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Pazaz edited this page Sep 21, 2024 · 6 revisions

Some maps were extracted from revision 244 (lack of 225 data):

  • v1: l32_70, l32_71, l32_72, l32_73, l33_70, l33_71, l33_72, l33_73, l34_70, l34_71, l34_72, l34_73, l35_20, l36_72, l36_73, l36_149, l36_150, l36_153, l36_154, l37_72, l37_73, l37_74, l37_75, l37_149, l37_150, l37_151, l37_152, l37_153, l37_154, l38_45, l38_46, l38_149, l38_150, l38_151, l38_152, l38_153, l38_154, l38_155, l39_151, l41_56, l41_72, l41_73, l42_56, l42_72, l42_73, l42_144, l43_45, l43_56, l43_72, l43_73, l43_144, l43_145, l43_146, l44_72, l44_73, l44_144, l44_145, l44_146, l45_62, l45_73, l45_145, l45_146, l46_45, l46_46, l46_62, l46_161, l47_62, l47_75, l47_161, l48_62, l48_156, l49_62, l49_156, l50_62, l51_62, l51_147, l52_62, l52_152, m32_70, m32_71, m32_72, m32_73, m33_70, m33_71, m33_72, m33_73, m34_70, m34_71, m34_72, m34_73, m35_20, m36_72, m36_73, m36_149, m36_150, m36_153, m36_154, m37_72, m37_73, m37_74, m37_75, m37_149, m37_150, m37_151, m37_152, m37_153, m37_154, m38_45, m38_46, m38_149, m38_150, m38_151, m38_152, m38_153, m38_154, m38_155, m39_151, m41_56, m41_72, m41_73, m42_56, m42_72, m42_73, m42_144, m43_45, m43_56, m43_72, m43_73, m43_144, m43_145, m43_146, m44_72, m44_73, m44_144, m44_145, m44_146, m45_62, m45_73, m45_145, m45_146, m46_45, m46_46, m46_62, m46_161, m47_62, m47_75, m47_161, m48_62, m48_156, m49_62, m49_156, m50_62, m51_62, m51_147, m52_62, m52_152

v2 was taken from 244 but "fixed up" to be compatible:

  • v2: l46_47, m46_47

v1 maps were the first version identified in the client for June 1 2004, and we're targeting May 18 2004, so they will be identical.

Map Format

extension: jm2

There are 4 sections: MAP, LOC, NPC, and OBJ. Each are split by ==== NAME ==== and may be omitted if not used.
The MAP section contains information about tiles: heightmaps, overlays, flags, and underlays.
The LOC section contains a list of locs: loc ID, "shape" (type), and rotation
The NPC section contains a list of npcs: npc ID
The OBJ section contains a list of objs: obj ID and amount

This format is not meant to be written by hand, but can be until tooling is created.

MAP section

level x z: (h)X (o)X;X;X (f)X (u)X

h = heightmap o = overlay;shape;rotation f = flags u = underlay

LOC section

level x z: id shape (rotation)

NPC section

level x z: id

OBJ section

level x z: id count