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After playing through MM1 I had over 50 hand drawn maps, many of which are re-draws when I realized there was a odd attribute to a map and had to revise my method for mapping. I am curious as to how those who played through or are playing through it right now have handled various oddities.

To get us started, here are some maps I've made A1,A2,B1,B2. All except A1 are redraws. As you may have noticed there are alot of "funny" blocks where it looks like you cant go through but you can, weather or not you can go back the way you came tends to vary!

! marks detonate an encounter that is always there but may be random monsters. the greek symbol Phi Detonates a staged battle that is relatively high level.

http://img.photobucket.com/albums/v288/XaviarCraig/Game%20stuffs/MM1_BA_12_SM.jpg


And, just because I hate this place with a passion (got lost and killed more than anywhere else) Here is Castle Dragadune! You'll notice I don't color code dungeons(some exceptions). This is because there isn't too much of a point in most cases. The rectangle on what looks like a line/wall is door. A question mark means it's a point of interest.

http://img.photobucket.com/albums/v288/XaviarCraig/Game%20stuffs/MM1_DragaDune_ALT2_SM.jpg


Admittely this style is cramped because I make 4 maps fit into a single piece of graph paper, but it works well when you are finished because you have fewer pages of maps to cycle through.
Post edited April 19, 2011 by RagingChaos
Not mine, but...
http://www.mightandmagicgrove.com/mm1/maps.htm

:p
Sorry, I'm too lazy to draw mine

Yours look great, though
Nice maps RagingChaos!

I recently realized that Dragadune from MM1 was used in a map for Legends of Might & Magic. The Lomm map is called Dungeons of Dragadune.
I actually wrote a mapping program to help me map out the different areas. I haven't finished very many. I was using the ones from the grove before, but decided to try playing through the game with as little external help as possible.

I also figured out how the pictures and some of the map data are stored for the game, but that's a different topic.
Attachments:
sorpigal.jpg (191 Kb)
viewer.jpg (30 Kb)
Post edited October 27, 2011 by adambiser
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adambiser: I actually wrote a mapping program to help me map out the different areas. I haven't finished very many. I was using the ones from the grove before, but decided to try playing through the game with as little external help as possible.

I also figured out how the pictures and some of the map data are stored for the game, but that's a different topic.
That is so cool - very impressed - the skills of the people here never cease to amaze me.
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Lou: That is so cool - very impressed - the skills of the people here never cease to amaze me.
Thanks!
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adambiser: I actually wrote a mapping program to help me map out the different areas.
Amazing!

Which programming language did you use?
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lubosboucek: Amazing!

Which programming language did you use?
Thanks! I used VB.NET 2008.
Is there a chance, You could send me your mapmaking app? Thanks in advance. :)
Thanks UndeadHalfOrc!
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UndeadHalfOrc: Not mine, but...
http://www.mightandmagicgrove.com/mm1/maps.htm

:p
Sorry, I'm too lazy to draw mine

Yours look great, though
Post edited January 30, 2012 by thebes
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adambiser: I actually wrote a mapping program to help me map out the different areas. I haven't finished very many. I was using the ones from the grove before, but decided to try playing through the game with as little external help as possible.

I also figured out how the pictures and some of the map data are stored for the game, but that's a different topic.
Ha! I did it! I made a program like yours!

Except that right now all I can do is draw walls (no doors) and fill in rectangles and I can't erase anything and everything is temporary since there is no bitmap setup and the rectangles are too big and overwrite already drawn lines and there are not annotations or icons, etc. etc. etc.

But this is just what I whipped out this afternoon without any knowledge of Visual Basic prior to today. Thought it would be good for me to learn some of it and after reading tutorials I found out how to paint and then worked out a method to report the mouse position and then draw on the closest line when you click! Working out how to import those icons and display them within the map and the textbox on the right is going to be difficult. For now I'll focus on map loading and saving and deleting and clearing the grid for a File -> New Map... Annotations will come later.

You know, I could just ask you for your program or your source, but I wanted to learn this instead of being lazy.

And screw graph paper!
Attachments:
capture.png (84 Kb)
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adambiser: I actually wrote a mapping program to help me map out the different areas. I haven't finished very many. I was using the ones from the grove before, but decided to try playing through the game with as little external help as possible.

I also figured out how the pictures and some of the map data are stored for the game, but that's a different topic.
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CptPicardi: Ha! I did it! I made a program like yours!

Except that right now all I can do is draw walls (no doors) and fill in rectangles and I can't erase anything and everything is temporary since there is no bitmap setup and the rectangles are too big and overwrite already drawn lines and there are not annotations or icons, etc. etc. etc.

But this is just what I whipped out this afternoon without any knowledge of Visual Basic prior to today. Thought it would be good for me to learn some of it and after reading tutorials I found out how to paint and then worked out a method to report the mouse position and then draw on the closest line when you click! Working out how to import those icons and display them within the map and the textbox on the right is going to be difficult. For now I'll focus on map loading and saving and deleting and clearing the grid for a File -> New Map... Annotations will come later.

You know, I could just ask you for your program or your source, but I wanted to learn this instead of being lazy.

And screw graph paper!
Awesome! I got your message. I just didn't have time to find a good site to send to you yet. Sorry. Glad you have figured some of it out though.

I might post what I have anyway, it's not a finished product by any means, but you'd be able to see how I've done things and use it to help you figure some more things out.
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Enrot: Is there a chance, You could send me your mapmaking app? Thanks in advance. :)
Sorry, I didn't see your message until now. I will probably post the source code that I have, so you'll be able to use it, too.

Bear in mind that it only represents the game as far as I have made it. Meaning, if there are other special floors or walls or something that I haven't found in the game, you might not be able to represent them in the map. You'll see what I mean when I post, which might take a day or two.
Post edited January 22, 2012 by adambiser
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adambiser: Sorry, I didn't see your message until now. I will probably post the source code that I have, so you'll be able to use it, too.
Don't worry, I posted that after I was stressing on how to figure out the best way to draw lines on the grid. I was using "Mod 100" to figure out how far the mouse was from a line but then realized "Mod 50" worked much better on only two lines of code. My blocks are 50x50 pixels, though I may make them 32x32 like yours since it exaggerates those nifty corners that are a side effect of how the lines are painted.

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adambiser: Bear in mind that it only represents the game as far as I have made it. Meaning, if there are other special floors or walls or something that I haven't found in the game, you might not be able to represent them in the map. You'll see what I mean when I post, which might take a day or two.
Really? I just thought you included a bunch of icons for any usage including the whole alphabet and 0-9. Wouldn't that be enough?

Now you've got me interested in your rougelike... is it ASCII?
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CptPicardi: Really? I just thought you included a bunch of icons for any usage including the whole alphabet and 0-9. Wouldn't that be enough?
Actually, everything is drawn on-the-fly. You can design your own tile symbols (for the inn, food, armor, etc). You just draw the black dots and the rest are transparent to show the tile color. I'm not sure how many "icons" it would need Right now I have 20 some "icons" and there are many things that I have grouped under a "Special Event" marker.

The maps and symbol graphics are saved to XML files and it is pretty verbose.

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CptPicardi: Now you've got me interested in your rougelike... is it ASCII?
It is intended to have a retro feel, but not quite that retro. :)

You can find information on it at any of these links:
https://www.facebook.com/kilgazar
http://www.indiedb.com/games/kilgazar
http://www.fascimania.com/games/Kilgazar

Thanks for the interest in it!
Post edited January 23, 2012 by adambiser
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CptPicardi:
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Enrot:
Sorry I didn't get to release this yet. It will get released though. It is just taking longer to prepare as free time has been lacking lately.
Post edited January 30, 2012 by adambiser