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

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Tue Jul 22 03:06:25 CDT 2008


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

Date        : 2008/07/22 03:06
User        : 
Edit Summary: fix typo: 'scan be' to 'can be'

@@ -118,12 +118,13 @@
    - It is very frustrating to play a map, killing most every monster without much difficulty, only to find the last monster invincible to the character that just made it through the rest of the map just fine.
      - 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 place 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 ====
  
-   * If you are creating a new archetype, it only needs to go into the general archetype distribution if it has a unique image associated with it, or it has general use (a new monster). Something that uses already existing image scan be set up in the map file itself (through setting various variables).
+   * If you are creating a new archetype, it only needs to go into the general archetype distribution if it has a unique image associated with it, or it has general use (a new monster). Something that uses already existing image can be set up in the map file itself (through setting various variables).
    * When modifying an existing archetype into a new one (either new face or new type), use the archetype that has the most variables in common.Thus, if you want to create a monster called a boulder, it is probably best to take a monster of some sort and change its face instead of taking the existing boulder archetype and changing its type, hit points, speed,etc.
    * Changing color is no longer possible in maps - instead, a new face and image must be created, and then put in the standard distribution.The archetype collection script will automatically pull out face information from archetype files.
    * Try to keep maps readable by other people who might edit them. Thus, instead of modifying a woods space so it also acts as an exit, just put an invisible exit under the woods space. This has the same functionality, but it makes it much easier for other players to see what this space does. (Side note - if you want it so that players actually need to apply the space to enter, you will need to change the face of the exit for this to work. If you do this, you should also accompany it with a magic mouth.)
    * Make sure you set the difficulty field in the map attributes to something meaningful. Crossfire will calculate a default difficulty, but its formula is hardly ideal. The difficulty of a map determines how magical the treasure will be (and some treasure types won't show up unless the map has a certain difficulty level.)


IP-Address  : 72.88.47.28
Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1210105711
New Revision: http://wiki.metalforge.net/doku.php/map_making

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