028-1:tux9th1-32/+32
* cleaned up all layers * fixed collision * fixed tileset misuse * fixed bridges * added collision to the orphan islands as noone can go there anyway besides @warping * adjusted the size of the map to fit the 20-tile border
2012-08-13Convert map compression format back to gzip. It turned out that the 0.5.0 ↵Jessica Tölke1-852/+18
client, which is still supported, can't handle CSV.
2012-07-31Canonicalize tileset order and use external tilesetsBen Longbons1-475/+460
2012-07-20Canonicalize tileset names.Ben Longbons1-1/+1
Also remove some executable bits
2012-07-11Convert all maps to CSV.Ben Longbons1-18/+852
If you get merge conflicts from this, prefer yours, then open in Tiled and save in CSV again, then commit.
2011-09-12Full map review:Ali-G1-8/+8
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-G1-0/+1
Added and changed some map names. Some minor fixes on several maps.
2011-04-26Fixed a tile + some collisions in graveyard and easter island.Ali-G1-1/+1
By "ticked some boxes" I mean that when you open it, it doesn't show everything such as collisions and/or ground, etc… I fixed that. Nothing to worry about, there isn't any other change on these maps. Woodland_graveyard_crypt.png -> fixed some weird blue pixels on the roof. 027-1.tmx: - Fixed some ground under two graves. - Changed some collisions here and there and erased two trees. These link because people could walk onto these two trees 028-1.tmx -> Changed some collisions near the water. Sometimes, people could walk on the water and somewhere else, they couldn't walk on the ground. 010-2.tmx -> Erased some grey ground that was not in the map itself, doesn't change the map at all. 003-2.tmx -> ticked some boxes 008-1.tmx -> ticked some boxes 009-3.tmx -> ticked some boxes and something more! 013-1.tmx -> ticked some boxes 013-3.tmx -> ticked some boxes 015-3.tmx -> ticked some boxes 017-2.tmx -> ticked some boxes 018-3.tmx -> ticked some boxes 029-3.tmx -> ticked some boxes 030-1.tmx -> ticked some boxes 031-1.tmx -> ticked some boxes 031-2.tmx -> ticked some boxes 031-3.tmx -> ticked some boxes
2011-03-01added collision tile to easter islandWombat1-9/+9
the collision tile prevents monster spawning and difficulties in hunting them
2010-07-27Clean up some spawns and restore a warpremoitnane1-3/+10
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
2010-07-08Fixed holes in the collision layersHelmut Grohne1-2/+1
The maps 017-1 (the forst with the theatre) and 028-1 (doctor's island) contained some small disconnected areas. Mobs would respawn there and would be stuck there until the server is restarted. The holes are now filled with collision tiles. Signed-off-by: Maximilian Philipps <Turmfalke2007@web.de>
2010-04-11Easter 2010Freeyorp1-0/+162