>> the process fun to plan && well-streamlined. Emphasis there >> would be on allowing people to lay out "effective" dungeons >> [whatever definition we come up with] with minimal overhead. > > > Maybe a map editor could give some support here? I currently have no idea > how to make an "effective map" template, but I have a few other ideas that > would simplify map making. > > How about a few quick buttons, to which you could temporay assign a few > commonly used tiles for the current map. Like if you use stone floor tiles > and lava alot on a map. > And in the Java editor, a "fill below" option like the old X11 editor had. > A random level monster designer, that makes files to put under the styles/ > directory. > Maybe there could be templates for commonly used map mechanisms, like a > 1-8 randomizer; spikes,boulder and 8 buttons. I know these aren't really > hard to make, but if you're new to map making a collection of map > mechanisms could at least give you some ideas on what is possible. (or > just a machanism gallery in the help section) Going overboard for a moment, what about a design document w/ suggestions from the better maps. It could include comments on why the maps seem good and what the designers did do make them work. Might be worth [yet another] mailing list for dungeon designers to discuss what they do and how. The archive of this list would make a nice reference on how to do things properly and probably give some good feedback to the map-designer-tool maintainers on how to improve that also. -- Steven Lembark 2930 W. Palmer Workhorse Computing Chicago, IL 60647 +1 800 762 1582