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Author Topic: Mapping  (Read 407 times)

Witch Hunter

Mapping
« on: January 02, 2007, 09:29:00 AM »
In my recent travels in Layonara me and Silence brought up the subject of mapping (in tells of course >:/ )


While Layonara has an amazing community, great staff, awesome scripting and story it lacks one thing... eyecandy :P

Some areas are really well done but others are very dull (example: rolling plains)
if it's the strange borders (raised area) or strangely shaped hills (square like and so forth) and bad light games...

I think Layonara is potential to become even greater than what it currently is, with proper mapping the atmosphere can really change from great to amazing, and proper mapping isn't that hard to do.

Now I know the entire team is a very busy one, very very busy one, and this is by NO means a demand.
Infact, why not let players volunteer themselves to the task? I've been playing on the toolset for ages and mapped loads, and I'm sure plenty others did as well, why not give it a try?.. let players submit erfs of new areas and if they are good enough let them replace old ones?
 

Acacea

Re: Mapping
« Reply #1 on: January 02, 2007, 09:54:56 AM »
There are a lot of areas being updated and new areas being added for V3, including tileset updates.
 

Witch Hunter

Re: Mapping
« Reply #2 on: January 02, 2007, 09:59:44 AM »
That's great to hear! Layo deserves a makeover :P
 

Dorganath

RE: Mapping
« Reply #3 on: January 02, 2007, 10:18:09 AM »
To add: we're not typically going to accept general submissions from the community on things like areas because of several factors.
  First of all, designing areas for a PW is much different than designing them for a single-player module or even a small-count multi-player module. There are design considerations that need to be kept in mind to prevent excessive lag. Key among these is actually limiting the eye candy in the form of placeables, VFX and other goodies that make things look really pretty.
  Second, don't forget that there are encounters, placed CNR, placed creatures, triggers, waypoints and scripting generally attached to areas that either need to be placed in most areas, which either we'd have to do or at the very least we'd have to check to ensure accuracy. Along those lines, we simply would not, ever, accept script submissions from the general community without a thorough review...and then only maybe. Community-placed creatures also brings up the question of keeping things balanced, which is something the GM Team needs to ensure
  Third, while it may sound a simple thing, it's not as clean or simple as it may seem to just replace one area with another. It's not difficult, but it's also more than just a simple import. Basically, it's a fair amount of work to tweak something that doesn't really need tweaking. This workload is made greater if more and more people volunteer to adjust areas, especially if the same areas are done repeatedly.
  Lastly, there already is a way for players to volunteer to do such things and that is to join the Project Team. Keep in mind though, that being on the Project Team is a responsibility and not just some casual thing. There are standards, there is an expectation of contribution and so forth. Even so, updating areas just to make them prettier is very, very, very low on the priority scale.
  What Acacea said is also very correct, in that V3 is taking advantage of 40 or so tilesets, many of which are simply gorgeous. Many people on the Project and GM Teams are working on updating or re-making areas for V3, whether it is a slight tweaking of existing areas or a complete remake of the areas using different tilesets. I'm pretty sure most people will be appropriately wowed by what is produced for V3.
  Again, keep in mind that eye candy and lag often go hand-in-hand. If you look at things from that standpoint, Layonara areas actually do make very effective use of visuals without relying too heavily on lag-producing eye candy.
 

 

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