Loving the map editor

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Fusion

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reminds me of Pokemon for some reason but looks really good, like the way you used the tiles path to the buildings
 
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Hercules

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Where did you unearth this editor relic? :unsure:

Not to quote me on it but I’m pretty sure it was from mirfiles website, I downloaded a lot of bits from there at one point to see what I could have a go with, deleted what I couldn’t etc, could have been there
 

horizon02

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Some tips that may help:
1) make use of diagonals / "random movements" of paths to give a authentic feel
2) There's hundreds of trees, using multiple give a realistic illusion
3) make use of multiple floor tiles, add dirt under the buildings so its just poking out onto your light dirt , this will make the buildings go from looking like a sticker on a screen to giving the feeling of it belongs there
4) symmetry rarely ever looks good - just because mir is a bunch of cell squares, the maps don't have to be
5) learn the art of middle layer, middle is your friend for detail and making things really look well made
6) theres some starter wemade/shanda object folders in mir files, buildings , trees etc - a good start for any map builder

- gl!
 
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MentaL

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Symmetry.

jizz in my pants GIF
 
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Hercules

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Great advice mate, will look into some of these points and see how I go, thankyou 👍 I have some ideas that will look to add as I go too, paths to other maps in all four corners and making the bottom an entry point from a starter map. Nice if I can find the objects u mentioned, I am slowly using the grasping tool gathering some favourites, interested to see what’s already out there

@MentaL haha trust me I made this map twice at the start just to make sure the safezone was exactly centre and when I got to the outer paths they were exactly the same tiles left each side also top and bottom 😂😂
 

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Its a shame he never finished his maps, those were next level

 

LOMValkyrie

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Aye he did a good job but definitely started on a project a little too big and got burnt out. Would have liked to see him do some dungeons instead
 

mir2pion

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4) symmetry rarely ever looks look

I once worked with a measuring instruments panel design engineer who used to say symmetry only looks nice on women, not on instrument panels. :ROFLMAO:

I’d recommend using the latest Map Editor

If that editor on GitHub still has that 'map viewer' of yours in it, forget it. That killed it. Problem is you have never done any map editing I know of but felt qualified to remake the program to your liking.

Since we have that Resources section above here in the forum header
1755053498682.png
why not head over and download the new map editor from there and maybe read the tips on using some of its more advanced features.

add dirt under the buildings

In case you don't know what that means, its like those muddy paths weaving through Bichon grassy outdoors. You make those by 'tile brushing'.

Go to WemadeMir2 library tab (shortcut F1) and select Tiles or one of the smTiles (smallTiles) libraries and click to select one of the tiles in the right panel. Then go to Tiles panel (T) and select one of the big tile square and go to map view (F5) where you choose to brush either bigTiles (0) or smTiles (-), then if you click on the map, it will lay down one of those large tile square you chose previously in Tiles tab section.

Brushing tiles is done by holding Ctrl and moving mouse cursor around. The editor has UnDo (Z) but in brushing tiles so many are laid down that it takes a bit holding the Z key down to undo tile brushing. Better experiment first on a new (N) map canvas. I think valid libraries for tile brushing are WM2 and SM2 (ShandaMir2) only, the Tiles (sometimes called bigTiles) and smTiles (short for smallTiles) libraries
It doesn't mater what tile you select in those libraries in the right panel, just so that something is selected to load those tiles into the Tile tab section.
 
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Hercules

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I once worked with a measuring instruments panel design engineer who used to say symmetry only looks nice on women, not on instrument panels. :ROFLMAO:

Wait what? This design engineer doesn’t like over blown lip jobs? Bum plants and the white cliffs of Dover in there vocal openings?
 
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Jev

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If that editor on GitHub still has that 'map viewer' of yours in it, forget it. That killed it. Problem is you have never done any map editing I know of but felt qualified to remake the program to your liking.

Since we have that Resources section above here in the forum header
View attachment 37747
why not head over and download the new map editor from there and maybe read the tips on using some of its more advanced features.
Never claimed the map editor was mine? it's crystal's map editor. I'd recommend using it since it doesn't have a memory leak like the other and it using net core instead of the old net framework, same applies for slimdx instead of the older direct x
 

Hercules

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Never claimed the map editor was mine? it's crystal's map editor. I'd recommend using it since it doesn't have a memory leak like the other and it using net core instead of the old net framework, same applies for slimdx instead of the older direct x

The memory leak in question would this be why it crashes quite frequently meaning regular saves on a project just incase
 

SmavidDavid

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I'd suggest having a little bit more dirt around the buildings, its looks a little too tight.

Also have you used the same tile to fill in all the dirt? It looks way too repetitive.

As for another persons comment on trees, i agree but some tree styles do not match well.. the ones you'd see in Fox Caves, do not look the same as ones from the older maps and sometimes when close can look pony imo. So yes use more trees, but don't use them all..

Not sure on the random concrete/stone parts either, not really adding anything. Id dump them and make paths smaller - People need to remember endgame these maps will have 20-30 people maximum you don't typically need huge paths all the time.
 
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