Is there a way to make a two-way door between maps that is not specifically tied to the Map Transition quest objective? Or at least, is there a way to setup a door to go back to the previous map once you've used the Map Transition thing to enter a new map? That is, without making it the Map Transition exit for the new map, since I'm just looking for an optional way to backtrack to the previous map while the new map still has its own separate quest exit point.
No, this is not possible and probably won't be for a long, long time. Design your quests so that they don't need this behavior. If you must, send the player to a copy of the map you want him to return to.
I was wondering about the same thing and began thinking that perhaps there may be a way of faking it in the map design? I know that using "teleporters" can move a person around to different parts of the map that can be physically separated from one another, giving it the illusion of being on a different map. Using the teleporters don't have any bearing on the quest and don't seem to advance the story in any way so a player could use them as many times as they want.
The best example I can think of is going into one of the shops/buildings in the protectors enclave. It doesn't seem to move you to a different instance but it takes you from the exterior portion of the map and plops you down in a sort of "faked" interior. Of course I'm only assuming that's how it works in the city, I could be entirely wrong but perhaps something similar could serve as a work around for map transitions.
You might try DUPLICATING the entrance door to make the exit door and the second ?exit? door. I had a issue testing an entrance door and an exit door that that fixed.. Good Luck!
Is there a way to make a two-way door between maps that is not specifically tied to the Map Transition quest objective?
No. Though I have already (and others) requested they change this behavior and allow doors bi-directional not the one way transitions they are currently. This suggestion was some time ago, I haven't heard anything - so do count on it.
Once you leave a map for another, that map is done.. for good.
But of course someone will suggest "duplicating" it. But I'd then be able to point out in 100 different ways why that's no real solution.
The best way to make maps where the player can go back and forth is to create this content on one large map from scratch and use teleporters. This is the only way you can have for example, a small town where the player can move freely between the town exterior and houses.
The way it works with maps, is each map can only be used ONCE. On quests where you see an identical map used twice, it is because it is a COPY. You can use the duplicate map function to do this easily (providing it works...been lots of issues in Alpha with it).
Remember teleporters can be your friend if you do not mind doing a lot of custom building of interiors on exterior maps.
And to get into the nuts and bolts of things. doors themselves are not the portals to a new map. You can only move to a new map via an OBJECTIVE. Once you remember that the rest makes a little more sense. You are not just clicking a door and going to a new map, you are clicking an object that you told the game is how the player can get to the next objective on a new map. Doors in themselves are just a graphic with zero built-in properties unless you using it as a locked door within the same map.
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited April 2013
You could make multiple rooms on the same map apart from each other and use a teleporting mechanic. I do this in my quest. Trouble is you have that 1500 limit and the 50 npc limit across each map, so if you need more than that you need more than one map.
I do a kind of hub-map at the moment with different doors to become active. As long as you don't let them choose you can make them open one door/travel and another door the next time they enter the map.
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The best example I can think of is going into one of the shops/buildings in the protectors enclave. It doesn't seem to move you to a different instance but it takes you from the exterior portion of the map and plops you down in a sort of "faked" interior. Of course I'm only assuming that's how it works in the city, I could be entirely wrong but perhaps something similar could serve as a work around for map transitions.
No. Though I have already (and others) requested they change this behavior and allow doors bi-directional not the one way transitions they are currently. This suggestion was some time ago, I haven't heard anything - so do count on it.
Once you leave a map for another, that map is done.. for good.
But of course someone will suggest "duplicating" it. But I'd then be able to point out in 100 different ways why that's no real solution.
A bit of nostalgia for the old timers.
PVP guide - Keeping it fun with the basics.
The way it works with maps, is each map can only be used ONCE. On quests where you see an identical map used twice, it is because it is a COPY. You can use the duplicate map function to do this easily (providing it works...been lots of issues in Alpha with it).
Remember teleporters can be your friend if you do not mind doing a lot of custom building of interiors on exterior maps.
And to get into the nuts and bolts of things. doors themselves are not the portals to a new map. You can only move to a new map via an OBJECTIVE. Once you remember that the rest makes a little more sense. You are not just clicking a door and going to a new map, you are clicking an object that you told the game is how the player can get to the next objective on a new map. Doors in themselves are just a graphic with zero built-in properties unless you using it as a locked door within the same map.