- Admin
- #101
Oh really, so you're saying none of the original maps and none of yours encourage players to explore them in their entirety and gather all the treasure?No it's not you willfully oblivious goon. It's not how any of the original maps work or how any of my maps work.
I kinda wonder what game you've been playing. Even Thornlands does that, it's only that most of the chests become not worth visiting after the first few times, and the last chest is generally too difficult to face the first few times around. Almost all the other maps, especially yours, have a more uniform difficulty, thus are even more apt to be entirely explored in one go, and yes, any with any treasure encourage you to gather all that treasure, which, as with Thornlands, tends to involve exploring most of the map, and killing near everything in it at least once.
Don't think that's what I said.inb4 Thothie claims this isn't true.
You keep saying this and I do not believe you. When we were talking in DM you said you "populated aluhandra" but now, in this thread, you claim to "partially" populate aluhandra, which is quite a bit of a back pedal.. So what parts of Aluhandra did you "partially" do?
Thornlands - Didn't make it
Thornlands_North - Didn't make it
Gertenheld Cape - Didn't make it
Sorc Villa - Populated it (Both variants)
Aluhandra - Populated most of it
Aleyesu - Populated some of it (as directed)
Undercliffs/path/keep/mines/crypt/fyre - Don't see what separates 4/6 of these from the first set.
Specifically, most of the stuff beyond the first orc encounter and around the palace, and some of the mobs in the bird zone.
The game logic that higher risks bring greater rewards. Which, as I've said, and Community has repeatedly pointed out in the past, hasn't always worked out here.It's a sad state of affairs when mappers design maps so they actually get played? Who is responsible for such a state of affairs?
Plus, in an RPG, it's ultimately illusional - process of getting your first non-rusty sword is very similar to getting your first blade of a thousand truths, save that generally the game play gets more complex as you advance. If you only want to work on maps for players who are near the end game, because having the blade with the biggest numbers in your chests makes you feel better, that's up to you. If you're doing it to entertain only your friends of similar level, that's at least a little less selfish. If you're the type who likes to make maps for new players or mid players, and thus doesn't mind having low to mid rewards on their map, that's great. I'll put up whichever comes in.
...and if you want to try to bait the players with fun or a story or such, instead of just depending on them to come for loot, that's an option too.
There's only two directions you can go, and they both involve a series of encounters until you reach the end (in one case, the first area you reach is the end). Not saying it's a bad map, it's great, but it's not exactly an explore every nook and cranny and get lost in the process map.You are functionally retarded. You don't understand anything about game design.
In that, like Aluhandra, it's set up as a limited number of paths with encounters you can take to their ends - though it actually has several more.How does a single map qualify as a 'hub of guantlets'?
Can we just agree that I'm wrong and you're right, no matter what we say? Think that'd save a lot of effort.