Adding height to TOME
Posted: Sun Sep 18, 2011 2:10 pm
Introduction:
I recently got into D&D with some friends (the roleplaying game, not the computer game). One of the points about 'good encounter design' that was made in one of the manuals is that room with items in it (a trap that the player has to go around, a table that blocks movement, ...) and height differences make a more interesting map. So how about adding height differences to TOME maps?
The problem:
How can height differences be added to TOME maps?
I thought of this a little bit, and I settled on the idea of a height overlay map. Suppose this is your map:
Then the height overlay map would look like this (if there is none, then the game assumes all is 1)
A hight difference of 3 or less means there is a smooth transition you can walk over. A hight difference of 4 or more between two tiles means that it is to high for you to climb. In my example above, the 4's on the top present a platform to high for the player to reach, while the 4's in the lower right can be reached easily.
Now the problem becomes: how do we represent height on a 2D map? The most logical thing to do (besides adding a height parameter to tiles when you 'l'ook at them) would be to provide a shade/light overlay. This would be calculated based on the hight difference with your current tile (if you go up, then the light/dark overlay follows your height). Height difference would only work on outside maps (I think). I do not know if this is a good idea, or if this is even plausible, but I like the idea of the possibility. Maybe someone can point out another roguelike that has found a way of dealing with map heights?
Example (made with the GIMP):

with overlay:

I recently got into D&D with some friends (the roleplaying game, not the computer game). One of the points about 'good encounter design' that was made in one of the manuals is that room with items in it (a trap that the player has to go around, a table that blocks movement, ...) and height differences make a more interesting map. So how about adding height differences to TOME maps?
The problem:
How can height differences be added to TOME maps?
I thought of this a little bit, and I settled on the idea of a height overlay map. Suppose this is your map:
Code: Select all
TTTTTTTTTT
T...T....T
T.....T..T
T........T
TT.......T
T..T....TT
T........T
T.....T..T
TTTTTTTTTT
Code: Select all
1444444111
1144441111
1111111121
1111111122
1111122222
1111222223
1111122333
1111222334
1111123344
Now the problem becomes: how do we represent height on a 2D map? The most logical thing to do (besides adding a height parameter to tiles when you 'l'ook at them) would be to provide a shade/light overlay. This would be calculated based on the hight difference with your current tile (if you go up, then the light/dark overlay follows your height). Height difference would only work on outside maps (I think). I do not know if this is a good idea, or if this is even plausible, but I like the idea of the possibility. Maybe someone can point out another roguelike that has found a way of dealing with map heights?
Example (made with the GIMP):

with overlay:
