[CF-Devel] Large forest in big world.

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Wed Nov 12 00:40:34 CST 2003


>
     
        Well, that's one concern - if large quest maps are placed directly on the 
     
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      world maps, that can really start to use up space (one may say that for the most 
     
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      part, the world is empty, so what's the big deal.  But there are certainly 
     
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      limited areas of terrains of specific type).  So such a big map could basically 
     
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      use up a large portion of the swamp, such that if someone wanted to do another 
     
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      swamp located adventure, not a lot of space left (or they basically end up being 
     
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      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.


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