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 |
|