quests and mapping

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SuMo
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Joined: Wed Jun 11, 2003 2:25 pm

quests and mapping

Post by SuMo »

Hi again. Not sure I understand the differencies, but I'm sure someone can give a proper descriptions of them.

My thoughts this time is regarding the quests and maps.
Since many players, the veterans, already are at lvl 50+ and most likely already completed the many quests available. How is the creations of adventuring actually done?

I mean. If I'd like to write a quest, without altering the code, I use some tool for it, wouldn't I?
If I only like to implement a quest without making a map for it, is that possible? Can I link certain questable objects into new quests without affecting the already made quests?

Is there a possibillity to make a database of uniqe weapons and tools to do quests from? (I have plenty of AD&D-stuff I can implement)
I can also put some history about the artifacts or perhaps a blodline if you want that as well. Is there a database of the NPC's or wandering monsters? (particular monsters you shouldn't kill to fulfill the quest)
I mean do Crossfire make a difference about the generated monsters and quest-monsters? Some monsters can be vital for the quest but be evil in nature.

why do I ask?
Well, I haven't found a tool yet to open the gfx-files...(still searching for one that's free and editable for winXP.)
Therefore i can do some adventures or storylines, but unsure how to implement them without making a map for them...
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hoxu
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Post by hoxu »

Please try to use dedicated forums for topics. Your post does not seem to be a suggestion but rather a help request.
SuMo wrote:I mean. If I'd like to write a quest, without altering the code, I use some tool for it, wouldn't I?
Yes. With a great effort you might find out that you need a map editor to make maps.

I'd love to give you a detailed description of both editors around, but I think that would be cruel towards people who write and maintain documentation.

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SuMo
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Post by SuMo »

1: I can reprase it so you can interpretate it in a suggestion form if that's oki by you.... :roll:
2: You read a commentary fact as a question instead of the real question, which is the later one.
3: Why would your comments about the facts be cruel to people writing the documents? If you think that, don't reply to the thread. Let admins delete it or move it if it's not proper inserted in this forum.
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Suggestion:

a. Let maps be a background filter and quests a layer in the worldmap.
b. Make a cacheable database for questable items as there is for gfx&sfx with history.
c. Let the engine/client have 'wandedring' monsters with questparameters.
(the monster is killed quest A=success, but quest B fails)
(the monster is not killed quest A fails, but quest B=success.)
d. A character can search the world for the monster/quest and it's not framed to a certain map or trigger.
e. A character/party shouldn't be able to do the same quest more than once. If a certain dragon is killed by a character/party they can't join a party accepting that quest again.
f. If a character accepts a quest, no other quest can be taken.
g. If a party accepts a quest, the members can pause the individual quest.
h. Map areas should be character-linked. I shoudn't be able to reenter the game and find already visited questmaps filled with monsters.

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Avion
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Location: Canada
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Post by Avion »

Please read the existing documentation. Hoxu has even helpfully included a link to the map editor if you were indeed interested in this aspect of the game. I believe an understanding of the existing mechanics of the game would be essential if you wanted to contribute.

As for the graphics, they are standard PNG format files. If you cannot work with these files then you should not be working with these files.
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