I have in the works a city map but I don't know where to end it. I have some grand plans for environment that I want the player to see, but it would involve a number of map transitions. How many maps is too many? What have, in your experience, been the limit before players become sick of it?
However there are two major things that you need to consider.
1. Keep map transitions down to a minumum. If there is something that has to be done on a different map, fine but try and keep it down to a bare minimum.
2. When you do change maps, make sure there is enough to do on each map so that it seems worth-while for the player to go there in the beginning. For example transitioning to a new map just to do 2 or three things probably won't be enough.
When it comes down to it. It's ensuring that the player doesn't feel like they are spending too much time changing maps, compared to actually playing the game. Make each map you visit important to be visdited and make it worth the time to be visited.
Ask yourself do I need this map, can the stuff I want to do here be done elsewhere? What else can I add that will help the story along? Further obstacles and objectives can help flesh out a map but if they aren't properly integrated into the story then they may very fall flat and distract from the overall mission.
I have in the works a city map but I don't know where to end it. I have some grand plans for environment that I want the player to see, but it would involve a number of map transitions. How many maps is too many? What have, in your experience, been the limit before players become sick of it?
Bazag is absolutely correct, except for the maximum number of maps you can have in a mission, which is restricted to 10 custom maps. I figured this out by going into the Foundry to see how many maps can be created. You get the warning message when you try to add the 11th map.
This does not include Cryptic maps the player crosses to get to your entry point. I do not recommend you use Cryptic maps for your mission except as previously indicated. The use of Cryptic maps should never be used during the mission. Once the player enters your first custom map you need to keep them in your mission with your custom maps, even at the end. There are Cryptic missions that use this feature but this is not a feature in the Foundry nor is it likely to be added anytime soon. For this reason alone it simply does not work when it is tried in any Foundry mission. When the player leaves the custom map and enters the Cryptic map your entry point button is still visible, which detracts from the mission play.
As Bazag stated, "Keep map transitions down to a minimum" and I agree with his statement. The number of maps is an element of mission development that can be abused. To put it simply, just because you can create 10 maps does not mean you should. From my perspective these are just a few things to consider when creating a map for your mission:
(1) Is this map really needed to tell the story? I have played a few missions where I am to rendezvous with an NPC on a planet, ship, or base. When I get to the entry point for the first custom map and I fly into the system, the spawn point places me half way across the map. The initial dialogue, if any, is one of my BOFFs reporting weve arrived in the system and the NPC we are to meet with is waiting for us. I then fly all the way across the map, with nothing going on, to find another NPC with one or two lines that tell me to transport to the planet, ship or base. Then I am transferring maps again. This would be an example of poor map utilization. To fix this I would recommend the author delete the map and make the actual map where I rendezvous with the NPC the first custom map coming from a Cryptic map.
(2) Do the elements of this map support the story? This means have you placed the right elements on a given map, which includes dialogue, objects, and effects that will support the story. It does not mean you cannot have extra elements on a map for dressing just be sure they do not detract from the story you are trying to tell. In other words, you dont want the extras in the background stealing the scene from the star of the show.
(3) Can maps be combined and still tell the story? This means can you tell the story and combine the elements in one map. For example, you have a trip to a planetary system that you want to put into the story. You combine a space map with a warping effect. The player has a log they are reading or discussing the mission with their BOFFs as part of the story telling. At a certain point in the dialogue the player is prompted to drop out of warp and the planet that appears. This allows the author to include the elements of two maps into one and still tell their story. This would also free up another map space in the mission for your story if you really need it.
Hope this helps and thanks for authoring,
Brian
(AKA: Evil70th)
There are a few tricks i use to make a city look bigger than it is. I put the player in a walled off area an and have buildings raised up in the background to make it look like the city continues off into the distance on hilly terrain. you can also use triggers to spawn walls around the player so he can enter a building. I am working on a project that uses these techniques to great effect. I reccommend you look at how other games do city levels. The tony hawk skateboarding games inspired me. They have a limited size tio the level but make it feel large and open. I really loved the city you built inone of your missions. Easily the best city map I have encountered.
A TIME TO SEARCH: ENTER MY FOUNDRY MISSION at the RISA SYSTEM Parallels: my second mission for Fed aligned Romulans.
Comments
However there are two major things that you need to consider.
1. Keep map transitions down to a minumum. If there is something that has to be done on a different map, fine but try and keep it down to a bare minimum.
2. When you do change maps, make sure there is enough to do on each map so that it seems worth-while for the player to go there in the beginning. For example transitioning to a new map just to do 2 or three things probably won't be enough.
When it comes down to it. It's ensuring that the player doesn't feel like they are spending too much time changing maps, compared to actually playing the game. Make each map you visit important to be visdited and make it worth the time to be visited.
Ask yourself do I need this map, can the stuff I want to do here be done elsewhere? What else can I add that will help the story along? Further obstacles and objectives can help flesh out a map but if they aren't properly integrated into the story then they may very fall flat and distract from the overall mission.
Bazag is absolutely correct, except for the maximum number of maps you can have in a mission, which is restricted to 10 custom maps. I figured this out by going into the Foundry to see how many maps can be created. You get the warning message when you try to add the 11th map.
This does not include Cryptic maps the player crosses to get to your entry point. I do not recommend you use Cryptic maps for your mission except as previously indicated. The use of Cryptic maps should never be used during the mission. Once the player enters your first custom map you need to keep them in your mission with your custom maps, even at the end. There are Cryptic missions that use this feature but this is not a feature in the Foundry nor is it likely to be added anytime soon. For this reason alone it simply does not work when it is tried in any Foundry mission. When the player leaves the custom map and enters the Cryptic map your entry point button is still visible, which detracts from the mission play.
As Bazag stated, "Keep map transitions down to a minimum" and I agree with his statement. The number of maps is an element of mission development that can be abused. To put it simply, just because you can create 10 maps does not mean you should. From my perspective these are just a few things to consider when creating a map for your mission:
(1) Is this map really needed to tell the story? I have played a few missions where I am to rendezvous with an NPC on a planet, ship, or base. When I get to the entry point for the first custom map and I fly into the system, the spawn point places me half way across the map. The initial dialogue, if any, is one of my BOFFs reporting weve arrived in the system and the NPC we are to meet with is waiting for us. I then fly all the way across the map, with nothing going on, to find another NPC with one or two lines that tell me to transport to the planet, ship or base. Then I am transferring maps again. This would be an example of poor map utilization. To fix this I would recommend the author delete the map and make the actual map where I rendezvous with the NPC the first custom map coming from a Cryptic map.
(2) Do the elements of this map support the story? This means have you placed the right elements on a given map, which includes dialogue, objects, and effects that will support the story. It does not mean you cannot have extra elements on a map for dressing just be sure they do not detract from the story you are trying to tell. In other words, you dont want the extras in the background stealing the scene from the star of the show.
(3) Can maps be combined and still tell the story? This means can you tell the story and combine the elements in one map. For example, you have a trip to a planetary system that you want to put into the story. You combine a space map with a warping effect. The player has a log they are reading or discussing the mission with their BOFFs as part of the story telling. At a certain point in the dialogue the player is prompted to drop out of warp and the planet that appears. This allows the author to include the elements of two maps into one and still tell their story. This would also free up another map space in the mission for your story if you really need it.
Hope this helps and thanks for authoring,
Brian
(AKA: Evil70th)
Thanks for the information thegreendragon. I did test this a few months ago so I am not surprised it has changed. I appreciate the correction.
So with that in mind then we can modify my original statement. Just because you can create 10 maps does not mean you should.
Thanks for authoring,
Brian
Parallels: my second mission for Fed aligned Romulans.