(Right off, I hope this is the correct forum for this topic!)
I have been considering implementing either a world map or overland map in my PW. Unfortunately, I have heard that both of these are problematic in a multi-player environment. I am unable to find any reasons why or how they are problematic, though.
Is anyone able to provide some insight into either of these, before I attempt something which has already been proven more difficult than it's worth?
Thanks in advance!
Overland/World Maps
Débuté par
Fyrekrest
, janv. 20 2012 06:01
#1
Posté 20 janvier 2012 - 06:01
#2
Posté 20 janvier 2012 - 07:40
I have never done this myself, but I believe Kamal_ has a multiplayer version of his campaign Path of Evil, which IIRC has an overland map. You could download that campaign and see how Kamal_ did it.
#3
Posté 20 janvier 2012 - 07:56
I recently replayed the SoZ campaign and although I was fascinated by the technical aspect, I could have done without the OL map. I mean, if you can literally crawl into every corner of the map it takes away a lot of imagination/immersion. And from the viewpoint of a builder it brings in another load of work, because everytime you change an area, you'll have to change the overland map too (not to mention building it in the first place). And restricting the PC from entering areas gets a lot trickier witn an OL map.
#4
Posté 20 janvier 2012 - 08:21
Path of Evil doesnt use an overland map as seen in SoZ. Instead I faked it by making a regular map that only looks like an overland map. The true SoZ style OM is in place on at least one PW, but I believe they wrote their own system. The SoZ I'm scripts are not suitable for PW use.
#5
Posté 20 janvier 2012 - 08:38
We use custom-scripted OL maps for A Land Far Away's Silver Marches server - these give our players something of a sense of the expanse of the area the server covers. Two OL maps span the server, with connections to the major settlements and adventuring areas.
Players can explore restricted "offroad" areas, and by using scripted triggers they may discover hidden areas for further exploration.
Players can explore restricted "offroad" areas, and by using scripted triggers they may discover hidden areas for further exploration.
Modifié par Old_Curmudgeon, 20 janvier 2012 - 08:39 .
#6
Posté 21 janvier 2012 - 12:00
Thanks for the quick responses, guys!
My idea if I was unable to make use of the actual overland map was to simply simulate it with a scaled exterior. Either way, I think it will give the same effect (allowing the players to explore what they perceive to be a much larger area while only really having to build the main points of interest). I think this is probably similar to what Kamal has done.
Thanks again for the help!
My idea if I was unable to make use of the actual overland map was to simply simulate it with a scaled exterior. Either way, I think it will give the same effect (allowing the players to explore what they perceive to be a much larger area while only really having to build the main points of interest). I think this is probably similar to what Kamal has done.
Thanks again for the help!





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