Feature Requests

Discuss new maps, towns, the world and storyline

Moderators: Joe M., Karl G.

Postby Karl G. » Sun Jan 07, 2007 4:20 pm

Make our own. If we remake Xenimus maps, we already know where everything is (and that's boring!).

I'm hoping that PV can be constantly updated with new maps to keep it fresh.

I'll lay out a general sketch for the world map in Photoshop and upload it in a few mins.
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Postby Karl G. » Sun Jan 07, 2007 4:45 pm

Image
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Postby 9sam1 » Sun Jan 07, 2007 4:59 pm

so we all just pick places to work on? k ill just do the top left part under the circle. what you want over there? i already have 1 dungeon (3 levels so far) and a troll camp.
9sam1
Lord
Lord
 
Posts: 321
Joined: Fri Dec 22, 2006 8:25 pm

Postby 9sam1 » Sun Jan 07, 2007 5:23 pm

double post
Last edited by 9sam1 on Sun Jan 07, 2007 5:25 pm, edited 1 time in total.
9sam1
Lord
Lord
 
Posts: 321
Joined: Fri Dec 22, 2006 8:25 pm

Postby 9sam1 » Sun Jan 07, 2007 5:24 pm

make an undo button. there is now a giant bum model in the middle of my map that i cant delete.
9sam1
Lord
Lord
 
Posts: 321
Joined: Fri Dec 22, 2006 8:25 pm

Postby Vitriol » Sun Jan 07, 2007 8:59 pm

some ideas
Image
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby 9sam1 » Sun Jan 07, 2007 9:10 pm

yea i think we need to edit that map so its more detailed this way everyone knows what to do. like tell what to put there so the person making it knows what to do.
9sam1
Lord
Lord
 
Posts: 321
Joined: Fri Dec 22, 2006 8:25 pm

Postby thadiusofx3 » Sun Jan 07, 2007 9:17 pm

I think the idea is to first make the continent in the top right hand corner to be the alpha testing continent and then make the rest of it later after the game is more finished.
Image
Thus spake the master programmer, "After three days without programming, life becomes meaningless"
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby 9sam1 » Sun Jan 07, 2007 9:20 pm

wish karl would elaborate more. idk what those giant poo lakes are.
9sam1
Lord
Lord
 
Posts: 321
Joined: Fri Dec 22, 2006 8:25 pm

Postby Vitriol » Sun Jan 07, 2007 10:13 pm

lol "giant poo lakes"
Just make them lakes.
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby Serenity » Sun Jan 07, 2007 10:15 pm

One of those le looks like a sting ray...OMG its the one that took Steve irwins Life
User avatar
Serenity
Lord
Lord
 
Posts: 211
Joined: Fri Dec 22, 2006 6:31 pm

Postby thadiusofx3 » Sun Jan 07, 2007 10:22 pm

lol i thought stingray when i saw that too
Image
Thus spake the master programmer, "After three days without programming, life becomes meaningless"
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby Serenity » Sun Jan 07, 2007 10:25 pm

thadiusofx3 wrote:lol i thought stingray when i saw that too


When I first saw it I thought OHH Skate (ministingrays = not fun to walk on) then thought meh stingray has more history
User avatar
Serenity
Lord
Lord
 
Posts: 211
Joined: Fri Dec 22, 2006 6:31 pm

Postby Vitriol » Sun Jan 07, 2007 10:46 pm

well we can name it stingray lake.
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby Serenity » Sun Jan 07, 2007 10:48 pm

swish
User avatar
Serenity
Lord
Lord
 
Posts: 211
Joined: Fri Dec 22, 2006 6:31 pm

Postby Karl G. » Mon Jan 08, 2007 12:40 am

Hahah yeah well the giant lakes of poo are supposed to be mountain areas. Kinda forgot to put that in a "key"

The top right-hand area is what we'll be focusing on. I want the whole map to be 10,000x10,000 units large, making the area in the upper right-hand corner around 3,000x2,500...which is larger than the Xenimus map. Just to give you an idea of scaling.

The squares are towns, and the brown thingies are paths.

The best thing I can say to do is to blow up the Alpha area and set out regions for the different dungeons (which go INSIDE the mountains, BTW!) and locate various things on the map, such as dungeon entrances, graveyards, outdoor hunting zones, etc.
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Postby Vitriol » Mon Jan 08, 2007 12:59 am

that system is really dumb I think. Putting the dungeons inside the mountains just makes the entire thing completely open for exploits and such.
Vitriol
Lord
Lord
 
Posts: 307
Joined: Thu Dec 21, 2006 9:48 pm

Postby Karl G. » Tue Jan 09, 2007 5:01 pm

it might be dumb, but it's easy. And exploits can be avoided with (a) good map design and (b) bug-free code
User avatar
Karl G.
Lesser Spirit
 
Posts: 2453
Joined: Sat Mar 04, 2006 10:26 am

Postby thadiusofx3 » Tue Jan 09, 2007 6:06 pm

yeah dungeons inside mountains is really the easiest way to do it and like Karl said you can avoid exploits by doing the opposite of everything EJ does
Image
Thus spake the master programmer, "After three days without programming, life becomes meaningless"
User avatar
thadiusofx3
Knight
Knight
 
Posts: 887
Joined: Mon Dec 18, 2006 11:46 pm
Location: Jonesboro, AR

Postby 9sam1 » Tue Jan 09, 2007 7:09 pm

thadiusofx3 wrote:yeah dungeons inside mountains is really the easiest way to do it and like Karl said you can avoid exploits by doing the opposite of everything EJ does


Zing! lol

I think also that there should be a feature like when you make a dungeon the floor tiles inside it cant go on the outside cause i find it often goes outside the walls. this would also allow for a fill tool (think mspaint) just a little thing to make it easier.
9sam1
Lord
Lord
 
Posts: 321
Joined: Fri Dec 22, 2006 8:25 pm

Previous

Return to Cartography



Who is online

Users browsing this forum: No registered users and 0 guests