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

no-reply_wiki at metalforge.org no-reply_wiki at metalforge.org
Mon Sep 22 16:00:05 CDT 2008


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

Date        : 2008/09/22 16:00
User        : 
Edit Summary: More info for determining Map Level Difficulty

@@ -112,18 +112,73 @@
    - 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 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.)
    * Don't be too intimidated about writing new code if there is something you would like to be able to do and it isn't currently supported. If you are not the code writing type, make a suggestion. Worst case is it gets ignored. But many times, someone has written code because a mapmaker had some idea which just was not possible at the time (ie, the apartment in the starting town required an expansion/change of the unique item code.)  On the other hand, please don't ask for new code and then bail out before adding a map that uses the new feature since that tends to make a developer less likely to want to write code the next time someone asks.
+ 
+ === Map Difficulty Level ===
+ 
+ FIXME - needs better organization; draft & work in progress
+ 
+   * 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.)
+ 
+ == Map Difficulty Level Factors ==
+ 
+ **Base Line**
+   * Check and see what level monsters are that are already in the map
+   * Compare that with the map spoilers on the Crossfire website
+   * Consider nearby maps (For instance, Port Joseph is considered a low level map region while Ancient Pupland is a high level map region)
+   * If the map has no monsters, generally speaking the level should be 1, but the follow exceptions may apply:
+     * Any time there is random items (weapons, scrolls, food) on the map, a level should be set appropriately
+     * Any time there are traps in a room, a level should be set appropriately
+     * A treasure room should have a difficulty level set to something approximate to the related map set
+ 
+ **Factors that INCREASE Difficulty**
+   * Monsters with multiple attack types
+     * Especially dangerous: acid and draining and poison attacks
+   * Monsters or traps with large area of effect spells or damage attacks (fireball or rune of fire)
+   * A mixed group of monsters - see all other points related to monster placements
+   * Monsters will very damaging spells such as comet, meteor swarm, frost nova, ball lightning and holy word line of spells (holy word, banishment, etc.)
+   * Large group of monsters that can swarm a player
+     * This prevents them from escaping or leaving the map
+     * This allows the player to take damage or be attacked from eight sides
+     * This renders many spells useless because they will damage the caster (fireball, snowball)
+   * Traps (bullet wall, lightning wall) that can not be disarmed or disabled
+   * Monsters with numerous protections or resistances
+     * Protection from the elemental attacks can make the task especially hard for fireborn and some dragon players
+   * Monsters that can summon other monsters (elementals, pets, cult monsters, animate weapons)
+   * Floors that can cause damage, such as lava (fire damage) or swampland (death from drowning)
+   * Monster has the attack_type godpower (players have no protection against this) 
+   * Monsters that can replicate without generators (mice, slime)
+ 
+ **Factors that DECREASE Difficulty**
+   * Single monster
+   * Hallways that make movement difficult for opposing monsters - such as a large dragon behind a doorway
+   * Monsters with vulnerabilities to multiple attack types
+   * Single type or race of monster located in a map (see also the Grey Area about Undead monsters)
+ 
+ **Grey Areas in Regards to Difficulty**
+   * Single space hallways - can work for or against the player & monsters
+     * Player - can only be attacked from one direction
+     * Monster - certain spells are even more deadly (large lightning bolt, confusion) since the player has no way to avoid them
+   * Large and open rooms
+     * Area of effect spells can work for and against players and monsters
+       * Player can kill lots of monsters with a single spell casting
+       * Monsters can kill other monsters with a single spell casting
+       * Player could get caught and take damage from numerous spells cast at the same time and is unable to escape in time
+   * Undead monsters
+     * They are immune to disease - this would normally increase the difficulty level
+     * They are vulnerable to Holy Word spells and many cases Fire to - this would normally decrease the difficulty level
  
  ==== Other Suggestions ====
  
  The following are various suggestions for making good or interesting maps. A map that does not need to follow all these hints to be accepted,but following these hints will make for more interesting or playable maps.


IP-Address  : 65.193.16.100
Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1222114669
New Revision: http://wiki.metalforge.net/doku.php/map_making

-- 
This mail was generated by DokuWiki at
http://wiki.metalforge.net/




More information about the crossfire-wiki mailing list