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Re: [Adonthell-artwork] sample map


From: cirrus
Subject: Re: [Adonthell-artwork] sample map
Date: Sun, 26 May 2002 22:49:15 +0000

Kai Sterker wrote:
> 
> I was kinda bored, so I drew this. Don't take it too serious (otherwise
> I'd post to the plot list instead). The main point is to demonstrate the
> stuff I said about map design. Basically, we should make good use of all
> three dimensions we have.
> 
> I.e paths from A to B shouldn't be straight. Otherwise there wouldn't be
> room for hidden shortcuts and much of the terrain would be unused.
> Tunnels or canyons allow several paths to share the same terrain without
> crossing. (At least there's no way to get from one path to the other.)
> 
> The actual terrain can be more diverse of course, with more ragged edges
> and winding roads. I just didn't want to invest too much time ;).
> 
> Anyway, hope that gives some food for thought and inspiration for the
> real map. One idea I had was to divide it into rectangles of 2x2 or 3x3
> screens in size. Each such rectangle would contain (at least) on
> 'secret', subquest or other thing of interest. But then again, it might
> get too predictible that way ...
> 
> Anyway, enjoy!
> 
> Kai
> 

I like that a lot!
WE's scale seems a bit big compared to the rest though. I had a similar
thing I did once - I'll see if I can find it. I ws concentrating more on
the in-the-mountains bit. I was thinking the path would follow the big
river a bit more and give us an excuse to do some cool waterfalls :)
Your map is a lot oe interesting than what I drew up though! I guess
some kind of mix might be good...

        -James

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