387 lines
20 KiB
Plaintext
387 lines
20 KiB
Plaintext
This is a guide on what is an acceptable map and what is unacceptable.
|
|
Only acceptable maps will be put in the official Crossfire map distribution
|
|
|
|
------------------------------------------------------------------------------
|
|
|
|
Map Naming/Directory Scheme:
|
|
|
|
Note that these rules are ordered in importance, eg, if a rule conflicts,
|
|
the lower number rule takes precedence.
|
|
|
|
1) Each city should have its' own top level directory (eg, scorn, navar_city,
|
|
santo_dominion) and be accessible on a world map. All buildings in the
|
|
city and located nearby or related to it are in the respective city
|
|
directory. City/town names are also used for nearby regions. If one
|
|
desires to create a new city then create a new top level directory with
|
|
the city name and use the new city name for the region in the maps that
|
|
are associated with the new city.
|
|
|
|
2) If the map is part of a larger quest, a /quests/name_of_quest/ directory
|
|
should be made, and all the maps for the quest placed in there (also see
|
|
NOTE below about number of maps per directory). If some portions of the
|
|
quest has maps in cities or other places, a README should be included
|
|
explaining this. Note in general, having README's for all quests
|
|
explaining the flow probably isn't a bad idea in the case someone else
|
|
needs to work on it.
|
|
|
|
3) If a map is independent (eg, the map is one you just go there, kill and
|
|
get exp), it should be in the /dungeons/ directory. If the dungeon is
|
|
comprised of several maps (eg, multilevel dungeon), a subdirectory
|
|
should be made to hold all of these maps (also see NOTE below about number
|
|
of maps per directory).
|
|
|
|
4) Maps should fall into one of the categories above - if it does not, and
|
|
you are not sure, send a message to crossfire-devel@lists.real-time.com.
|
|
|
|
NOTE: If a map or set of maps is near a particular city then place the proper
|
|
region in the map header. Use of the map maker's name as part of the
|
|
directory structure or map name is not encouraged and may result in maps
|
|
being excluded from CVS. While this type of directory scheme was done in the
|
|
past it is now deprecated. Attempt to use a logical tree structure for maps
|
|
and try to avoid dumping more than 15 to 20 maps in a single directory (this
|
|
does not apply to /world/). Dumping a massive number of maps in a single
|
|
directory is highly discouraged, Just Say No.
|
|
|
|
------------------------------------------------------------------------------
|
|
|
|
1) Check that all exits lead where they are supposed to. Unless there is
|
|
a specific reason an exit leads only one direction (like a trap door or
|
|
perhaps a teleporter), players should be able to exit back from where they
|
|
came from right when they enter the map.
|
|
|
|
One way exits/entrances should only be used on objects in which it is
|
|
obvious it is one way. A house is not an obvious one way entrance. Remember,
|
|
players may not have the three hours of time it takes to find the exit
|
|
after being trapped in a map (a work around for this can be have the trap
|
|
lead to a safe place with no exit which contains a savebed. Thus, the
|
|
player could save and come back at a later time to find the exit.)
|
|
|
|
2.1) Try to make sure the maps are multi player accessible. In towns, this
|
|
means the road should be at least a couple squares wide, buildings should not
|
|
be trapped in corners in which case one character standing in front blocks
|
|
access, etc.
|
|
|
|
2.2) Try to make corridors in dungeons or mazes a few squares wide -
|
|
especially if there is only a single path. If it is a maze with several
|
|
different paths, single width corridors are acceptable. The main problem
|
|
here are big labyrinths in which only one monster attacks at a time, and
|
|
which there is only 1 or two routes. If two players enter such a map, the
|
|
one that went in first will be in the lead the entire time.
|
|
|
|
2.3) Avoid spiral or single path mazes that just have monsters lining the
|
|
corridor. These are not very good for multiple players, not particularly
|
|
interesting (map justs consists of killing all the monsters), and tend to be
|
|
an easy and safe way to gain experience.
|
|
|
|
3) Don't put:
|
|
|
|
3.1) extremely valuable treasure right next to the entrance, or
|
|
nearby. Players should need to work to get treasure. If the treasure is
|
|
fairly worthless (food, or non magical items), this would be acceptable.
|
|
But a character should not be able to pop in, pick up a potion, spellbook,
|
|
or a lot of diamonds, and then pop out again, without ever meeting
|
|
a monster.
|
|
|
|
3.2) Don't put monsters of high experience point near to entrance where they
|
|
are trapped. Low level player could boost their experience high by using some
|
|
weapons or spells from distance without danger. For example find a trapped
|
|
troll and get wand of fireball.
|
|
|
|
3.3) monsters on top of other monsters. A troll should not be sitting on
|
|
top of an oriental dragon. The only exception to this would be if a monster
|
|
could be on top of another monster (making sense) and hiding it at the same
|
|
time. A troll on top of an oriental dragon does not make sense (could not
|
|
fit), nor can the troll hide the oriental dragon. Using tricks like these
|
|
which are only applicable due to display limitations is something that
|
|
should not be done, nor should the player need to click on every monster he
|
|
encounters to see if something is below it. (as a side note, doing this
|
|
will tend to lock the monsters into position, making them unable to move.)
|
|
|
|
3.4) Large groups of monsters that can be killed quickly with spells. A
|
|
fairly popular tactic to make high level maps is just to put 30 dragons (or
|
|
other tough monsters) in a big room. Do not do this. All the player needs
|
|
to do is cast a dozen icestorms, and quickly gets millions of experience.
|
|
Likewise, it is unlikely that any more than 2 or 3 large (multisquare)
|
|
monsters will be able to attack a player or party at once - the remaining 25
|
|
will be blocked from doing anything. This then makes it so that having 30
|
|
dragons is not any tougher than having 3.
|
|
|
|
If you want to make a high level map, instead of tossing a lot of monsters
|
|
on it, take existing monsters and make them tougher. Increase their
|
|
hit points, level (which then means spells they use do more damage), add
|
|
immunities or protections, remove vulnerabilities, change attack types, etc.
|
|
Try not to totally change the characteristics of a known monster - a normal
|
|
dragon should still be dragon like. Also, remember to adjust experience
|
|
that the monster gives.
|
|
|
|
4) Try to keep the treasure in line with the difficulty. 5 potions should
|
|
not be given out for defeating orcs or gnolls (even if there are a lot
|
|
of them), but if you need to defeat several dragons to get to the
|
|
potions, that is fine. Likewise, if it is likely a lot of spells will be
|
|
needed to defeat the monster, and those spells have a chance of destroying
|
|
the items, then perhaps a few extra items to take this into consideration
|
|
is not a bad idea.
|
|
|
|
5) If use of a specific skill/class/spell is needed to complete the map,
|
|
that should be stated near the map entrance. How clearly this is stated
|
|
depends on the circumstance. If use of a certain skill is needed, there is
|
|
probably no good way other than to state that a skill is needed. If use of
|
|
a certain spell is needed, stating that a spell caster of XX level might be
|
|
sufficient, with the assumption that a spellcaster of that level would have
|
|
the spell. It is safe to assume that all characters can fight, but
|
|
spellcasting (especially certain spells) should not be assumed, and thus
|
|
should be stated.
|
|
|
|
Also, don't put in hidden rooms requiring dimension door if they only real
|
|
way to know about them is pure luck or looking at the map. If you want to
|
|
do something like that, at least put some clues in.
|
|
|
|
If a certain skill would make a map easier, but is not required, you don't
|
|
need to necessary state it. The idea of this is that it can be frustrating
|
|
to wander into some map, complete most of it, but find out you can't
|
|
finish the map because you lack some skill or spell.
|
|
|
|
5.1) A map should be designed so that a character can never be
|
|
trapped in a room (except via other player interaction.) A character should
|
|
never be forced to dimension door or word of recall out of a map because
|
|
some gate closed behind him. For a character without these spells,
|
|
it would mean death. A simple method around this is put a lever on
|
|
both sides of the door. If the door is opened by special actions (saying
|
|
things, dropping things), just put the lever on the hard to get side of
|
|
the gate.
|
|
|
|
6) If a map require multiple players to simultaneous be on it to solve
|
|
the map, put a sign or message so players know. Such maps would be those
|
|
that require manipulation of levers or buttons in certain sequences in
|
|
order to get through gates.
|
|
|
|
Don't make ends of maps require multi users. This ruins that map for
|
|
single players (not able to complete it), and makes a map that requires
|
|
multiple players for only a small portion.
|
|
|
|
7) Try not to make the maps too many levels deep. To get to the goal,
|
|
it should not require a 6 hour continous sitting, as the player works
|
|
through each map to get to the next. Multi level maps are fine - just
|
|
don't over do it. One way to do this is have several maps with a key
|
|
or other special item at the end. The final map could have the various
|
|
battles, and then a series of gates/altars which uses up these keys.
|
|
|
|
8) Shops:
|
|
|
|
8.1) Don't put super stores in any towns or villages you create. With the
|
|
growing number of maps, players can already make a trip to all the different
|
|
towns to try and find certain items. A one stop find all shop is not
|
|
interesting. A good maximum size is about the same size of the shops
|
|
in the starting village.
|
|
|
|
Also, making six magic shops of that size and putting them in the same
|
|
town is not any better than one large magic shop. If you want to have
|
|
specialized shops, then make each shop smaller. If you just want one
|
|
shop that sells every type of item (magic, armor, weapons, food, etc), then
|
|
a large shop is permissable.
|
|
|
|
8.2) Make sure the entire interior the shop is covered with tiles. Likewise,
|
|
don't put shops that lead to areas without tiles without going over one of
|
|
the 'magic doormats'. A player should never be able to get an unpaid
|
|
item out of a shop, whether via exit that does not go over the magic
|
|
doormat, or through spells.
|
|
|
|
|
|
9) Don't make maps which require high level characters that low level
|
|
characters can wonder into without warning. Put a warning sign nearby,
|
|
or gates or doors so the player can see they are in over their head, instead
|
|
of instantly getting toasted the second they enter the map.
|
|
|
|
|
|
10) The structure of the map should make sense. That is to say,
|
|
if you enter a house, the house should then not have a tower inside. Or
|
|
a door to a shop. In other words, if a map has an exit to another map,
|
|
that exit should make sense (i.e., another level, tunnels, dungeons
|
|
all make sense. However, another building the size of the original
|
|
does not make sense.
|
|
|
|
|
|
11) Try to keep the difficulty throughout the map(s) about the same.
|
|
The first monster in the map should not be the most difficult monster,
|
|
nor should the last monster be orders of magnitude more difficult
|
|
than anything before it.
|
|
|
|
It is very frustating to play a map, killing most every monster without
|
|
much difficulty, only to find that last monster unkillable.
|
|
|
|
It is reasonable to have the monster increase in difficulty. Also, if the
|
|
map has no quest or end goal, then having a very difficult monster around is
|
|
not unreasonable, as long as it does prevent the player from progressing to
|
|
the next map.
|
|
|
|
12) Do not put directors with bullet, lightning, fireball, etc. that
|
|
are a loop or continuous. Example: Do not have two directors, each
|
|
facing each other, with a bullet wall firing into them at the side.
|
|
|
|
Having numerous directors is fine. But make sure that eventually,
|
|
there will be an exit/detonation point for the fired spell. Having
|
|
loops that go for over typically bring the game to a halt, as the
|
|
objects just multiply and the game consumes more and more cpu time.
|
|
|
|
|
|
------------------------------------------------------------------------------
|
|
The following are various suggestions for making good or interesting
|
|
maps. A map that does not need to follow all these hints to be accepted,
|
|
but following these hints will make for more interesting or playable maps.
|
|
|
|
|
|
1) Try to create only small maps. If you have a large map in mind, try to
|
|
see if you can possible split it up in several separate sections, and place
|
|
those sections in different maps. Many small maps use much less memory than
|
|
one large map, since crossfire doesn't yet support swapping of portions of
|
|
maps. Also, with small maps, the time to load it from and store it to disc
|
|
becomes so short that it's impossible to notice. In this context, small
|
|
means about 32x32, though it's actually the number of objects in the map
|
|
which count.
|
|
|
|
What is potentially more critical than the size of the map is the number
|
|
of objects (memory usage), and live objects (cpu usage, as each would need
|
|
to be processed.)
|
|
|
|
Also, remember that if you make very large maps, all generators will be
|
|
cranking out monsters whenever anyone is on it. This could mean that a lot
|
|
of monsters have been generated before a player even gets to the area where
|
|
they are being created.
|
|
|
|
Related to this: If a map contains multiple levels, make multiple maps.
|
|
Many times, if the level is small, the mapmaker may think I will just put
|
|
all the levels on one larger map. This makes the map a little less readable
|
|
to others. Also, things like magic mapping and dimension door can lead to
|
|
unexpected results.
|
|
|
|
2) Make a plot! A map withot a plot becomes just another mindless
|
|
"Kill'em all". For instance, create a story which explains why there
|
|
are npc's here and monsters there, fragment the story up and put
|
|
bits and hints of it in various writables (books) and npc-conversations.
|
|
|
|
If you are going to make a mindless kill them all map, at least put some
|
|
reward in the map that can only be accessed after all the monsters have been
|
|
killed. The only thing worse than a kill them all map is a kill them all map
|
|
which you get nothing out of.
|
|
|
|
Avoid maps where all the monsters are lined up, and only one can attack
|
|
you at a time. This just makes an easy (and relatively safe) way for
|
|
a character to gain experience and treasure, and is not especially
|
|
interesting or challenging.
|
|
|
|
2.1) A good idea for the rewards at the end of quests are specific
|
|
items (luggage, spellbook of some otherwise not available spell,
|
|
special weapon, spellcrystal, etc.) It is much more interesting to
|
|
put a specific item instead of something like a random artifact. Feel
|
|
free to mutate or otherwise change existing artifacts to create your own.
|
|
|
|
This has two advantages: one, the player will get to know where certain
|
|
items are. Having to search endlessly for a specific item gets tedious.
|
|
Two, it reduces the incentive to keep repeating the quest (repeating
|
|
quests is not inherently bad) If the reward is a random artifact, a player
|
|
may very well keep repeating the quest until the item he looks for comes up.
|
|
By doing specific items, this will not happen.
|
|
|
|
3) Make puzzles! Use all those different object types: buttons, handles,
|
|
doors, altars, pedestals, triggers, timed gates, etc... Hide special "keys"
|
|
needed to get further in special places, and use text-puzzles to describe
|
|
where they are hidden and how they must be used. The possibilities are
|
|
endless! Remember, you can also hide buttons under floors, making it more
|
|
difficult for the character to find the trigger points.
|
|
|
|
|
|
4) But don't make too much big labyrinths. Making of labyrinths is (too)
|
|
easy with crossedit, just select auto-joining and make zig-zag with mouse.
|
|
But the results of these are quite tiring. If you make ones, try make
|
|
some idea into it.
|
|
|
|
Related: Don't make maps where the only way to find something is examination
|
|
of each and every wall. For example, don't have a big map with lots of walls,
|
|
but the key to moving onward is to find the weak wall and pass through it.
|
|
Nor should big mazes full of invisible walls be made where the way to get
|
|
through it is just by going in some direction, finding out you can't move
|
|
anymore in that direction, go some other one, etc.
|
|
|
|
5) Give the npc's information! An npc's knowledge about hidden treasure surely
|
|
makes it interesting to have a conversation with it.
|
|
|
|
|
|
6) Feel free to add some traps, but be careful to not make them too
|
|
deadly without adequate warning.
|
|
|
|
|
|
7) Don't mix the monsters too badly. Let there be at least some logic
|
|
behind why they are grouped in a single room. Undeads together with
|
|
undeads, for instance, but not together with kobolds...
|
|
Big dragons usually don't live together with mice... Fire immune creatures
|
|
generally dislike ice immune creatures.
|
|
|
|
Also, limit use of monsters that multiply rapidly (mice, slimes). A map
|
|
that is easily overwhelmed with these creatures quickly becomes useless.
|
|
|
|
8) Give your maps a meaningfull name (like John's tower, level 1).
|
|
This way, these can be used instead of the map paths in the highscore
|
|
file. Also, in terms of the actual file name, try to use numeric
|
|
level identifiers (ie, maze.1, maze.2, ... instead of maze.first, maze.second,
|
|
etc.) The former maps the levels sorted a little bit nicer in the
|
|
directory.
|
|
|
|
9) Try to make the map so that it links in with the existing world. Most
|
|
people want to make their own continent, which is then accessed by ship
|
|
or other fast means. While convenient, this creates many island
|
|
continents. The problems with this are that any feeling of relation is lost
|
|
(where is that island continent), and it makes item searching in shops very
|
|
easy - if you can access half a dozen shops quickly and safely by taking
|
|
boats, you have a decent chance of finding the item you want.
|
|
|
|
Also, it seems that when most people start making maps, the first thing they
|
|
do is create a new town or village. There are already a lot of towns and
|
|
villages out there. If you are just going to create a few new buildings,
|
|
instead of going to the effort and time of creating your own island with a
|
|
town, just create the buildings, and plug them into one of the existing
|
|
towns or the terrain someplace. Many of the towns right now have many
|
|
unused buildings.
|
|
|
|
------------------------------------------------------------------------------
|
|
|
|
Technical map hints:
|
|
|
|
1) If you are creating a new archetype, it only needs to go into the general
|
|
archetype distribution if it has an image associated with it, or it has
|
|
general use (a new monster). Something that uses already existing images
|
|
can be set up in the map file itself (through setting various variables).
|
|
|
|
2) When modifying an existing archetype into a new one (either new face
|
|
or new type), use the archetype that has the most variables in common.
|
|
Thus, if you want to create a monster called a 'bouldar', it is probably
|
|
best to take a monster of some sort and change its face instead of taking
|
|
the existing boulder archetype and changing its type, hit points, speed,
|
|
etc.
|
|
|
|
3) Changing color is no longer possible in maps - instead, a new face
|
|
and image must be created, and then put in the standard distribution.
|
|
The archetype collection script will automatically pull out face information
|
|
from archetype files.
|
|
|
|
4) Try to keep maps readable by other people who might edit them. Thus,
|
|
instead of modifying a woods space so it also acts as an exit, just put an
|
|
invisible exit under the woods space. This has the same functionality, but
|
|
it makes it much easier for other players to see what this space does. (Side
|
|
note - if you want it so that players actually need to apply the space
|
|
to enter, you will need to change the face of exit for this to work. If
|
|
you do this, you should also accompany it with a magic mouth.)
|
|
|
|
5) Make sure you set the difficulty field in the map attributes to
|
|
something meaningful. Crossfire will calculate a default difficulty,
|
|
but its formula is hardly ideal. The difficulty of a map determines how
|
|
magical the treasure will be (and some treasure types won't show up
|
|
unless the map has a certain difficulty level.)
|
|
|
|
6) Don't be too intimidated about writing new code if there is something
|
|
you would like to be able to do, but just isn't supported. If you are not
|
|
the code writing time, make a suggestion. Worst case is it gets ignored.
|
|
But many times, I have written code because I had some idea which just
|
|
was not possible at the time (ie, the apartment in the starting town
|
|
required an expansion/change of the unique item code.)
|
|
|