Mapping Stuff

8 replies [Last post]
Mesona
Legacy Username

http://wiki.spiralknights.com/File:ClockworkTunnels_OvergrownPath.png

I'm going to make a wiki page for levels once I figure out what information would be useful on it. I figure notes on the general monster spawns per level (not individual rooms, because those change), as well as possible start and end locations would be useful. I'll also be looking out for variations of the floor layout, so I can record those and find some aesthetically pleasing method of adding them to the map.

Is there anything else you guys would like to see on these?

Oh yeah, because I've never paid attention, I don't know if that map is one of X variations that Overgrown Path can create, if it's just a generic map that any room can use, or if it's a compilation of random elements that are randomly assembled every time someone enters a floor. It could be that the map isn't unique to Overgrown Path, but I'll update as I figure it out.

Cire_Arodum
Legacy Username
I've seen more than one map

I've seen more than one map layout for a level. Wolvers Den comes to mind. I've definitely played that map and had 2 different layouts. I'm not sure if that level was changed specifically, or if there are random elements to what a map will be laid out like.

Mesona
Legacy Username
I guess I should have been

I guess I should have been more clear. I know the levels aren't the same if you go through twice, but I have no idea if there's a "core" that is always the same, and the rest are random additions, if the map is entirely random, if any elements are exclusive to that particular level, or any details at all about how the maps are made.

BehindCurtai
Legacy Username
Clockwork passages seems to

Clockwork passages seems to have some "starting" zones -- I think two from one side, and I don't know from the other side -- and from there you have tiles. Fairly large tiles. Most tiles have two connectors; a few have three (I've seen one, and there might be others), and there are single connectors to terminate.

Construction seems to be grab a tile, put it down, avoid overlap. I haven't seen enough to say if the hills are preset in the tiles, or if they are added based on overlap conerns.

Beyond that, none of the levels I've seen yet have varied, so I can't say.

Other than background artwork, color theme, etc, I've seen the SAME tiles on each different version of clockwork passages. Spikes are in the same place. Spawn points seem to be the same, but different creatures spawn in different versions.

Shroom
Legacy Username
For the randomized levels, it

For the randomized levels, it would be useful to document each different room that can appear, rather than entire maps. They seems to be randomly generated using several rooms, similar to the way BehindCurtai has described.

For the preset levels, having each of the entire maps that can appear would be good.

Mesona
Legacy Username
Yeah, since I made that I've

Yeah, since I made that I've been paying much more attention. It seems that you are correct, the random levels are composed of multiple randomly placed rooms. I'll see if I can start documenting the individual rooms, as well as the preset levels.

Shango
Legacy Username
I don't mean to try to shoot

I don't mean to try to shoot anyone down or anything, but... what use would it really be to document every room in a level? I don't think anyone has trouble finding their way through levels.

Shroom
Legacy Username
It's just for mapping

It's just for mapping purposes. There wouldn't need to be an actual description of each room. For each level, an image of each possible map would be very useful to have on its wiki page. Randomized levels would have images for every room instead of every map.

Levonis's picture
Levonis
Mapping might also be handy

Mapping might also be handy for permanent locations such as Haven/Moorcroft/Emberlight, Guildhalls and Training grounds. The maps could put on the location wiki pages.