Scrap the Overworld
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Scrap the Overworld
And use randomly generated path/wilderness/etc zones (with some vaults/random events sprinkled around) to connect the current zones.
Yeah, probably an insane amount of work for little pay off, lol.
Yeah, probably an insane amount of work for little pay off, lol.
Re: Scrap the Overworld
There's already been a couple goes at randomizing the world map, iirc. Give the forum a search or two, heh.
Re: Scrap the Overworld
Yeah, simple fact is though it doesn't work all that well. People like knowing where to go each game, and not having to hunt all over the world map for locations. In fact this is already one annoying aspect of the world map in the game - why the hell do I have to explore every nook and cranny to find the elven ruins?
Re: Scrap the Overworld
Hmm.. what I mean is instead of having:
Overworld map zone <-> Individual dungeon/town zones
It would be
Individual dungeon/town/wilderness/road zones connected in a grid with 2/4 "filler" wilderness/road zones that have random layouts/vaults/events in between each dungeons/town.
ex:
W = random wilderness zone
= = random path zone
D = dungeon
T = town
Overworld map zone <-> Individual dungeon/town zones
It would be
Individual dungeon/town/wilderness/road zones connected in a grid with 2/4 "filler" wilderness/road zones that have random layouts/vaults/events in between each dungeons/town.
ex:
Code: Select all
WWWWWWWDWW
T===DWWWWW
W==WWWWWWW
WW=T===TWW
WWWWWWWWWW
WWWWDWWWWW
= = random path zone
D = dungeon
T = town
Last edited by String on Fri May 31, 2013 4:29 pm, edited 6 times in total.
Re: Scrap the Overworld
Well, maybe it could work if friendly npcs were able to give directions on request?Grey wrote:Yeah, simple fact is though it doesn't work all that well. People like knowing where to go each game, and not having to hunt all over the world map for locations. In fact this is already one annoying aspect of the world map in the game - why the hell do I have to explore every nook and cranny to find the elven ruins?
Re: Scrap the Overworld
Ok, I'll bite:
"Why?"
"Why?"
Re: Scrap the Overworld
See:
http://forums.te4.org/viewtopic.php?f=39&t=24816
http://forums.te4.org/viewtopic.php?f=39&t=25194
http://forums.te4.org/viewtopic.php?f=39&t=25294
...but these haven't been touched for quite a while. There was even the ability to maintain relative location of dungeons, so Trollmire could always be north of Derth.
http://forums.te4.org/viewtopic.php?f=39&t=24816
http://forums.te4.org/viewtopic.php?f=39&t=25194
http://forums.te4.org/viewtopic.php?f=39&t=25294
...but these haven't been touched for quite a while. There was even the ability to maintain relative location of dungeons, so Trollmire could always be north of Derth.
darkgod wrote:OMFG tiger eye you are my hero!
Re: Scrap the Overworld
Dunno, the overworld seems out of place and nothing interesting really happens on it. It isn't a big deal, I guess.
Maybe I can make this as a module.
Maybe I can make this as a module.
Last edited by String on Fri May 31, 2013 6:40 pm, edited 1 time in total.
Re: Scrap the Overworld
Those are related but I'm talking about something else. Think grid of connected zones instead of hub zone that connects all the zones.tiger_eye wrote:See:
http://forums.te4.org/viewtopic.php?f=39&t=24816
http://forums.te4.org/viewtopic.php?f=39&t=25194
http://forums.te4.org/viewtopic.php?f=39&t=25294
...but these haven't been touched for quite a while. There was even the ability to maintain relative location of dungeons, so Trollmire could always be north of Derth.
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- Uruivellas
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Re: Scrap the Overworld
So... you don't like being able to choose which dungeon you go to next? Or having the ability to leave a dungeon and come back later? Or revisiting towns?
EDIT: Basically, what I'm getting is that you want a linked list structure where each dungeon is directly connected to the next one, instead of having every dungeon connected directly the world map.
EDIT: Basically, what I'm getting is that you want a linked list structure where each dungeon is directly connected to the next one, instead of having every dungeon connected directly the world map.
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- Sher'Tul
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Re: Scrap the Overworld
Are you referring more to how T2 had interlinking wilderness that you could fight on and just go like that?
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Re: Scrap the Overworld
Like a multidimensional linked list.Mewtarthio wrote:So... you don't like being able to choose which dungeon you go to next? Or having the ability to leave a dungeon and come back later? Or revisiting towns?
EDIT: Basically, what I'm getting is that you want a linked list structure where each dungeon is directly connected to the next one, instead of having every dungeon connected directly the world map.
Ideally, you would be able to travel orthogonally by walking into a border zone.
Re: Scrap the Overworld
Never played T2, but that sounds like the idea.Final Master wrote:Are you referring more to how T2 had interlinking wilderness that you could fight on and just go like that?
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- Uruivellas
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Re: Scrap the Overworld
Ah, I understand now. Trouble is, you'd still only be able to visit dungeons adjacent to ones you've cleared, rather than being able to clear them in any order. You'd have to design a campaign from the ground up to accommodate that structure.String wrote:Like a multidimensional linked list.Mewtarthio wrote:So... you don't like being able to choose which dungeon you go to next? Or having the ability to leave a dungeon and come back later? Or revisiting towns?
EDIT: Basically, what I'm getting is that you want a linked list structure where each dungeon is directly connected to the next one, instead of having every dungeon connected directly the world map.
Ideally, you would be able to travel orthogonally by walking into a border zone.
Re: Scrap the Overworld
Also, you'd miss out on the fun of evading the zig.