I have tried putting a rolling mist effect into my quest. It is 100 x 100 detail I think. It seems to cover my whole mad in mist which I do not want (there is a storage room that mist would destroy paintings and the like) Has anyone else noticed this? Is this a known bug or am I missing something?
ps: Just as a rant... I really wish that when you put story points in parallel that you could choose between (AND / OR)
Campaign: Right Place, Right Time: NWS-DHFZYUPJS Chapter 1: Message Delivery:NW-DA3XAVZ9W
For mist/fog effects, check each cluster of those for the ones you want. the clusters seem to not be so massively huge but space them around pretty nicely. (Under the Cluster tab on the right when you have the Map Tab open)
Each one has a different effect so it might take some testing to see which one you want, you can also delete individual fog/mist details from the cluster and move them around freely. (By switching between detail and layout mode)
On the note of your rant: Yea I also hate how we're forced to design our quests/maps to be linear.
A way around that I used in my first quest which I'll probably use in my 2nd is create an optional area of the map that is only accessed via 2 sets of teleporters. The teleporters will be blocked off by details if the player doesn't chose to go the optional way. The story objective remains the same no matter which path they pick and both paths lead to it.
The way I designed my optional path was actually creating a custom built cave from scratch on top of a mountain that players couldn't see. (I used a bunch of Cave details to create it) So it tricks players into thinking that they went to in indoor map from an outdoor map when in reality they're still in the outdoor map. (Seeing as we can't have map transitions that don't tie into the linear story)
Comments
Each one has a different effect so it might take some testing to see which one you want, you can also delete individual fog/mist details from the cluster and move them around freely. (By switching between detail and layout mode)
On the note of your rant: Yea I also hate how we're forced to design our quests/maps to be linear.
A way around that I used in my first quest which I'll probably use in my 2nd is create an optional area of the map that is only accessed via 2 sets of teleporters. The teleporters will be blocked off by details if the player doesn't chose to go the optional way. The story objective remains the same no matter which path they pick and both paths lead to it.
The way I designed my optional path was actually creating a custom built cave from scratch on top of a mountain that players couldn't see. (I used a bunch of Cave details to create it) So it tricks players into thinking that they went to in indoor map from an outdoor map when in reality they're still in the outdoor map. (Seeing as we can't have map transitions that don't tie into the linear story)
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan