Today's mini post is for those who still like hard copies of maps. You might find that printing out a google maps page is next to useless since the roads are white and the background is so light you can't make them out unless traveling through forest.
https://mapstyle.withgoogle.com/ works much better, especially the preset Retro style. Having visitors makes you learn things! :P
Showing posts with label map. Show all posts
Showing posts with label map. Show all posts
Wednesday, 13 June 2018
Tuesday, 22 May 2018
MMO Design: Enemies should be like Plants
If we're farming we may as well be gardening.
I hate weeds. If left alone they grow and expand and become a lot tougher to remove. It does feel better removing a huge cluster than a single tiny sprig though. Now imagine if we translate that into MMOs. Lots of spawn points on the map but they all start out as weak critters with little loot. Much like there are different types of weed, these don't need to all be the same type though.
Areas that are frequently farmed or tended will spawn more of those weak critters again. Those less frequented will have mobs "grow" into stronger versions. Maybe a lizard becomes a small dinosaur or a spider becomes a bigger spider, and the loot becomes better. Maybe you can't get dragon scales until a lizard evolves that far.
Obviously the map design and available travel modes will play a big part in this setup. On a flat plain with teleporters equally spaced out among the spawns it's likely the player population will simply murder everything fast enough so that nothing will ever "grow" (though the "growth" stages only need to be a matter of minutes in between). In maps like in Guildwars 2 that has secret zones, jumping puzzles, bridges and gates that are only open when set conditions are met, this system might be better as it will force people to venture out and/or to return to zones already done in search of "big game".
Do you think such a system would be good in your (or any) MMO?
[Added to the Design Folder.]
I hate weeds. If left alone they grow and expand and become a lot tougher to remove. It does feel better removing a huge cluster than a single tiny sprig though. Now imagine if we translate that into MMOs. Lots of spawn points on the map but they all start out as weak critters with little loot. Much like there are different types of weed, these don't need to all be the same type though.
Areas that are frequently farmed or tended will spawn more of those weak critters again. Those less frequented will have mobs "grow" into stronger versions. Maybe a lizard becomes a small dinosaur or a spider becomes a bigger spider, and the loot becomes better. Maybe you can't get dragon scales until a lizard evolves that far.
Obviously the map design and available travel modes will play a big part in this setup. On a flat plain with teleporters equally spaced out among the spawns it's likely the player population will simply murder everything fast enough so that nothing will ever "grow" (though the "growth" stages only need to be a matter of minutes in between). In maps like in Guildwars 2 that has secret zones, jumping puzzles, bridges and gates that are only open when set conditions are met, this system might be better as it will force people to venture out and/or to return to zones already done in search of "big game".
Do you think such a system would be good in your (or any) MMO?
[Added to the Design Folder.]
Labels:
Design,
Garden,
Guildwars 2,
jumping puzzle,
map,
MMO
Thursday, 26 March 2015
Design: Empty / Scaled Maps
[Part of my MMO Design folder.]
Do you like empty maps?
I have a quick test for you all! Picture yourself running through a large zone in one of your games. Of the two versions below, which do you prefer?
A) The map is almost fully devoid of enemies, NPCs, and items to interact with and only serves as "travel time" from point A to B.
B) The map has a lot of NPCs you can interact with. Some to talk to. Some quest givers. Some to fight against.
Personally, I pick option B, because option A is stupid. Even if you are trying to show the scale of something having a player move through an otherwise empty map is not fun. Some good examples of this - Assassin's Creed 3 underground and getting out into the styx in Project Zomboid. There's lots of ground to cover. By walking. And walking. And walking. That's so exci..zzzzzzzzz....
One of the tips when designing Neverwinter Online Foundries is to not scale your maps unless there's something of interest there. You have a huge castle? Awesome. It better be filled with lore, explorable stuff, important details and/or NPCs. If the only room with interaction is a room in the highest tower then screw everything in between. Design it so the player goes immediately there (or at least has a clear option to) or prepare for a low score.
Unlike a tabletop D&D session where time and movement are really dependent on the dungeon master, computer games where you are literally controlling every step of a character takes can get boring and tiring quickly (if that is all you are doing), especially when moving through "purely decorative" environments. What do you think? Do you agree?
Do you like empty maps?
I have a quick test for you all! Picture yourself running through a large zone in one of your games. Of the two versions below, which do you prefer?
A) The map is almost fully devoid of enemies, NPCs, and items to interact with and only serves as "travel time" from point A to B.
B) The map has a lot of NPCs you can interact with. Some to talk to. Some quest givers. Some to fight against.
Personally, I pick option B, because option A is stupid. Even if you are trying to show the scale of something having a player move through an otherwise empty map is not fun. Some good examples of this - Assassin's Creed 3 underground and getting out into the styx in Project Zomboid. There's lots of ground to cover. By walking. And walking. And walking. That's so exci..zzzzzzzzz....
One of the tips when designing Neverwinter Online Foundries is to not scale your maps unless there's something of interest there. You have a huge castle? Awesome. It better be filled with lore, explorable stuff, important details and/or NPCs. If the only room with interaction is a room in the highest tower then screw everything in between. Design it so the player goes immediately there (or at least has a clear option to) or prepare for a low score.
Unlike a tabletop D&D session where time and movement are really dependent on the dungeon master, computer games where you are literally controlling every step of a character takes can get boring and tiring quickly (if that is all you are doing), especially when moving through "purely decorative" environments. What do you think? Do you agree?
Labels:
Assassin's Creed 3,
D&D,
Design,
Foundry,
map,
maps,
MMO,
Neverwinter,
Neverwinter Online,
NPC,
Project Zomboid,
PZ
Monday, 29 April 2013
Wizardry Online: Cartography Project
Since the maps in Wizardry Online are more than a bit lacking in detail I thought I'd try manually draw out each floor to help other adventurers better plan and prepare their forays into hostile territory. The scale is not exact and I'm sure there are errors or things I've missed somewhere so please advise me when you find them so I can fix them up!
Also, I'm more than happy to put up maps done by other people here to try collate them all into one place. If you have a map you want included please let me know. Alternatively if you want to read about my experiences in game you can do so at A Touch of Wizardry.
Completed Maps:
Caligrase Sewers
Kaoka Parrej Ruins
Deltis Keep
Trials of Fantasy [incomplete]
Golden Dragon Ruins First Floor
Golden Dragon Ruins Second Floor
Chikor Castle (thanks to Quark for helping with this one!)
Donated Maps:
Descension Ruins First Floor by Dremlock
Since I'm not active on Wizardry Online at the moment I thought I'd put up map kits containing the base maps and icons I've used in the above if anyone wants to continue the cartography work. Please feel free to use the below.
Map Kits:
Caligrase Sewer Base
Kaoka Parrej Base
Deltis Keep Base
Golden Dragon Ruins Floor 1 Base
Golden Dragon Ruins Floor 2 Base
Chikor Castle Base
Trials of Fantasy Base
Icons Base
Also, I'm more than happy to put up maps done by other people here to try collate them all into one place. If you have a map you want included please let me know. Alternatively if you want to read about my experiences in game you can do so at A Touch of Wizardry.
Completed Maps:
Caligrase Sewers
Kaoka Parrej Ruins
Deltis Keep
Trials of Fantasy [incomplete]
Golden Dragon Ruins First Floor
Golden Dragon Ruins Second Floor
Chikor Castle (thanks to Quark for helping with this one!)
Donated Maps:
Descension Ruins First Floor by Dremlock
Since I'm not active on Wizardry Online at the moment I thought I'd put up map kits containing the base maps and icons I've used in the above if anyone wants to continue the cartography work. Please feel free to use the below.
Map Kits:
Caligrase Sewer Base
Kaoka Parrej Base
Deltis Keep Base
Golden Dragon Ruins Floor 1 Base
Golden Dragon Ruins Floor 2 Base
Chikor Castle Base
Trials of Fantasy Base
Icons Base
Labels:
Aria Reservoir,
Caligrase Sewers,
Chikor Castle,
Deltis Keep,
Dremlock,
Golden Dragon Ruins,
Kaoka Parrej Ruins,
map,
maps,
Quark,
Temple of Oblivion,
Wizardry Online,
Wizardry Online Cartography Project
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