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Re: Game world and mapmaking[message #170346] Thu, 10 January 2008 19:46 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
to go back to the mines question , how would moving them hinder a new player . doesn't the mine (spade) button pinpoint them ? so you should be able to see them on the map , no ? maybe i've missed something , if so ,sorry :confused:


Re: Game world and mapmaking[message #170351] Thu, 10 January 2008 20:23 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
well slay is character 64, which is an RPC slot. Slay was designed as an RPC since forever i think.


yeah, if you left angel's leather shop in place, then there should be no problem

as far as kyle is concerned, he gets the money (10k) from a crate of the original map. Try placing a crate with some money at the same gridno in your map and this should work.

or give kyle the 10 grand in the inventory (prof.dat) and have him give them directly (jump over the npc records where he gets the money first.


it is actually very good to keep certain sectors and map ontop of them. san mona is a good example, N7 also isn't bad if key elements of it are left in place, otherwise you'll have to do a lot of sorting out of the interrogation cut scene etc.

you can still have completely new designs for quests that are easier to move.

Re: Game world and mapmaking[message #170352] Thu, 10 January 2008 20:27 Go to previous messageGo to next message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
lockie
to go back to the mines question , how would moving them hinder a new player . doesn't the mine (spade) button pinpoint them ? so you should be able to see them on the map , no ? maybe i've missed something , if so ,sorry :confused:


no, you're right on this.


the problem could be that many players have grown so used to ja2 and arulco that they might not pay attention to those signs. i know it sounds hardly credible, but i've had quite a couple of people that would search cambria (salinas, as it was called) in ja2 vengeance for a mine even though the strategic map was clearly not showing a "mine" icon anywhere in that town.


i'm currently maliciously thinking i could move the drassen mine somewhere away so that players have to change their routines ;-D
Re: Game world and mapmaking[message #170355] Thu, 10 January 2008 21:03 Go to previous messageGo to next message
Khor1255

 
Messages:1820
Registered:August 2003
Location: Pleasantville, NJ
Everyone is so accustomed to playing mods with amps placed directly on top of the Alruco template that we might even experience quite a bit of complaining for moving map features. I say it makes storylines more organic to the mods they represent others might think of it as an uneccessary distraction.

It is my goal to introduce as many of these 'distractions' as possible to get the players head out of Alruco and into the storyline I am trying to create. I think if this transition is handled smoothly enough (read: easy enough for the casual player) it will go a long way toward storyline immersion.



@scorp


You have mentioned the RPC slots before. That was the obvious place I should have checked. So there does seem to be some undeveloped feature that was meant for Slay.

It would be great to have him as a possible enemy, neutral or merc all in one game. Very cool.

As for Angel's shop, as I said I completely redid everything about it. I don't think he is even standing on his default gridno (although I am not exactly sure about that) and know the building he is in is completely different. That whole c6 map in my mod is completely different.

I can send it if you like. Since it is a newer one, I may not have sent it with the other stuff.

So some of these mapping problems (like my broken rebel quest in A10 that I was only able to fix after unchecking the update world info box) seem to be very squirley. Perhaps that is what maintained the quest since I routinely do this now for all quest maps.

I have no idea why it worked for A10 and I hate making maps for no reason. It takes me too freakin long.


I don't think there is anything malicious about moving mines but would suggest a huge and resounding announcement of such a major change for those of us already playing so you don't get a flood of questions about it.
Re: Game world and mapmaking[message #170357] Thu, 10 January 2008 21:21 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
Quote:
I don't think there is anything malicious about moving mines but would suggest a huge and resounding announcement of such a major change for those of us already playing so you don't get a flood of questions about it.

yup , see what your saying , beta testers probably would get confused if suddenly it changed .
but it would be more exciting for new territories exploration .If it isnt too much trouble , maybe it would be good for testers when mod finally released to have new challenges . :geek:


Re: Game world and mapmaking[message #170373] Thu, 10 January 2008 23:43 Go to previous message
the scorpion

 
Messages:1836
Registered:September 2004
Location: CH
yeah. i plan to implement at least one new mine (i mean additional one, hehe) basicly to show that i can do it for the next version Wink

completely new overall mines distribution, i think i'll leave that to a mod that can still come up with the necessary new maps and all.
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