On Thu, May 22, 2003 at 09:31:19AM -0700, Tim Rightnour wrote: > > On 22-May-03 H. S. Teoh wrote: > > I think the different images we have for different dragons are the way to > > go. The new electric dragon, e.g., looks very nice; so does the chinese > > dragon. And Todd(?)'s bone drake is a nicely done dragon image as well. I > > wouldn't want to see the same image with different colors for these > > dragons. > > The electric, chinese, and bone drakes are very nice images, even though they > strike me as being in the wrong perspective. That depends on your perspective :-) I use the alternate set images, and they are in a perfectly fine perspective in that context (relative to the other alternate set monsters, that is). > I suppose I wouldn't be so quick to get rid of them though, as they > aren't awful images. They are MUCH better than the old images we have. The old electric dragon frankly looks like a cuddly stuffed toy. > However.. if you think a new dragon image is going to plop into our lap > so you can make an acid dragon anytime this decade, then I might remind > you we've been begging for someone to fix Mr Red for about 2+ years. I think part of the problem is that the procedure for adding new animations is not well documented. For example, I still have no idea how to convert some new images I have to a tile format that CF can use, nor how to associate it with an arch. > I'm not suggesting that we go and change the chinese dragon to a white > dragon, I'm just suggesting we come up with a panethon of dragons, and > make do with what images we have. IMHO one of the most boring elements > of crossfire is the extremely limited fauna of creatures. I beg to differ... I think the problem is with bad map design, rather than lack of different creatures. There's no reason why orcs must always go with kobolds, and why goblins must always go with gnolls and ogres. Having said that, I do concede that some monster families aren't as fleshed out as they can be. Currently, the orc/kobold/etc generators already produce "leaders"; we should turn these "leaders" (which are currently the "regular" arch with a replaced image) into full-blown archs, and possibly add a few more to each family. Each of the kobold/orc/goblin families should have enough variety that you can create an interesting map with only orcs (of various types). The recent skeletal mage/skeleton captain additions are a good example of this. It's not that hard to produce more arches this way either; all you need is to take current images and add them slightly. Eg. skeletal mage is essentially a skeleton carrying a staff, and skeleton captain is essentially a skeleton wearing sword and shield. > Most places you go, you fight the same old thing. I'd rather see the > red dragon occasionally yellow or green, then the red one over and over > and over. [snip] Again, part of the responsibility lies with bad map design. The typical approach to map design goes like this: Hmm, this is my treasure room, where I have Super Duper Artifact +9. Hmm, +9 seems very powerful, I need to make it hard to reach. I know! I'll make a big room and put 25 red dragons in it. And right, having just dragons is boring, so lemme make a long map with increasingly difficult monsters. I'll start with kobolds and orcs, and then giants, and then ... . There are a few fallacies here: (1) the common perception that big monsters are harder, so big rooms with big monsters are popular. Actually, bigger is not necessarily harder, as any mid-level char who got the Shooting Star knows. (2) Large numbers makes it harder -- this is usually not true, since once you can kill 1 or 2 dragons, chances are you can kill 9 or 25 just as easily. The way most big rooms are designed, there's a doorway where the monsters can't pass ('cos they are too big) so you stand in the hallway and take them out one by one. Places like Wizard Tower that dumps you in the middle of 9 wizards with no way to back out is difficult precisely because you have to face all the wizards at once. If they were lined up in a corridor, it'd be a lot easier. (3) Catalog effect: currently, there's a rough sequence of monsters in increasing difficulty. While there's nothing wrong with this, too many maps are like monster catalogues. You always start with kobolds or one of the orc families, and then you get ogres and giants, and then undead, then beholders and dreads, and then dragons, and then titans and wizards. Oh, and throw in a green slime or two, plus a grimreaper, just to make things nasty. About 70-80% of current maps are like this; so it's no wonder you get bored quickly. For (1) and (2), mapmakers (that includes me :-P) need to put a bit more thought into the map, and design a powered-up version of an existing monster. E.g., if the map is all giants, I don't see the point in sticking a titan at the end of the map. Chances are the corridors are only 2x2 wide because of the side of giants, and the titan will almost always end up in a 3x3 room where he can't move, and makes an easy long-range target. It would be much better to have a beefed up hill giant that is unusually fast, e.g., to serve as a "boss monster" at the end of a map. Also, we should discourage maps where you basically wade through roomfuls of monsters. Better have 3-5 well-placed orcs with special attacks or movement types that makes them harder to kill, than to have 30-50 boring, vanilla-flavored orcs filling a big room. For (3), I'd *really* like to see more themed maps. E.g., a swamp map that only has acid monsters, or a dragon map that only has dragons, etc.. I still fail to see why titans and dragons occur together so frequently, or why beholders and skulls *must* occur together (they're not even the same race, dangit.) This is why in an earlier message I mentioned that it'd be nice to have different areas in bigworld, where a certain type of monster is more common. E.g., Darcap area can have a lot of elementals, whereas the mountains near dragoncave would have mainly (or only) dragons; SE of the continent could be infested with demons from Fire Temple, etc.. There should also be a central orc area where you find the most orcs; orcs in any other place should be discouraged (though not excluded; we still need variety sometimes). Then within each of these areas, we should introduce more archs for that monster family, etc.. I'm currently working on a set of swamp maps with trolls and other poisonous/acidic monsters (including at least one new monster). No orcs or goblins allowed, nor demons, and definitely no titans! :-) T -- If you compete with slaves, you become a slave. -- Norbert Wiener _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel