On Tuesday 31 May 2005 09:32 pm Todd Mitchell wrote: > monster density - I think part of the problem with the monster density > is that terrain is either blocked or not. [...] I am looking at the Valriel random map settings (within the map /scorn/temples/valriel3) in anticipation of reducing the number of levels, reducing monster density, adding some "new", tougher monsters called "saints" using existing NPC arches and making the random maps larger. One question I have but haven't been able to resolve: is random map monster density determined by /styles/monsterstyles/* or is it elsewhere? I asked this on IRC this morning (here) but apparently everyone is dead there today. :-) > Boss monsters - good idea This would mean making a final map (like the one for Titan Quest) and adding these boss monsters. Maybe for the Valriel one have one fight the Avatar of Valriel (a customized Arch Angel perhaps). Should these bosses drop or guard some sort of special treasure or is the experience gained reward enough? > One point - the random map styles are very ripe for development and > adjustment. This alone would really improve the random maps and allow > more control - especially with the difficulty stepping code that was > recently added. Well, I am looking in the map /styles directory for information on how to work on these. Is there somewhere else I should be looking as well? If it is a code problem then I'm not the one that can fix that. If it is all handled with map settings then I just need to know what to tweak. How does one use the "difficulty stepping code" in defining random maps or is that automagical? Gene -- Linux era4.eracc.UUCP 2.6.8.1-12mdk i686 14:14:26 up 16 days, 14:51, 8 users, load average: 0.05, 0.53, 0.62 ERA Computer Consulting - http://www.eracc.com/ eCS, OS/2, Mandriva Linux, OpenServer & UnixWare resellers