Forum:Detailed mine maps
During the second Mining and Smithing beta we discovered a fair amount of our detailed mine maps and regular mine maps were severly outdated. With the rework came even more changes to a lot of mines. I personally had started to create detailed mine maps for say:
Which didn't have a detailed mine map before the rework.
Quite simply detail mine maps could bring greater detail to travel, where the rocks are placed, and potentially monsters in the area. The issue becomes the time it takes to produce such a map. For example, the above map of the Al Kharid mine took a little over an hour with about 3-4 revisions to legibility.
Option 1[edit source]
- Detailed map mine image for every mine with split mines such as Crandor mine, and Gunnarsgrunn mine on one map image.
Option 2[edit source]
- Keep detailed mine maps on more "complex" mines.
Closing statement[edit source]
As part of the creation of the Al Kharid detailed mine map I have actually created "dots" for every ore in the game based on the HEX code of each ore (taken from their inventory image). I plan to release these to the wiki once I talk with Jayden on the best way to get them on the RuneScape:Editing/Advanced maps for download. Also, I am willing to post the HEX codes of each ore to the wiki. I am just unsure of where the best spot for that would be. 23:46, 7 February 2019 (UTC)
It was requested that I post the dots I have created:
- Top row: Gem rocks
- Middle row: Copper to Runite (with concentrated variations)
- Last row: Drakolith to Dark Anime... I mean Animica
- Not pictured: Blurite
Also created triangles (with more to follow as needed):
In order, top to bottom: Resource dungeon, Agility shortcut, Fairy ring00:50, 8 February 2019 (UTC)
Support Option 1 - As creator of detail mine maps.23:46, 7 February 2019 (UTC)
Support option 1 - Rock placement can be useful info when deciding where to mine, and that works better if you can look it up for all mines.00:23, 8 February 2019 (UTC)
Support option 1 - For consistency tbh.00:59, 8 February 2019 (UTC)
Support option 1 - As current maintainer of Abandoned Mine maps. However I do think we should stay away from the current NPC (circle), location (square) and item (triangle) icons. We could recolour the current in-game ore map sprites with the associated ore's primary colour (as below). It's easier for mappers to locate the ores as the sprites shown in the below image are one pixel larger than the in-game sprite; which means that you can make the layer 50% transparent, place the ores and then remove the transparency for an accurate in-game map. 01:48, 8 February 2019 (UTC)
- Support of rock images - I was able to throw these together. I think i like this idea much better than using generic dots: 20:17, 8 February 2019 (UTC)
Comment - it's worth mentioning that these maps are significant work to make - creating the image is half the job, they then need to be image mapped. If there is a benefit to knowing exactly how rocks are positioned (rockertunities or something?) then we could map them all. I am more than happy to do this (I had been waiting until this rework to finally sort the mine maps out properly). It's worth noting that we already have exact-ish instructions for creating the image maps here and have pre-made dots to use.
For mine image maps I think new markers are needed, since there are maps where the existing dots, squares and triangles would be used in addition to having the rocks marked up. I like the rocky shaped ones Tyler has created, but I think that the shape needs to be a block colour (has gradiant atm) with a shadow border; as this is what the other markers are like. Ideally we could use the same marker for each type of rock consistently, across different maps.
For consistency with existing image maps - each separate mine should have a separate image. For example in the al kharid map the resource dungeon should not be included. However locations with multiple floors (like Abandoned Mine) should have the floors in a single image.21:15, 8 February 2019 (UTC)
- Also - existing image maps of overworld places have a simple square/rectangular crop of the area, there's no need for the area to be cut out like in the al kharid map :P
21:19, 8 February 2019 (UTC)
- In response: The rock images created are using the grey world map rock as an underlay and I am "colouring" on top of that, hence the gradient, however, it would be even easier to use a flat colour with a small shadow border. 21:24, 8 February 2019 (UTC)
- In response: I'd say in the special case of the Abandoned Mine, we leave them split by level. There isn't an easy way to join them like the Waterbirth Dungeon. Currently, the split maps are used throughout the Abandoned Mine, Crystal-mine key and Haunted Mine guides. However, it wouldn't be out of the question to use both split and combined maps. I'll play around with the files I used for the current reworked maps and see if I can get a combined layout that makes sense akin to the Temple of Light map. 05:24, 10 February 2019 (UTC)
- Here's the Abandoned Mine combined map I came up with. Worked out better than expected. Will wait for this forum to close before adding to the wiki itself. 07:40, 10 February 2019 (UTC)
Support option 1 - Seems like less work and can be reused on multiple pages.19:32, 12 February 2019 (UTC)
Small update[edit source]
Alrighty friends, in working with Isobel we have come to this being the style sheet for the rocks to better reflect the current map standards.
23:35, 8 February 2019 (UTC)
- Can we get these packaged into a zip file (with appropriate wiki titles) so we can try them out? 06:41, 10 February 2019 (UTC)
- These and a 200x version will be available via a zip file and given to the correct people to ensure proper distribution upon thread close. 23:26, 12 February 2019 (UTC)
Mine map update[edit source]
With these changes and general consensus at the moment, here is how the Al Kharid mine map looks.
Simpler, main points are there, resource dungeon will be separate, and proper "water-falling" of rock icons used.23:26, 12 February 2019 (UTC)