Difference between revisions of "Map Submissions"
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or otherwise indeterminate information. | or otherwise indeterminate information. | ||
− | + | When using text to describe things like mobs, area features, and equipment you will want to use a font | |
+ | that is both easy to read and large enough for anyone to see well. A font that is too large takes up too | ||
+ | much space and one that is small is hard to read. Also, overly stylistic fonts such as cursive fonts | ||
+ | and fonts that that are too complex or otherwise "flowery" isn't a very good idea, perhaps. As a result, | ||
+ | the suggested font size is at least a 12pt font with a wide, well defined line. Headings and the like | ||
+ | should be bold and slightly larger than that any of the other general text. | ||
a. Size | a. Size | ||
b. Type | b. Type |
Revision as of 22:14, 17 November 2012
So, you've decided that you want to make a map for one of our many areas, but where do you begin? In the attempts to provide a clear and concise set of maps to help adventurers traverse the World of Jord, it's important to understand and comply to a few basic standards so that everyone can quickly and easily use the information that is supplied by people just like you. Below are some simple guidelines to help you maximize the potential of your idea while keeping consistent with some easily recognizable standards. Please take some time to browse them before you begin creating your map. If you have any question that aren't addressed in part or completely regarding the creation and submission of area maps, then please don't hesitate to direct your questions and concerns to the immortal staff or the caretaker of the maps archive.
I. Submission Avenues
Map Quests
On occasion, the need to update or create maps for existing or new areas comes about, and an immortal or two may provide a special occasion to submit a map for said area or areas. Quests allow players like yourself to provide a valuable service to the game we all love while receiving a reward for your time and efforts. This generally requires the player or players to perform a task or set of tasks in return for the right or ability to submit a map. This may take form in a variety of ways, and neither one is guaranteed at any one time. Also, please be understand that merely entering the quest does not always entitle a player or character to provide maps - that is dependent upon the quest and the immortal(s) administering the quest. While we here at SlothMUD don't typically provide equipment as a reward for map submissions, we do provide alternatives that will help you in your adventures. Examples of such rewards may be but are not limited to:
1. Godlevel Sanctuary Potion(s) 2. Drachma Rewards 3. Character Attribute Reroll 4. Use of a Special Item (i.e. Holy Hand Grenade)
Player Submissions
Over time, the World of Jord changes and may or may not resemble the world that it once did. Sometimes areas get updated and may no longer contain complete or valid information. When this happens, adventurers are bound to spot the changes. Should you find this to be true, you can always contact the immortal staff regarding your interest to update a map or maps by simply contacting us directly by email or on the game. As the Immortal staff work hard to provide the best game experience they can for all of you, it might, in many cases, be more pertinent to contact them through email using this address:
wiki@slothmud.org
Requests for Updates
Occasionally, you may find that a map needs to be created or update, but you don't want to be the one to do it for any number of reasons. That's fine. Simply feel free to contact us at the following email address below or ingame, and we will be sure to check it out. We certainly thank you for your requests.
wiki@slothmud.org
The Update Agenda
We here at SlothMUD realize that some maps need to be updated. Some areas have yet to be mapped at all. whatever the reason, we have identified several maps that need to be provided or updated to better represent the game and our revised level of standard. Please ne mindful, however, that occasionally the decision to forego a standard or guidelines may be made, but that does not mean we won't continue to require adherence to existing standards. The following maps currently are slated for updating or creation, and are in no particular order:
1. The Temple of Neptune 2. The Sieged Castle 3. Cavern of Star City 4. Caverns of the Matterhorn 5. Ch'ung Kuo
II.GUIDELINES
So, now you've contacted the Immortal Staff and you're ready to start creating your map. You think you've got a good handle on where everything is in your area, and what sort of things are contained therein. Well, before you start, metaphorically putting the quill to the parchment, you are going to want to know ahead of time what is likely to be accepted and what is not. After all, you don't want to pour your soul into a map only to start over, right? Neither would we! So, please take some time to become familiar with the guidelines outlined below. A word of note, however: keep in mind that these are guidelines and not rules. What this means is that you should try your hardest to adhere to the guidelines, but occasionally the guidelines will be be averted in favor of something that may prove to be useful, aesthetically pleasing, or of greater functional value. Again, these are things that are up to the discretion of the Immortal staff. Otherwise, enjoy.
Dimensions
An important aspect of making maps is the question, "How big do I want to make my map?" Well, it's important to have a map that is large enough to see without enlarging it, but we also don't want a map that becomes fuzzy or distorted when we do decide to enlarge it. Moreover, we don't want to have to spend too much time scrolling over to see a portion of the map that we may need. As a general guideline, it's probably best to try to aim for maps that are around the 1200-1300 pixel wide range. Unless the map demands it, it's probably best to aim for a vertical dimension of around 800-900 pixels. IT's not necssary to aim for this if there's only ten rooms in the area you are mapping, and therefore you may wish to aim for something smaller. But if you have five hundred rooms in an area, we do ask that you respect the horizontal guideline. For vertical adjustments, please take the time to view the section under Map Orientation.
Map Orientation
Don't you just hate it when you're exploring some place with your buddies, and the map on the website takes more time to manipulate than it would otherwise to just rush in unawares? Me too! After all, time is money and you've got gold to loot and enemy camps to pillage! But in all honesty, it's always nice to be prepared. One of the ways we can achieve this is by using proper orientation with our map making. Maps are only to be rectangular or square. Rectangles should be no more than 1200 to 1300 pixels wide (horizontal), but there are no current limits as to how long (vertical) a map can be. In other words, we would rather maps need to be scrolled up and down to see another portion rather than left and right (portrait style rather than landscape). We, the Immortal Staff, do however ask you that if someone has to scroll more than three pages to see all of your map, that you may wish to contact us about the issue or shrink some of your map's content when possible while remaining relatively consistent with the guidelines contained herein.
1. Rectangular Orientation
When deciding to orient your map in a rectangular fashion, you may find yourself wondering like many people how you should organize your content. By content, we mean to say, at this point, your rooms, room connections, and sections of the map itself. Generally, the best way to organize your content with rectangular orientation is from side to side or top to bottom. On the whole, the map should be centered around the point in the middle that is equidistant from every other point on the map unless this proves to be impossible for some peculiar reason. While it is possible to orient your content from corner to corner, we ask that you reserve that for portrait style maps.
2. Square Orientation When attempting to make large maps, square orientation is the best way to approach map creation as it allows the sectioning of your map while staying consistent with the preferred scroll method, portrait style. Using this method, the organization of your content may be corner to corner, side to side, or top to bottom. As with rectangular formatting, the map should be centered around the midpoint, however the midpoint in this case refers to the midpoint of the page rather than the map itself. Again, content refers to rooms and room connections at this point.
C. Spacing and Text
Having determined which way you want your map to be oriented (rectangular versus square), you are now ready to start adding content to your map. The first thing to know is that in all the content that is on the page (text, images, legends, etc) should be surrounded, proportionally, by a reasonable amount of space that has no content at all. In other words, there should be a well defined border around everything and the content should never approach or touch the edge of the map. This does not mean to say that you should draw a line around everything. In fact, we ask you that you refrain from such things for the most part. Simply leave some space between the features of your map and the edge of the image itself that most anyone could, theoretically, draw an invisible border around. This is done for purely aesthetic reasons as well as to eliminate any possibility of lost or otherwise indeterminate information.
When using text to describe things like mobs, area features, and equipment you will want to use a font that is both easy to read and large enough for anyone to see well. A font that is too large takes up too much space and one that is small is hard to read. Also, overly stylistic fonts such as cursive fonts and fonts that that are too complex or otherwise "flowery" isn't a very good idea, perhaps. As a result, the suggested font size is at least a 12pt font with a wide, well defined line. Headings and the like should be bold and slightly larger than that any of the other general text. a. Size b. Type 3. Area Features a. Wandering Mobs b. Equipment c. Traps d. Quest Mobs e. Recall Locations f. Shopkeepers g. Terrain D. The Compass Rose 1. Orientation 2. Text vs Image 3. Free Examples E. Use of Color 1. Acceptable Colors 2. Unacceptable Colors 2. The Use of Contrast 3. Backgrounds a. White b. Transparent 5. Base Color F. Use of Images 1. Black and White Images 2. Color Images 3. Image Size 4. Multiple Images G. Legends and Tables H. Signatures
III. Additional Information
A. Contact Information B. The visually Impaired B. Error Reporting