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Revision: 1.1
Committed: Sat Feb 4 23:56:12 2006 UTC (18 years, 10 months ago) by root
Branch point for: UPSTREAM, MAIN
Log Message:
Initial revision

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# User Rev Content
1 root 1.1 This is a guide on what is an acceptable map and what is unacceptable.
2     Only acceptable maps will be put in the official Crossfire map distribution
3    
4     1) Check that all exits lead where they are supposed to. Unless there is
5     a specific reason an exit leads only one direction (like a trap door or
6     perhaps a teleporter), players should be able to exit back from where they
7     came from right when they enter the map.
8    
9     One way exits/entrances should only be used on objects in which it is
10     obvious it is one way. A house is not an obvious one way entrance. Remember,
11     players may not have the three hours of time it takes to find the exit
12     after being trapped in a map (a work around for this can be have the trap
13     lead to a safe place with no exit which contains a savebed. Thus, the
14     player could save and come back at a later time to find the exit.)
15    
16     2.1) Try to make sure the maps are multi player accessible. In towns, this
17     means the road should be at least a couple squares wide, buildings should not
18     be trapped in corners in which case one character standing in front blocks
19     access, etc.
20    
21     2.2) Try to make corridors in dungeons or mazes a few squares wide -
22     especially if there is only a single path. If it is a maze with several
23     different paths, single width corridors are acceptable. The main problem
24     here are big labyrinths in which only one monster attacks at a time, and
25     which there is only 1 or two routes. If two players enter such a map, the
26     one that went in first will be in the lead the entire time.
27    
28     2.3) Avoid spiral or single path mazes that just have monsters lining the
29     corridor. These are not very good for multiple players, not particularly
30     interesting (map justs consists of killing all the monsters), and tend to be
31     an easy and safe way to gain experience.
32    
33     3) Don't put:
34    
35     3.1) extremely valuable treasure right next to the entrance, or
36     nearby. Players should need to work to get treasure. If the treasure is
37     fairly worthless (food, or non magical items), this would be acceptable.
38     But a character should not be able to pop in, pick up a potion, spellbook,
39     or a lot of diamonds, and then pop out again, without ever meeting
40     a monster.
41    
42     3.2) Don't put monsters of high experience point near to entrance where they
43     are trapped. Low level player could boost their experience high by using some
44     weapons or spells from distance without danger. For example find a trapped
45     troll and get wand of fireball.
46    
47     3.3) monsters on top of other monsters. A troll should not be sitting on
48     top of an oriental dragon. The only exception to this would be if a monster
49     could be on top of another monster (making sense) and hiding it at the same
50     time. A troll on top of an oriental dragon does not make sense (could not
51     fit), nor can the troll hide the oriental dragon. Using tricks like these
52     which are only applicable due to display limitations is something that
53     should not be done, nor should the player need to click on every monster he
54     encounters to see if something is below it. (as a side note, doing this
55     will tend to lock the monsters into position, making them unable to move.)
56    
57     3.4) Large groups of monsters that can be killed quickly with spells. A
58     fairly popular tactic to make high level maps is just to put 30 dragons (or
59     other tough monsters) in a big room. Do not do this. All the player needs
60     to do is cast a dozen icestorms, and quickly gets millions of experience.
61     Likewise, it is unlikely that any more than 2 or 3 large (multisquare)
62     monsters will be able to attack a player or party at once - the remaining 25
63     will be blocked from doing anything. This then makes it so that having 30
64     dragons is not any tougher than having 3.
65    
66     If you want to make a high level map, instead of tossing a lot of monsters
67     on it, take existing monsters and make them tougher. Increase their
68     hit points, level (which then means spells they use do more damage), add
69     immunities or protections, remove vulnerabilities, change attack types, etc.
70     Try not to totally change the characteristics of a known monster - a normal
71     dragon should still be dragon like. Also, remember to adjust experience
72     that the monster gives.
73    
74     4) Try to keep the treasure in line with the difficulty. 5 potions should
75     not be given out for defeating orcs or gnolls (even if there are a lot
76     of them), but if you need to defeat several dragons to get to the
77     potions, that is fine. Likewise, if it is likely a lot of spells will be
78     needed to defeat the monster, and those spells have a chance of destroying
79     the items, then perhaps a few extra items to take this into consideration
80     is not a bad idea.
81    
82     5) If use of a specific skill/class/spell is needed to complete the map,
83     that should be stated near the map entrance. How clearly this is stated
84     depends on the circumstance. If use of a certain skill is needed, there is
85     probably no good way other than to state that a skill is needed. If use of
86     a certain spell is needed, stating that a spell caster of XX level might be
87     sufficient, with the assumption that a spellcaster of that level would have
88     the spell. It is safe to assume that all characters can fight, but
89     spellcasting (especially certain spells) should not be assumed, and thus
90     should be stated.
91    
92     Also, don't put in hidden rooms requiring dimension door if they only real
93     way to know about them is pure luck or looking at the map. If you want to
94     do something like that, at least put some clues in.
95    
96     If a certain skill would make a map easier, but is not required, you don't
97     need to necessary state it. The idea of this is that it can be frustrating
98     to wander into some map, complete most of it, but find out you can't
99     finish the map because you lack some skill or spell.
100    
101     5.1) A map should be designed so that a character can never be
102     trapped in a room (except via other player interaction.) A character should
103     never be forced to dimension door or word of recall out of a map because
104     some gate closed behind him. For a character without these spells,
105     it would mean death. A simple method around this is put a lever on
106     both sides of the door. If the door is opened by special actions (saying
107     things, dropping things), just put the lever on the hard to get side of
108     the gate.
109    
110     6) If a map require multiple players to simultaneous be on it to solve
111     the map, put a sign or message so players know. Such maps would be those
112     that require manipulation of levers or buttons in certain sequences in
113     order to get through gates.
114    
115     Don't make ends of maps require multi users. This ruins that map for
116     single players (not able to complete it), and makes a map that requires
117     multiple players for only a small portion.
118    
119     7) Try not to make the maps too many levels deep. To get to the goal,
120     it should not require a 6 hour continous sitting, as the player works
121     through each map to get to the next. Multi level maps are fine - just
122     don't over do it. One way to do this is have several maps with a key
123     or other special item at the end. The final map could have the various
124     battles, and then a series of gates/altars which uses up these keys.
125    
126     8) Shops:
127    
128     8.1) Don't put super stores in any towns or villages you create. With the
129     growing number of maps, players can already make a trip to all the different
130     towns to try and find certain items. A one stop find all shop is not
131     interesting. A good maximum size is about the same size of the shops
132     in the starting village.
133    
134     Also, making six magic shops of that size and putting them in the same
135     town is not any better than one large magic shop. If you want to have
136     specialized shops, then make each shop smaller. If you just want one
137     shop that sells every type of item (magic, armor, weapons, food, etc), then
138     a large shop is permissable.
139    
140     8.2) Make sure the entire interior the shop is covered with tiles. Likewise,
141     don't put shops that lead to areas without tiles without going over one of
142     the 'magic doormats'. A player should never be able to get an unpaid
143     item out of a shop, whether via exit that does not go over the magic
144     doormat, or through spells.
145    
146    
147     9) Don't make maps which require high level characters that low level
148     characters can wonder into without warning. Put a warning sign nearby,
149     or gates or doors so the player can see they are in over their head, instead
150     of instantly getting toasted the second they enter the map.
151    
152    
153     10) The structure of the map should make sense. That is to say,
154     if you enter a house, the house should then not have a tower inside. Or
155     a door to a shop. In other words, if a map has an exit to another map,
156     that exit should make sense (ie, another level, tunnels, dungeons
157     all make sense. However, another building the size of the original
158     does not make sense.
159    
160    
161     11) Try to keep the difficulty throughout the map(s) about the same.
162     The first monster in the map should not be the most difficult monster,
163     nor should the last monster be orders of magnitude more difficult
164     than anything before it.
165    
166     It is very frustating to play a map, killing most every monster without
167     much difficulty, only to find that last monster unkillable.
168    
169     It is reasonable to have the monster increase in difficulty. Also, if the
170     map has no quest or end goal, then having a very difficult monster around is
171     not unreasonable, as long as it does prevent the player from progressing to
172     the next map.
173    
174     12) Do not put directors with bullet, lightning, fireball, etc. that
175     are a loop or continuous. Example: Do not have two directors, each
176     facing each other, with a bullet wall firing into them at the side.
177    
178     Having numerous directors is fine. But make sure that eventually,
179     there will be an exit/detonation point for the fired spell. Having
180     loops that go for over typically bring the game to a halt, as the
181     objects just multiply and the game consumes more and more cpu time.
182    
183    
184     ------------------------------------------------------------------------------
185     The following are various suggestions for making good or interesting
186     maps. A map that does not need to follow all these hints to be accepted,
187     but following these hints will make for more interesting or playable maps.
188    
189    
190     1) Try to create only small maps. If you have a large map in mind, try to
191     see if you can possible split it up in several separate sections, and place
192     those sections in different maps. Many small maps use much less memory than
193     one large map, since crossfire doesn't yet support swapping of portions of
194     maps. Also, with small maps, the time to load it from and store it to disc
195     becomes so short that it's impossible to notice. In this context, small
196     means about 32x32, though it's actually the number of objects in the map
197     which count.
198    
199     What is potentially more critical than the size of the map is the number
200     of objects (memory usage), and live objects (cpu usage, as each would need
201     to be processed.)
202    
203     Also, remember that if you make very large maps, all generators will be
204     cranking out monsters whenever anyone is on it. This could mean that a lot
205     of monsters have been generated before a player even gets to the area where
206     they are being created.
207    
208     Related to this: If a map contains multiple levels, make multiple maps.
209     Many times, if the level is small, the mapmaker may think I will just put
210     all the levels on one larger map. This makes the map a little less readable
211     to others. Also, things like magic mapping and dimension door can lead to
212     unexpected results.
213    
214     2) Make a plot! A map withot a plot becomes just another mindless
215     "Kill'em all". For instance, create a story which explains why there
216     are npc's here and monsters there, fragment the story up and put
217     bits and hints of it in various writables (books) and npc-conversations.
218    
219     If you are going to make a mindless kill them all map, at least put some
220     reward in the map that can only be accessed after all the monsters have been
221     killed. The only thing worse than a kill them all map is a kill them all map
222     which you get nothing out of.
223    
224     Avoid maps where all the monsters are lined up, and only one can attack
225     you at a time. This just makes an easy (and relatively safe) way for
226     a character to gain experience and treasure, and is not especially
227     interesting or challenging.
228    
229     2.1) A good idea for the rewards at the end of quests are specific
230     items (luggage, spellbook of some otherwise not available spell,
231     special weapon, spellcrystal, etc.) It is much more interesting to
232     put a specific item instead of something like a random artifact. Feel
233     free to mutate or otherwise change existing artifacts to create your own.
234    
235     This has two advantages: one, the player will get to know where certain
236     items are. Having to search endlessly for a specific item gets tedious.
237     Two, it reduces the incentive to keep repeating the quest (repeating
238     quests is not inherently bad) If the reward is a random artifact, a player
239     may very well keep repeating the quest until the item he looks for comes up.
240     By doing specific items, this will not happen.
241    
242     3) Make puzzles! Use all those different object types: buttons, handles,
243     doors, altars, pedestals, triggers, timed gates, etc... Hide special "keys"
244     needed to get further in special places, and use text-puzzles to describe
245     where they are hidden and how they must be used. The possibilities are
246     endless! Remember, you can also hide buttons under floors, making it more
247     difficult for the character to find the trigger points.
248    
249    
250     4) But don't make too much big labyrinths. Making of labyrinths is (too)
251     easy with crossedit, just select auto-joining and make zig-zag with mouse.
252     But the results of these are quite tiring. If you make ones, try make
253     some idea into it.
254    
255     Related: Don't make maps where the only way to find something is examination
256     of each and every wall. For example, don't have a big map with lots of walls,
257     but the key to moving onward is to find the weak wall and pass through it.
258     Nor should big mazes full of invisible walls be made where the way to get
259     through it is just by going in some direction, finding out you can't move
260     anymore in that direction, go some other one, etc.
261    
262     5) Give the npc's information! An npc's knowledge about hidden treasure surely
263     makes it interesting to have a conversation with it.
264    
265    
266     6) Feel free to add some traps, but be careful to not make them too
267     deadly without adequate warning.
268    
269    
270     7) Don't mix the monsters too badly. Let there be at least some logic
271     behind why they are grouped in a single room. Undeads together with
272     undeads, for instance, but not together with kobolds...
273     Big dragons usually don't live together with mice... Fire immune creatures
274     generally dislike ice immune creatures.
275    
276     Also, limit use of monsters that multiply rapidly (mice, slimes). A map
277     that is easily overwhelmed with these creatures quickly becomes useless.
278    
279     8) Give your maps a meaningfull name (like John's tower, level 1).
280     This way, these can be used instead of the map paths in the highscore
281     file. Also, in terms of the actual file name, try to use numeric
282     level identifiers (ie, maze.1, maze.2, ... instead of maze.first, maze.second,
283     etc.) The former maps the levels sorted a little bit nicer in the
284     directory.
285    
286     9) Try to make the map so that it links in with the existing world. Most
287     people want to make their own continent, which is then accessed by ship
288     or other fast means. While convenient, this creates many island
289     continents. The problems with this are that any feeling of relation is lost
290     (where is that island continent), and it makes item searching in shops very
291     easy - if you can access half a dozen shops quickly and safely by taking
292     boats, you have a decent chance of finding the item you want.
293    
294     Also, it seems that when most people start making maps, the first thing they
295     do is create a new town or village. There are already a lot of towns and
296     villages out there. If you are just going to create a few new buildings,
297     instead of going to the effort and time of creating your own island with a
298     town, just create the buildings, and plug them into one of the existing
299     towns or the terrain someplace. Many of the towns right now have many
300     unused buildings.
301    
302     ------------------------------------------------------------------------------
303    
304     Technical map hints:
305    
306     1) If you are creating a new archetype, it only needs to go into the general
307     archetype distribution if it has an image associated with it, or it has
308     general use (a new monster). Something that uses already existing images
309     can be set up in the map file itself (through setting various variables).
310    
311     2) When modifying an existing archetype into a new one (either new face
312     or new type), use the archetype that has the most variables in common.
313     Thus, if you want to create a monster called a 'bouldar', it is probably
314     best to take a monster of some sort and change its face instead of taking
315     the existing boulder archetype and changing its type, hit points, speed,
316     etc.
317    
318     3) Changing color is no longer possible in maps - instead, a new face
319     and image must be created, and then put in the standard distribution.
320     The archetype collection script will automatically pull out face information
321     from archetype files.
322    
323     4) Try to keep maps readable by other people who might edit them. Thus,
324     instead of modifying a woods space so it also acts as an exit, just put an
325     invisible exit under the woods space. This has the same functionality, but
326     it makes it much easier for other players to see what this space does. (Side
327     note - if you want it so that players actually need to apply the space
328     to enter, you will need to change the face of exit for this to work. If
329     you do this, you should also accompany it with a magic mouth.)
330    
331     5) Make sure you set the difficulty field in the map attributes to
332     somethign meaningful. Crossfire will calculate a default dificulty,
333     but its formula is hardly ideal. The difficulty of a map determines how
334     magical the treasure will be (and some treasure types won't show up
335     unless the map has a certain difficulty level.)
336    
337     6) Don't be too intimidated about writing new code if there is something
338     you would like to be able to do, but just isn't supported. If you are not
339     the code writing time, make a suggestion. Worst case is it gets ignored.
340     But many times, I have written code because I had some idea which just
341     was not possible at the time (ie, the apartment in the starting town
342     required an expansion/change of the unique item code.)
343