Thread: [667/718] Free Maps

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  1. #1 [667/718] Free Maps 
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    Turned this thread into a free maps thread. Seems custom maps are a rarity in these later revisions so I thought I'd share. I'm open to doing some custom edits for people as well, hit me up.
    See the map packer link below for packing these files.

    These are made with my own map editor. Unfortunately it's not public but you can view it [Only registered and activated users can see links. ]

    NOTES:
    • Designed for 667. (NOW WITH 718 SUPPORT)
    • I haven't figured out editing spawned GFX through map files, so you'll see some flickering lights, etc from lamps that were removed in edited regions such as edgeville.
    • I never got around to world map stuff, so if you want your worldmap to reflect these changes then you're on your own there, sorry. (I may get around to it eventually)
    • Later versions with the same leading integer include earlier version changes (1.0, 1.1 etc), so view those as well for media. Some minor changes/adjustments might've been made though.
    • The XTEAS for the land files I provide are the ones that worked for me, your xteas may be different or you may not even need them. You'll have to find those yourself. I'll provide my keys for both 667 and 718 within each spoiler.


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    Spoiler for Custom Home Island V1:



    This is the first custom map I made. It's not entirely done as I've been working on other things, but it's in a solid enough state as a V1.

    FEATURES:
    • Bank
    • Chapel
    • Building for stores
    • POH portal
    • Summoning obelisk
    • Fishing docks
    • Cooking area beside docks
    • Thieving area behind bank
    • Flax field
    • Yews
    • 4 Story tower (currently only holds the spinning wheel for flax)
    • Center well and oil-well


    NOTES:
    • Unfinished. I plan on adding a few more features like mining, smithing, magic tree, other tree spawns and we'll see what else.
    • Built in region 11817, which is in the middle of the ocean by Crash Island, but it consumes a single region, so you can put it wherever you want in the ocean.
    • If you decide to keep the region, you can get there via coordinates: (2974, 2653, 0)
    • The oil-well by the house portal is pretty useless, but you can edit it's definitions. I was/am planning to base it off a dungeon entrance to a mining/smithing area.


    [Only registered and activated users can see links. ]

    XTEAS:
    The file that requires keys is 1499 (IF YOU KEEP THE SAME REGION 11817)
    Code:
    {740863947, -1459447536, -1272357052, -1730407126}
    MEDIA:





    Spoiler for Custom Resource Dungeon V1:



    This can be used as a stand-alone but it's purpose is for the Custom Home Island in the above spoiler.

    FEATURES:
    • Yew and Magic Trees
    • Water for fishing
    • Fire for cooking
    • Tin, copper, iron, coal, gold, mithril and adamant ores


    NOTES:
    • The entrance/exit rope is located via coordinates: (1700, 4381, 0)
    • This is the resource dungeon that is designed for the Custom Home Island (see above map) in which the well near the POH portal will drop you here.
    • There are flickering lights above the walls on the northern end. I did not see these until finishing the map.
    • I recorded the process of making 90% of this map, which can you can check out in the media.


    [Only registered and activated users can see links. ]

    XTEAS:
    No XTEAS required. IF YOU KEEP THE SAME REGION (6724)

    CREATION VIDEO:




    Spoiler for Edgeville V1.0:

    I had made a thread for this, so: [Only registered and activated users can see links. ]


    Spoiler for Edgeville V1.1:

    **SEE V1.0 MEDIA FOR THOSE ADDITIONAL CHANGES


    CHANGES:
    • Expanded the bank by two tiles and gave it a little remodel
    • Expanded a portion of the river and added some fishing docks
    • Removed that castle that had no functionality to it and made a mining area


    NOTES:
    • I removed the ore rocks so you can place your own how you like. Same with the docks, so you can place designer objects as you see fit.
    • I never did get around to figuring out how exactly the GFX are handled in the files, I only know how to manipulate them directly from the client. So you'll see some flickering lights from lamps that were removed, but the most obvious is where the mining area is. You can maybe place some torches there or something to make it less out-of-place.


    [Only registered and activated users can see links. ]

    XTEAS:
    The file that requires keys is 625
    Code:
    {733680141, -1440926564, 447905675, 1806603117}
    MEDIA:
    Spoiler for In game media:

    Bank


    Docks



    Mining






    Spoiler for Edgeville V1.2 (667 and 718):

    **SEE V1.0 and V1.1 MEDIA FOR THOSE ADDITIONAL CHANGES


    CHANGES:
    • Removed that entire broken structure that housed the yew trees
    • Put a castle in it's place (Raised the entire land up)


    NOTES:
    • This is the new main route into/out of edgeville from barb village side
    • The castle is empty and undecorated, I wasn't sure what to do honestly. I only put the stairs in, so I guess that's up to you to decorate.
    • The dungeon entrance is on the river-side of the castle. It's kind of out of place though, I wasn't sure where to put it.
    • Chop-able Ivy on the opposite side


    [Only registered and activated users can see links. ]

    XTEAS:
    The file that requires keys is marked with an _L in it's name
    Code:
    667 Keys: {733680141, -1440926564, 447905675, 1806603117}
    718 Keys: {984072594, 1745205991, -2099139242, -991644832}
    MEDIA:
    Spoiler for In game media:






    Last edited by Stugger; 09-23-2020 at 12:34 AM. Reason: 718 support
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  2. #2  
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    Wow! Nice one
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  3. #3  
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    Nice work does rspsi map editor load 667 cache
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  4. #4  

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    Quote Originally Posted by RedRightHanded View Post
    Nice work does rspsi map editor load 667 cache
    it does not
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  5. #5  




    Scu11's Avatar
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    What tool are you using to produce these?

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  6. #6  
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    this is clean, good work! dope that you released it
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  7. #7  
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    Quote Originally Posted by Scu11 View Post
    What tool are you using to produce these?
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    And thanks guys!
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  8. #8  




    Scu11's Avatar
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    Quote Originally Posted by Stugger View Post
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    And thanks guys!
    opensource it

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  9. #9  
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    Quote Originally Posted by Scu11 View Post
    opensource it
    Itís the worst thing Iíve ever coded in my life haha. I literally duplicated my client/server, scrubbed the server to its bare minimum and just scattered all sorts of shit code around the client to achieve this. It was basically just a test to see if I could get an in game map editor to work. It would probably be more useful for me to just release a tutorial on how the client processes the different map files
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  10. #10  




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    Quote Originally Posted by Stugger View Post
    It’s the worst thing I’ve ever coded in my life haha. I literally duplicated my client/server, scrubbed the server to its bare minimum and just scattered all sorts of shit code around the client to achieve this. It was basically just a test to see if I could get an in game map editor to work. It would probably be more useful for me to just release a tutorial on how the client processes the different map files
    we've understood the map formats for a while, better to give people something they can use at this point

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