Henric Karlsson wrote: > Well there is, if I remeber correctly a directory > maps/styles/monsterstyles/ > Where it seems possible to define your own random levels (with respect to > monsters). So if a map has a special monster need it should probably be > possible to do even with random levels. Thats true - as long as you can change the current monsters, that works out fine. > > 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. At least in the x11 editor, you could use the picks to do that - the picks were just normal maps, so I would think it would be possible to take the objects you will commonly use and make them into a picks type map (its just a flag which I think changes the behaviour on how things work). Steven Lembark wrote: > 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. There isn't a defined document, but in the server directory, there is the doc/Developers/mapguide which says a few things to do. Probably the biggest thing IMO that makes maps good are details/problem solving/paying attention to clues given (eg, not just go in and kill everything in sight). > > 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. There is a crossfire-maps mailing list at sourceforge. Not used very much at current time. I think there is probably a large amount of cross subscriber membership.