[CF-Devel] Large forest in big world.
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Wed Nov 12 08:48:52 CST 2003
On Wed, Nov 12, 2003 at 01:40:34AM -0500, Todd Mitchell wrote:
>
>
> 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.
How nasty can nasty be? :-) I've just made another monster, which is very
deadly, and I'm wondering whether to leave it out in the open or keep it
within a quest submap where innocent passers-by won't get mauled without
warning.
>
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.
[snip]
I'm currently thinking of a Three Sisters Valley-style quest, where there
are a bunch of locations in different spots on the swamp that you must
visit. I guess this could co-exist with other (future) quests as long as
there is no confusion of which map belongs to which quest. (If it comes
down to it, it doesn't really matter; I just have to use locked doors with
keys/special items to make sure that certain maps are accessible only if
you're on that quest.)
T
--
Life would be easier if I had the source code. -- YHL
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