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I'd love you to edit that map. Feel free to stich a DS2 region or two to as well. I believe I gave it unique region ids not used by GPG to give it more freedom (can connect to the main GPG map). What stopped me on that map was tuning not working in the dungeon years back (I spent way too much time on trying to get it to work). I might try tuning the dungeon again. It should be quite easy to change monsters out in the tuned region (there are two different paths due to it being finicky with me). The dungeon could also use more object placement, but that isn't necessary. What shys me away from creating from scratch for the millionth time is all the map work on top of quests (I still need to learn how that's done). The big problem with it being a lot of work is getting burned out from slow progress.

Edit: I have several other unfinished maps that I might end up releasing. The most recent one was an icy region, but I'm just not feeling it. Back when I made these maps, I didn't realize you could set parameters for foliage to have random size and rotation, so I was randomizing their values by hand Sad . I started reading a section on mapping for information in SU 1 and came across the feature that randomizes their size and rotation! That would have saved me a lot of work, especially in the lush jungle region I touted early on in the DS2 modding scene.

Edit again: I wouldn't mind trying to do a map from scratch together with either of you two. If we all created a map together, I also wouldn't mind it having variations different from each of us. There are aspects of gameplay I want to get around to changing to suit how I want to play such as a much faster paced DS2. Essentially adding a D3 influence I've acquired (more powerful items and of course monsters for the challenge. I see D3 as more arcade like than D2 or DS2. More akin to Gauntlet. Some of that design would make DS2 more interesting in my view.

I have a lot of knowledge and experience with DS2 mapping, so I should be able to help with errors. It's just daunting while working on a whole map alone. I've also thought and tested of ways to use Broken World content. The nodes can be loaded in the editor (worked that out before) and you can use placeholders for the monsters, objects (strip them of their code if they use BW stuff), and npcs that cause errors.

Here is also how I want the monsters in maps to work in DS2. Monsters are either tuned (which is nice to add for randomness) or triggered with triggers that reset when you reload the game. The trigger is very easy and I made a test one awhile back. You can also ambush the player adding a nice challenge. I hate that you cannot clear a map more than one time in DS2, heh.

Edit again:

Perhaps the most neglected thing for me would be the story line, which is sad. This is only because of all the work that has to go into building maps Sad and tweaking gameplay (something I failed to do due to burnout too). However, I think Raymus' idea for having a home for the player is intriguing. It could just be simply a house with stash and other necessities (inn function).