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Posted: Wed Mar 30, 2005 10:31 pm
by Keikan Hiru
Moirear Sian wrote:You see, my point is, to formulate myself as shortly as possible—in music, it's not only the audio that makes the music, it's also the silence in between the music.
Let me see if I can pull a such good and poetic metaphor too:
The MonaLisa did not become a masterpiece because of the spots without colour, but because of the spots with colour.

I'll never be able to completly fill the entire map with places that make an area valuable because of server scripts, but I can try.


Misjbar, damn right. ;)

Posted: Fri Apr 01, 2005 10:41 pm
by Josefine da Vince
okay to spread some more rumours. There will be a nice looking dungeon by the mummys, but only if Keikan didn't change it :wink:

Posted: Fri Apr 01, 2005 11:25 pm
by Hermie
Will the mummies be IN the dungeon? I think it's strange that at the moment they walk above ground, in broad daylight.

Posted: Fri Apr 01, 2005 11:42 pm
by Josefine da Vince
Yes they will crwal out of the coffins I placed there ...

Posted: Wed Apr 13, 2005 4:41 am
by Korwin
It's probably too late for this now, but it would be very nice if tiles and objects were posted somewhere. With the tiles and objects available, they could be copied, and pasted into arrangements that players would like to see in game.

As an idea for some sloppy cliffs, you could try this, I'm not sure if it will work with the sizes of the cave walls. If you place a wall of cave walls, then put another row about 1 or 2 tiles to the left (on a computer screen), and 1 tile up, it may appear as if there is a stepped wall. That's a bit vague though, I suppose.

Posted: Wed Apr 20, 2005 11:27 pm
by Ryne Ordis
Broaden the amount of walls made invisible when indoors. Kind of like on the sims. That would really make most of the small buildings much more bearable.


Just a thought, of course, and probably one turning up too late.

Posted: Thu Apr 21, 2005 8:09 am
by Aegohl
That would be something to beg the devs for. This is only a team of dedicated players who deserve all your thanks for the wonderful map which they've provided the community with. :D

I never have enough time to kiss up to these good players.

Aegohl

Posted: Thu Apr 21, 2005 12:29 pm
by Keikan Hiru
Aegohl is right (not about that "too late" stuff), this is something I have no influence about. I can not tell the client what levels he should display, but I honestly wish I could.
I dont like it too, that levels above the one of your character is displayed. That just creates problems, and you have not the slightest clue what great stuff I had to remove from my map just because the client has problems with "oddly shaped" roofs when a character is below them.
Unfortunatly, when you look closer at my map you will find places here and there where these problems still occure, but at a rate where I can live with them.

Korwin, my deepest apologies for answering your question too late.
Your post somehow escaped my eyes.
I am using the same tiles as your current client displays, but I am not certain if you have seen all objects I use yet.
Most enviorment objects will apear new to you, some know will apear different, but I dont want to spoil that suprise to you.

About the cliffs, I know exactly what you mean, but roofs, as written above, are a little problem when they come in a different shape then a rectangle. And unfortunatly even with "gap filling" cavewalls at a position you discribed it will look kind of strange and wrong when you take a closer look.

Posting here is never "too late" by the way, even after the initial release of the map I am still working on additions and expansions. No post with an idea or proposal of improvement is wasted here (even if rejected by me ;) ).

Posted: Thu Apr 21, 2005 1:05 pm
by Aegohl
Ah. My apologies, Keikan. In fact, I'll edit my original post.

Aegohl

Posted: Thu Apr 21, 2005 2:14 pm
by Keikan Hiru
Nevermind, no harm done. :)
It was something I had to specificly point out sooner or later.

Posted: Tue Apr 26, 2005 1:51 am
by Moirear Sian
A ladder which you go down and can't go back up with because you land in a corner surrounded by 40 mummies (and can't go back up because you can't even move) is a very bad design idea. There should be a way to go back up.

/Edit: Alternatively you could at least make a triggered event, that when you step on one of the tiles near the ladder, "you hear muffled groans and scraping of bandaged claws against the ladder".
After all, you get sent to that place on behalf of a quest.

Posted: Tue Apr 26, 2005 10:12 am
by Josefine da Vince
Sian that is no problem of the design it is a problem of the radius of the mummies. It seems the radius is too big so that they are able to get to the ladder and besiege it. Or maybe there are just too many...