DaletheGood

NEW Xanadu Community Map

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I would first and foremost like to thank @jackjonesfor giving us all the Xanadu Community Map which we've used for the last 4-5 years. His map system is also one of the founding blocks of the newer maps developed by @Yagaand @Substr. Thank you Jack, we miss you.

 

Jack has been preoccupied with RL issues the last year or two, and as such has not had time to help maintain the map and upload the new map dumps. So, I have been working with @Yagaover the past few days to provide a new Xanadu Community Map. @Yagaand @Substr have developed a system which they implemented for the Deliverance server initially and which we have now updated for Xanadu.


New Xanadu Community Map

 

Features

1. Map coordinates

The map offers a common type of map grid (as an optional overlay), using the same denotation as the in-game map (for example "E 24").

However, to place and find locations in a much more detailed way the new map is based on "tile coordinates" (x, y), making it possible to narrow down locations to a single tile on the server!

This allows us to place deeds and landmarks much more precisely than before. (Map coordinates are explained in the next post.)

 

2. Zoom

The map provides various zoom levels, allowing you to zoom in from a view of the entire server to close-ups of single deeds.

 

3. Layers

Deeds, Tunnels, Canals, Bridges etc. are actually map layers which can be toggled on and off. You can also choose among two map types (Terrain, Topographical). Note that the Isometric map is not available on this map due to the extreme distortion of tile location caused by mountains and other terrain, thereby preventing an accurate placement of deeds, tunnels, bridges, etc.

 

4. Finding settlements

The map offers an easy-to-use search function for deeds.

 

5. Selecting locations and copy coordinates

You are able to select any point on the map and save the coordinates for future use.

 

Colours and Symbols

BBLuYzP.png

 

Map Information

This new map has been reproduced based on the previous map data and as such some elements may not be 100% accurate since we are using a completely different system. To this point, if you notice anything missing or in the wrong place in terms of settlements (deeds), highways, tunnels, canals and landmarks, please post in the thread below using the Adding Data guidelines provided.

 

In particular, Tunnels and canals are handled a bit differently on this new map. There are Tunnels - which are foot traffic only, there are Canals - which are boat traffic only, and there are Tunnel+Canals - which allow passage of both boat and foot traffic. Please post in the thread below any discrepancies you see so we can get these accurate. Also, those tunnels that are knarr-depth only will need to be named as such, as that data-driven designation is not supported in the new map.

 

Adding Data

Please post in this thread to report new or changed data. (Do not send PMs, either on the forum or in-game! Do not use Discord to add data either!)

Please use tile coordinates (x, y) to report new map data. (Hover your mouse pointer over the location you wish to report, click once to see the coordinates in the "Selected" field, copy the coordinates.)

Deeds: Please report the settlement name and the coordinates of the settlement token. Example: "Serendipity Bay [1650, 1384]"

Highways: Please report the coordinates of all points describing the highway (start,  "corners", end). Please use this format: "[[5229,2327],[5543,2328],[5547,2332],[5577,2332],[5588,2321],[5614,2321],[5623,2312],[5684,2313],[5692,2321],[5790,2321]]" which is the actual coordinates of the highway that stretches across G20.

Tunnels, Canals, Bridges: Use the start and end coordinates. These elements can also be given a name. Please only add fully completed Tunnels, Canals and Bridges. Fully completed tunnels are those with both walls reinforced along the entire length, all veins in the roadway/canal gone and with the floors mined down to their final depth.

Other: You can also report guard towers, mission structures, and special named landmarks (like names of lakes and mountains, as long as those names are agreed upon among the local community.)

 

Note that Xanadu is an Opt-In map, meaning that you must ask to have your deed posted on the map. We encourage you to do so as the more deeds that are shown on the map the easier it is for people to find their location when they're out exploring and lost :), or when they're trying to come pick up that cool whatchamacallit that you offered for sale or check out your totally awesome deed.  However, only a Mayor or an authorized villager can request that a deed be added.

 

THANKS!

I'd like to thank @Yagafor his very fast help in setting up this map and for him offering to host the actual map and input files. Also, I'd like to again thank @jackjonesand all of the previous Xanadu Community Map editors, without whom this new map wouldn't have been possible.

 

New Xanadu Community Map

 

 

Edited by DaletheGood
Added restriction for adding tunnels, canals and bridges
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How To Use The Map

 

1. Navigating the map            

You can zoom and pan (move) the map using your mouse. Zoom in and out by scrolling the mouse wheel or using the "+/-" buttons in the upper left corner. Pan the map by holding the left mouse button while moving your mouse.    

2. Map coordinates            

The map is based on "tile coordinates". According to Wurmpedia "a tile is a 4 meter by 4 meter square on the ground, which pretty much makes up the world of Wurm". The Xanadu server is a square of 8192 x 8192 tiles (corresponding to roughly 32 x 32 kilometers). On the official map dump image as provided by Code Club AB each pixel corresponds to a map tile. Map tiles are described by 2 coordinates (x, y), each counting from 0 to 8191. This coordinate system (unlike the "classical" Cartesian system) has its origin in the upper left corner: For example, the upper left corner of the map has the coordinates (0,0), the lower right corner is at (8191, 8191).    

While you move your mouse pointer over the map the coordinates of the current map point are displayed in the sidebar (field "Current"): This is how you determine the precise coordinates for any map point you may want to work with.

You can also select a point on the map (to save its coordinates) by a single left-click. A small crosshair symbol will appear and the coordinates will be shown in the field "Selected". The contents of that field can be copied to the clipboard in the usual way (by selecting and pressing Ctrl-C). Clicking on the same location again (on the crosshair symbol) will remove the marker.        

3. Layers    

Most information on the map is provided as a layer that can be turned on and off. You see a list of available layers in the sidebar.    

eSCScnb.png

By clicking the little checkboxes you can toggle that type of map information on and off:        

The letters in parentheses are the hotkeys to quickly toggle a layer: 

Press "D" to toggle deeds

Press "H" to toggle highways

Press "B" to toggle bridges

Press "T" to toggle tunnels and canals

Press "R" to toggle resources (clay, tar...)

Press "S" to toggle special places (mission structures...)

Press "G" to toggle the map grid.

The "map grid" is an overlay showing grid cells that use the same notation as the in-game map. This can be very helpful when trying to describe the location of an area for another player when in-game. 

4. Map types            

In correspondence with the various map dump types released by Code Club AB, you can choose between a pure terrain map and a topographic map: 

7BFKexj.png            

5. Find a settlement or special place            

If you want to find a particular settlement or a special place, just use the Search function in the sidebar. You can either enter a name or use the drop-down list: 

O4-WiCUwKMFTN2MvJLgIm3v3X7n7ZniIbl4DQg58UyAi60ocJYerYXwXf_yG2fXyZFmNCYQ0_Sn4DlviqsN16YsRW8Nr0PN3c-bTKUDRMjELf6k6WliIMZof77M45m2TluUjUp_Q           

6. Loading the map with coordinates            

You can load the map by adding location coordinates to the URL (web address) like this: http://xanadu.yaga.host#<x>,<y>  (Replace <x> and <y> by valid location coordinates). The map will load and be centered on the given location (if the coordinates are valid).        

In addition, every time you select a location by left-clicking on a point on the map the URL shown in the address field will change to show the selected coordinates. Thus, you are able to share a view of a certain map area by just copying the address shown in the address field of your browser.    

7. Map Regions           

When activating the coordinate grid (press "G") you can also see the "map regions" as used in mission descriptions. There are 9 regions: northwest, north, northeast, center west, center, center east, southwest, south, southeast            

Map regions are shown by dashed black lines and slightly colored area overlays.

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Dale, are  you planning on adding in the mission structures?  If so, would you like us to start collecting their x & y for you?

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I don't know. I have nothing to do with that side of the game, so not sure what purpose they serve. If knowing their location is necessary to completing a mission then sure. If it's just a "here's a cool thing someone did, let's go take a look" then I'm rather ambivalent. I'll pretty much add whatever someone wants, provided it's posted in the correct format, but I don't want to have this map managing turn into a full-time job. This past week working on getting this map going took lots of valuable time away from playing Wurm, so glad that's done. There is a layer for these type of things, so if you all want to fill up the map with stuff, then fine, I'll add them. I'll personally keep that layer turned off as I don't really care about missions, or highway locations, or tar and clay locations, etc. Those I can find on my own :)

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From the now-closed old map post:

Would like to add my deed...

Hidden Grotto : 4444, 4315

Done

 

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I've been informed that people need the location of mission structures in order to complete the missions, so go ahead and send those coordinates in and I'll add them.

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Please add Darkken Island 7613, 6054

 

Remove 

5124, 7538 Darken

Edited by Ismira

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2 hours ago, Ismira said:

Please add Darkken Island 7613, 6054

Remove 

5124, 7538 Darken

Done

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Can you please add:

Dark Watch Harbour

2678 / 6716

Thanks

 

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1 hour ago, Bryan said:

Can you please add:

Dark Watch Harbour

2678 / 6716

Done

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Please add the following bridges:

 

[685, 2275]-[686, 2341]

[684, 2342]-[650, 2343]

[606-2356]-[550, 2357]

[540-2371]-[541, 2406]

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2 hours ago, Ecrir said:

Please add the following bridges:

 

[685, 2275]-[686, 2341]

[684, 2342]-[650, 2343]

[606-2356]-[550, 2357]

[540-2371]-[541, 2406]

Done. But it looks incomplete

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1 hour ago, DaletheGood said:

Done. But it looks incomplete

 

Thanks, and that's correct. The last bridge still needs to be build,  hopefully that will happen some time this year.

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[21:35:12] <Spacy> Kell, Serenity Point, and Port Blue Sky, all next to each other, no deed tokens any more.

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1 hour ago, Spacy said:

[21:35:12] <Spacy> Kell, Serenity Point, and Port Blue Sky, all next to each other, no deed tokens any more.

Kell and Serenity Point taken off. Port Blue Sky wasn't ever on the map I don't think. Thanks for the heads up :)

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Mission structures (if you find the time):

3858, 1991 Cats Trophy (Obelisk)

3053, 2040 Lucks Remembrance (Shrine)

2715, 2170 Cats Barrow (Shrine)

3017,332 Slitherings Needle (Obelisk)

2684, 2358 Demon Walls (Temple)

2711, 475 Manys Rest (Pylon)

3117, 2064 Mirror to Despair (Spirit Gate)

Edited by Ekcin
correction, addendum

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6 hours ago, Ekcin said:

Mission structures (if you find the time):

3858, 1991 Cats Trophy (Obelisk)

3053, 2040 Lucks Remembrance (Shrine)

2715, 2170 Cats Barrow (Shrine)

3017,332 Slitherings Needle (Obelisk)

2684, 2358 Demon Walls (Temple)

2711, 475 Manys Rest (Pylon)

3117, 2064 Mirror to Despair (Spirit Gate)

Done

2 hours ago, Spacy said:

https://docs.google.com/spreadsheets/d/13xxTiqfbG8wpBVrUe6P_W6ZYO7zGWvJLX_r8POU647k/edit#gid=0

 

Mission structures as I have had time to go and log them in.  Missing quite a few still up in my corner, though.

Done

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Thank you Dale

 

I noticed that the mission structure names are showing up, but the little "diamonds" are not.  Is that a checkbox I am missing, or something you and/or Yaga have to enable?

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Thanks, Dale. Yet, 3858, 1991 Cats Trophy (Obelisk)  seems to be missing, unless it is my browser.

 

Further on (no rush though)

3574, 212 Trophy of Soul (Obelisk)
3626, 235 Dragon Monument (Pylon)

3818, 252 Shame Challenge (Obelisk)
3820, 252 Souls Charge (Obelisk)
3873, 253 Charge of Fool (Obelisk)
3879, 268 Shame Testimonial (Obelisk)

 

 

 

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58 minutes ago, Ekcin said:

Thanks, Dale. Yet, 3858, 1991 Cats Trophy (Obelisk)  seems to be missing, unless it is my browser.

It's there on mine, just to the SW of For Tuna. I'll add the others in awhile

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2 hours ago, Ekcin said:

Further on (no rush though)

3574, 212 Trophy of Soul (Obelisk)
3626, 235 Dragon Monument (Pylon)

3818, 252 Shame Challenge (Obelisk)
3820, 252 Souls Charge (Obelisk)
3873, 253 Charge of Fool (Obelisk)
3879, 268 Shame Testimonial (Obelisk)

These are done

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11 hours ago, DaletheGood said:

It's there on mine, just to the SW of For Tuna. I'll add the others in awhile

Ooops. sorry, that was my fault, it is 3058, 1991 Cats Trophy (Obelisk)  . Damn

 

And the "Diamonds" are there, great work. Thanks for all.

Edited by Ekcin
typo
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