[CF List] player stuck
Scott Wedel
scott at campy.tymnet.com
Wed May 23 03:25:06 CDT 2001
I think the difficulty of knowing whether a map is a trap needing to
solve a puzzle to escape must be judged in the context of adjacent
maps. If this map is one of a series of puzzle maps then it sounds
like a reasonable puzzle. If it is more of a standalone map and
the player has no reason to expect a puzzle then the map should have
a very clear statement that it is a puzzler. Something like a note
saying "For all that also end up trapped here: This puzzle is not
that hard, but I, Tekwla the Generous, will provide the secret for you.
Go to the exit and say " - bottom of the note torn off.
I know that isn't very clever, but since players can get accidently
trapped in a room with no escape other than word of recall then it
needs to be exceptionally clear when the room is a puzzle needing
to be solved.
>
>>
Unfortunately it often happens that the mapmaker has left no obvious
clues, so the
>>
player will have to ask someone or look at the mapfile. That problem
should always
>>
be considered thoroughly when making and accepting new maps, however
most of the
>>
old maps are not all so good in that sense...
>
>
in this case the map does say "What is my name?" when you are atop
>
a tombstone. viewing the tombstone gives an excellent clue as to
>
what should be said. along the edge of the room are any number of
>
spots where the live/die remarks show up. since the entire room
>
has disabled magic it also gives a clue that there must be some
>
way out (else word of recall wouldn't have been disabled).
>
>
question of artistic taste: would this seem sufficient?
>
>
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aside: if the map maker code won't compile just find the map
>
file and grep -i 'match' to get the magic words. or isn't this
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doable in the original situation?
>
>
--
>
Steven Lembark 2930 W. Palmer St.
>
Chicago, IL 60647
>
lembark at wrkhors.com
800-762-1582
>
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