After exploring PoA for the Claymore questline, I agree with other posters here that a good map of PoA would be very nice.
I really hate figthing with drawing programs, but as a monk, I can flop around PoA with some security, and so I'll gladly collect a huge pile of /locs for someone else to process afterwards (clean up drawings and create the necessary XML).
PoA has a lots of levels (6 or so, I think?), but no "ramps". All movements between the levels are by climbing or elevators.
Does anyone want to collaborate with me on this, then post here, and we can work it out.
If you get a good /loc file for each floor I can make them into eq2 maps. It would be best to have a seperate /loc log for each floor otherwise it takes a very long time to extract each floor from the log file.
The hardest part of this map is getting the /loc outline of everything because of the re-pops/see invis mobs and thats why it hasnt been mapped.
I'll do a capture of the ground floor and upload it, so we can see if I'm doing it right.
As you mention, all the see invis mobs (and repops) makes it a bit difficult, so I wont be trying anything fancy with colors or the like. Just simple outlining for now.
Well, I did die a few times, but here is what I was able to get from level 1.
I've never appreciated all the rounded corners in PoA before, and I won't ever now. So around doorways and such the map isnt really that good, but can that be fixed in the process that you do?
Also, I didnt map out all 4 small rooms in the north and south wing. The 4 rooms in each wing is completely symmetrical, so it should be easy to mirror the one room I have mapped in each wing.
Let me know if this kind of quality is good enough, and I will go on with the upper levels.
I've got to get back and try to negotiate a deal with the ingame menders. I think I deserve some kind of rebate with all the work I give them.
__________________ Skaled Bait
Monk
Keepers of Lost Souls, Splitpaw
I had a bit of free time on my hands, so I decided to clean up the svg file a bit in Inkscape.
Is this better, or would you rather do that part?
I still dont have the artistic talent to color / shade / fill them nor the technical knowledge to create XML files for eq2maps, but if someone else wants to do that, I can just collect the locs and even them a bit out as this one.
Please let me know how you would prefer them delivered.
__________________ Skaled Bait
Monk
Keepers of Lost Souls, Splitpaw
The only thing I'd change was to make the stairs in the first room look like stairs perhaps. But that's a hard part to deal with from a top-down view like the map uses, hehe.
I'd like to be credited as Skaled, since that is my actual ingame name. Kommok is just a logon name to eq2interface that I made, since Skaled was taken (prolly even by me, in the EQ1 days, with a now extinct email account, and a forgotten password)
If you need some screenshots from any of the upper levels, please let me know, and I will take some as I progress. As I recall, the same graphics are reused on all levels, so your textures could be reused everywhere.
__________________ Skaled Bait
Monk
Keepers of Lost Souls, Splitpaw
5+6+7 will get uploaded all at once. Have done the /locs, just need to clean up the capture a bit. Most of it are reuse of existing rooms (the two dragon towers, etc).
__________________ Skaled Bait
Monk
Keepers of Lost Souls, Splitpaw
I've got the first and 2nd floor all colored and done. Hope to find some more time this week to get th 3rd and 4th floors done. I noticed in the purple dragon room the tile changed to a orange color, do you remember if the same orange colored tile is in the green dragons room?
If memory serves me right, the green dragon room shares the same orange-ish tile color as the other one. I think the area with Emnity may also have that kind of tile.
Ok wrote some XML, if people want to test these maps out put the .dds files in your eq2maps customui/images/maps folder and add the following code to the customui/eq2map/core_mapstyles.xml
Again this is only for the first 3 levels and if you use the map updater it will be wiped out. So this is only for testing. Once I have all the maps I'll add them to the updater.
I tried the first three levels of the PoA maps, and the zonerects seem to be spot on. The maps look awesome, but it would be nice to be able to see the climb walls stand out a bit more from the floor textures.