modifying worldmap

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Leaf
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Post by Leaf »

Mith wrote:question about world map boundaries:
is it allowed to make them blocked, or should i block 'almost boundary' tiles?
(i am talking about high mountain tiles)

there is a risk of having blocked tiles at map boundary bordering not blocked tiles. In ancient wold (small world) this might cause problems - not sure though - and i wonder how big world maps are loaded/handled

a side note about the altitude-grid idea in my previous posting: it shouldnt affect weather code (and other dynamic stuff) greatly. that code just has to look at the grid, not at the ground :)

another question: if i change the map (id est: remove an existing tile and replace it with something else) altitude data is lost. the map editor tells me the altitude data is wrong:
"the following lines from the archtext data appears to be wrong. they do not match the type definitions."
no problem, but the editor doest support it (so i cant even 'editormanually' preserve the data except when editing everything with vi

how should i tackle this?
If no one is able to answer this here, or you want a faster response.. the cf-maps mailing list is the next place to check.
Guest

Post by Guest »

The 'world' maps use tiling code and I don't think you should disable this on world maps if this is what you mean by blocking the map boundries. As for using blocked tiles like high mountains or wasteland, rivers or water to block off an area you can and should do this if you want to control access to an area for 'quest' or control monster movement but it should be done with discresion and if you use water remember the plan is one day to allow flying or other movement types which might allow access.
If you just want to work in an area and have no special reason to isolate it, consider allowing people to stumble in if they want to wander over a mountain or better yet make a few roads to direct traffic. The other option is to drop an entrance to a self contained area which are not on the 'world maps'. You should do this if you want to use generators or place a lot of monsters in the wild since you should be VERY careful with generators and roaming creatures on the world maps.

I would like to see people develop things along the main roadways and near established centers rather than off in the wilderness but this is a level sensitive issue - the more dangerous an area the further off the roads it should be unless it is well marked and controlled access (like the ring mountains around BREST). Right now there are two starting areas and over time there will be others but not until there are enough beginner, low level maps and facilities in an area to support it. This will allow for some differences in play depending on where you start (at least until your character is of a high enough level where location doesn't matter). It really makes no sense to have a level 3-5 area deep in the wilderness or to have low level players journey their way past an series of high level areas to get to a dungoen that they can handle.

The idea I would like to promote is to picture three spheres, one around Scorn,one around Navar, and one around Darcap joined by the old Imperial Highway (the yellow one), which have quests and areas which get more dangerous the closer you get to the outside edge of the area. There is also another sphere around Brest which is a higher level. I would like to see development in and around these existing 'civilized' areas instead of having people carving off large chunks of the wilderness for themselves and making a variey of different level adventures in it. It makes it easier for players to find appropriate adventures and it builds some consistancy into the world so it isn't just a random collection of maps- it also saves some open space for the future.

Mith wrote:question about world map boundaries:
is it allowed to make them blocked, or should i block 'almost boundary' tiles?
(i am talking about high mountain tiles)

there is a risk of having blocked tiles at map boundary bordering not blocked tiles. In ancient wold (small world) this might cause problems - not sure though - and i wonder how big world maps are loaded/handled

a side note about the altitude-grid idea in my previous posting: it shouldnt affect weather code (and other dynamic stuff) greatly. that code just has to look at the grid, not at the ground :)

another question: if i change the map (id est: remove an existing tile and replace it with something else) altitude data is lost. the map editor tells me the altitude data is wrong:
"the following lines from the archtext data appears to be wrong. they do not match the type definitions."
no problem, but the editor doest support it (so i cant even 'editormanually' preserve the data except when editing everything with vi

how should i tackle this?
bort
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Post by bort »

Small question:
Why does the world look like Pangea? :D :shock:
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Mith
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Post by Mith »

bort wrote:Small question:
Why does the world look like Pangea? :D :shock:
no idea... and i have to add: i dont really enjoy it.

a world map that had several big islands would be easier to travel, easier to find quests and so on - without making it too easy.

it would also allow to differ in lvl - just like now happens with cities.

nevertheless i dont think changing the world map is a good idea. It would require a LOT of work and all the pro's for a non pangea world could be implemented in the current game, except that current map sets are not easily seperated.
Bibendi ergo sum
or rather: sum ergo bibendi
mikeeusa22

Post by mikeeusa22 »

Oh it tells you... dumb me.

How does one set the tile colors tho?
I want the image to show the grownd covering of the weather overlay maps (snow, grass, forest, sand, swamp, water, etc)
Leaf
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Post by Leaf »

mikeeusa22 wrote:Oh it tells you... dumb me.

How does one set the tile colors tho?
I want the image to show the grownd covering of the weather overlay maps (snow, grass, forest, sand, swamp, water, etc)
Since this was a different topic - it was moved to it's own thread.

http://www.metalforge.net/cfmb/viewtopic.php?t=859

Please post your further questions, findings, answers, etc. in there.

Thanks.
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