Talk:Dungeon Template

My only complaint with the dungeon template is the same as the quest template. I think the "Jump To" links at the top need to be a little more distinct. See the Test Quest Page‎ for an example. --Atarax 15:52, 19 February 2009 (CST)

Older Discussions
I think its a good idea to update the Dungeon Template summary block so that looks more in tune with the new Quest Guide Template summary blocks. I also like leaving room for an icon (like the Item Template). --Atarax 6 November 2008

Suggestion: Keep all the old tiles from the previous version, and put them under "Close Up" or "Zoom In" so if you have to do some detail work it can be done with the same program. That is of course, unless the old tiles are a copyright of ACMaps. I know the layout/style is, not sure about the elements of the map program. --An Adventurer 09:05, 28 April 2008 (CDT)

--Tlosk 08:12, 28 April 2008 (CDT)Yeah, it's very similar to the old one. I'm still updating the old program (adding gif and png support and trying to add in more drawing manipulation tools), and that can still be used when a large size would be desirable (like dungeons where there's lots of levers or a lot of detail is needed). I more just wanted an alternative when a small quick map would work well and have the ability to automate as many of the repetitive tasks as possible (like coloring, borders, fixed elements like sig and north and possibly text placement - the APIs can be tricky to get just right). Also the colors are able to be configured so people can develop their own color schemes if they want.

I struggled with the stairs, and it was a compromise, I figure with the color changes it will be clear, if not as pretty as it can be with more pixels to work with in a tile. Although maybe there's an outside the box answer, like maybe using a special universal tile for stairs/ramps. Or perhaps a stylized arrow that would sit alongside the tunnel.

Oh and on a side note I found a way to link directly to internal files like maps, if you use [[Media:Image.jpg | Image]].

Also I decided to start naming the maps with the landblock, this avoids problems with apostrophes (they cause the wiki to choke when trying to display a thumbnail) and will let in game map viewers easily link if they want to later on (since it knows what landblock it's in, it just looks for that landblock image). Along with that I'll make a maps page to replace the category page we're using now.

Looks very nice. Can't wait to start using it. Does it operate basically the same as the old map maker?

I like the smaller size, assuming it can still render everything correctly. The only thing that looks odd in the small size is the stairs/slope on skinnier halls. But I guess if it was a single pixel centered it would be hard to see. How does it handle multiple levers and such? for example, the first area of the knorr quid seed: http://asheron.info/%7Easheron/images/Collegium_Planar_Abstraction.gif there are multiple levers and doors all close together. --An Adventurer 23:26, 27 April 2008 (CDT)

--Tlosk 18:59, 27 April 2008 (CDT)I finished making a new tile set so that maps will be smaller scale but still readable. Especially of late, dungeons are really sprawling and it can be hard to read because the maps end up so large. Ideally they'll be able to be displayed on the dungeon pages full scale like here Devastated Falatacot Temple. Here's a sample map using the program. Once I've finished adding features I'll provide a link to a download for anyone that wants to use it to make maps.



Any comments on improvements or things that would be useful to add would be welcome.