Crossfire Archive
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Re: CF: Proposal for features
- To: (Scott Wedel)
- Subject: Re: CF: Proposal for features
- From: Peter Mardahl <>
- Date: Fri, 11 Dec 1998 16:47:18 -0800
- Cc: crossfire (at) ifi.uio.no
- In-Reply-To: Your message of "Fri, 11 Dec 1998 01:00:36 PST." <>
- Sender:
>
> > Yes. I'd planned to mark each randomly generated map with a sign at the
> > arrival point in it.
>
> the two can be confused then that makes for a better game. If the fear
> is that players couldn't find the quest maps if there are too many maps
> then add books or such containing legend lore so players can find the
> quest starting point.
This is exactly the issue. It'll be simple enough to make this a configuration
so everyone can be pleased. I, however, think that obscuring quest maps
with random maps would suck greatly in cities like Navar.
> The random map generator should have arguments for treasure level and
> monster density. I think random maps should generally have only crappy
> items and maybe even give minuses to monster's weapons but pluses to monster
> attributes.
I agree on the first point, but the map "style" will determine this.
However I think it's silly not to reward players
appropriately for fighting monsters. They'll get whatever treasure is
naturally randomly generated at that difficulty.
> Random map generator should also probably have option to make maze vs
> rooms and halls, option for the style of walls/floors and an option for
> monster type.
Only the "maze" vs. "room" part is new. I personally hate mazes, so I
wasn't considering making the random map generator make them, but you're
right, they should go in.
> As for integrating random maps into the game, I don't think they should
> be randomly inserted at play time into the world. Standard maps should
How about a middle-of-road course: not randomly placed in exits unless
the map maker sets a flag in the parent map.
PeterM
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