View Single Post
Old 04-26-2010, 04:54 PM   #11
KaVir
Legend
 
KaVir's Avatar
 
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
KaVir will become famous soon enoughKaVir will become famous soon enough
Re: Ideal wilderness versus town sizes

My first wilderness system had entry points to regular areas at specific locations, so that an entire area was represented by only a single point on the map - basically the standard two-scale approach.

My second wilderness system had every room the same scale, so that if you wanted to add an area to the wilderness you had to map it over the top, one room at a time. This was quite a bit more work but I actually rather liked it, as the areas felt more integrated into the rest of the world.

It was a bit more tricky for my current mud, as movement is coordinate-based (i.e., roomless), so changing the scale allowed players to move extremely quickly across the map, greatly reducing the value of ranged and reach weapons. I tried to compensate by slowing down the movement rate indoors and underground, but it felt clunky. In the end I decided just to keep the same scale everywhere - I try to justify it thematically when possible, but generally I don't worry about it too much.
KaVir is offline   Reply With Quote