[crossfire] Buildable Land Plots
Mitch Obrian
mikeeusaaa at yahoo.com
Wed Sep 21 02:49:03 CDT 2005
# -When a map maker builds over a land plot entrance,
#what happens to
#the land plot?
Land plot is deleted? (It's a tough world out there :)
)
--- Alex Schultz <
alex_sch at telus.net
> wrote:
>
Hi,
>
>
For a while I've been hearing on and off about
>
people thinking about
>
making buildable land plots in bigworld. I'm not
>
sure who to credit for
>
the origional idea, but I've taken some time to plan
>
out one possible
>
way of doing it. Here's the steps to buildable land
>
plots according what
>
I've been thinking would work well. In this plan, I
>
try to keep every
>
feature that could potentially be useful outside of
>
the bigworld land
>
plots in the server code as opposed to python just
>
to make it flexable
>
for map makers to use such features in the future
>
for other things. So
>
here's what I've been thinking would be a good way
>
to impliment
>
buildable land plots adding feature by feature.
>
>
-Add 'global unique' maps:
>
-permenantly stored like unique, only it's
>
stored in a different
>
location and is shared between all players
>
-existing permenant maps (i.e. guild) like maps
>
shouldn't be used
>
because these need are generated while running like
>
unique or random
>
maps, so near the unique maps in their own place
>
makes sence.
>
>
-Random map changes:
>
-Allow random map generator to make unique maps
>
(is this already
>
possible?)
>
-Allow random map generator to make 'gobal
>
unique' maps
>
-Create 'open space' map style, which generates
>
no walls except for
>
the outer border.
>
>
-Building changes:
>
-Allow maps to specify in their header that
>
building is restricted
>
-'Building passes' allow building in these
>
areas (can be made as
>
an invisible force, or as a card type object, to be
>
flexible)
>
>
-Fix overlays:
>
-Fix conflicts with weather
>
-Fix other misc bugs
>
>
-Write python glue code for details of land plots
>
that can't be used as
>
features elsewhere:
>
-Python for making the map entrance, and the
>
building passes
>
>
-Make random map styles
>
>
ISSUES:
>
-Where should land plots be buildable?
>
-When a map maker builds over a land plot
>
entrance, what happens to
>
the land plot?
>
-What (if anything) should be done about the
>
potential issue of
>
players trapping eachother in buildable areas.
>
>
Supporting (not needed or important, but would
>
enhance the experience of
>
buildable land plots) details:
>
-Buildable savebeds
>
-Buildable lock/key pairs
>
-Buildable shops
>
-Buildable teleporters
>
-Buildable crafting stations (?)
>
-New buildable things (i.e. new walls, grass,
>
etc.)
>
>
Comments? Suggestions? Any help working on any parts
>
of this would be great.
>
>
Thanks,
>
Alex Schultz
>
>
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>
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>
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>
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