> Well, that's one concern - if large quest maps are placed directly on the > world maps, that can really start to use up space (one may say that for the most > part, the world is empty, so what's the big deal. But there are certainly > limited areas of terrains of specific type). So such a big map could basically > use up a large portion of the swamp, such that if someone wanted to do another > swamp located adventure, not a lot of space left (or they basically end up being > right next to each other. I think it is the difference between a locale and an adventure. Having a locale like say Scorn or the Great Mire complete with special circumstances (say the Great Mire has a few nasty critters, Scorn has no magic...). These areas are interesting, can have 'features' like shops or bridges or packs of wolves or magic fountains or portals... and many different adventures could take place in them. On the other hand - with the exception of a few islands or smallish structures (ruins, towns, castles) most specific adventures should probably be off the map and accessed via buildings or doors or invisible exits(lots of ways to play with these, think of the old world maps). Of course there are probably exceptions to this but generally if there is a multi-map area like a forest or a desert or whatever then many specific adventures should be able to coexist and utilize the area atmosphere. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel