[Crossfire-wiki] [Crossfire DokuWiki] page changed: map_making

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Wed Jun 20 18:00:04 CDT 2007


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2007/06/20 18:00
User        : 
Edit Summary: minor tidy ups

@@ -50,12 +50,12 @@
  
  ==== Map Layout and Placement Suggestions ====
  
    - Don't make maps which require high level characters that low level characters can wonder into without warning. Put a warning sign nearby,or gates or doors so the player can see they are in over their head, instead of instantly getting toasted the second they enter the map.
-   - The structure of the map should make sense. That is to say,if you enter a house, the house should then not have a tower inside. Oran door to a shop. In other words, if a map has an exit to another map,that exit should make sense (ie, another level, tunnels, dungeons all make sense. However, another building the size of the original does not make sense.
+   - The structure of the map should make sense. That is to say, if you enter a house, the house should then not have a tower or a door to a shop inside. In other words, if a map has an exit to another map,that exit should make sense (ie, another level, tunnels, dungeons all make sense. However, another building the size of the original does not make sense.
    - Try to keep the difficulty throughout the map(s) about the same.The first monster in the map should not be the most difficult monster,nor should the last monster be orders of magnitude more difficult than anything before it.
    - It is very frustrating to play a map, killing most every monster without much difficulty, only to find that last monster unkillable.
-     - It is reasonable to have the monster increase in difficulty. Also, if the map has no quest or end goal, then having a very difficult monster around is not unreasonable, as long as it does prevent the player from progressing to the next map.
+     - It is reasonable to have the monsters increase in difficulty. Also, if the map has no quest or end goal, then having a very difficult monster around is not unreasonable, as long as it does prevent the player from progressing to the next map.
    - Do not put directors with bullet, lightning, fireball, etc. that are a loop or continuous. Example: Do not have two directors, each facing each other, with a bullet wall firing into them at the side.
    - Having numerous directors is fine. But make sure that eventually,there will be an exit/detonation point for the fired spell. Having loops that go for over typically bring the game to a halt, as the objects just multiply and the game consumes more and more cpu time.
  
  ==== Technical Map Hints ====


IP-Address  : 86.31.103.159
Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1182380089
New Revision: http://wiki.metalforge.net/doku.php/map_making

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