1 |
root |
1.1 |
The under_world maps are somewhat analogous. At current time, it |
2 |
|
|
is but a small selection, but as time passes, a bit of an underworld |
3 |
|
|
could exist, interconnected with each other. For that reason, they |
4 |
|
|
should follow a layout/naming conventions somewhat similiar to that |
5 |
|
|
of the above world, simply so that interconnects make sense. If |
6 |
|
|
things are named like 'cave1' 'tunnel16', etc, there is no clear idea |
7 |
|
|
if a cave/tunnel you are making should connect in any way with those. |
8 |
|
|
|
9 |
|
|
Note that the naming here is a bit looser - it is quite so critical |
10 |
|
|
that everything matches up perfectly as on the surface world - this |
11 |
|
|
is largely because the underworld will have fewer interconnections, |
12 |
|
|
and don't really need to use the map tiling as heavily as the surface |
13 |
|
|
world - they may not need to use map tiling at all, and rather have |
14 |
|
|
staircases or other map changers to lead from one area to the next. |
15 |
|
|
|
16 |
|
|
For now, for the one I have done, I named it for the map it is mostly on - |
17 |
|
|
the passage does in fact span two maps. |
18 |
|
|
|
19 |
|
|
|
20 |
|
|
Mark Wedel |
21 |
|
|
Sept 2002. |