| 12-03-2007, 06:54 AM | #1 |
When you're mapping, you'll have those sight and camera boundaries, the area of blackness which units can't enter. Usually either you're in one of these situations...
In this case, I'm playing on a field because it's somewhat a defense against scary, randomised monsters which try to seek you out and you have to explore and find the parts to make some random "wtfpwnage" device to win the game. Edit! I forgot to mention how I'm using Sunken Ruins... if that has anything to do the solution. Players will explore the field but I don't want them to be able to go up to the boundaries. So yeah, it's going to be a field game. What would you guys do to try and block off the edges? |
| 12-03-2007, 07:19 AM | #2 |
You could use hills along the edge and pathing blockers. That way the units are blocked and it would seem like they just cant climb the hills. You could also just add a river along one or two of the sides. Dense forests would also work. Place some dense trees along the edge and if there are any places for units to slip between them put a pathing blocker in there. I'd suggest using a combination of these, but I couldn't suggest anything else without knowing more about your map. |
| 12-03-2007, 07:48 AM | #3 |
Hm, that's a good response I guess, since it was the first response and said something that was marginally useful. +Rep However, more responses with more ideas would also be helpful. |
| 12-03-2007, 02:44 PM | #4 |
Town boundaries. Place the wall doodad to block the units path and then stick some town-ish doodads inside the walls to make it look like a town. |
| 12-03-2007, 10:06 PM | #5 |
make the world round. meaning person walks to edge 1, gets tellyported to edge 2 horizontaly. ....x.... 1<->2 ....x.... |
| 12-04-2007, 04:22 AM | #6 |
@ Ammorth I guess that's an idea... but it'd look odd if it was an entirely surrounded by towns. @ Nuclear Arbitor I quite like your's idea, actually. Except... how would I mark it out 'n' stuff? Because it'd be odd and people would be like "l0l i tp 2 otha side lolol" In fact, I might combine those two ideas... somehow. |
| 12-04-2007, 05:10 AM | #7 |
You wouldn't have all edges towns, but maybe 1 or 2, with a dense forest, some cliffs, and a river to tie it all up. Using a combination of all the ideas allows the area to seem more natural and free. |
| 12-04-2007, 07:01 AM | #8 |
I actually have something in mind... here's my idea... basically all but X areas on the sides of the map will be closed, however those open areas will lead to the same spot on the opposite horizontal/vertical part depending where it is located... so basically the map will contain lots of mountains 'n' dense forests. +Rep to Nuclear Arbitor ___ Ammorth... It says I need to spread some rep around, sorry... |
| 12-04-2007, 11:38 AM | #9 |
You can make the world open to sides and place some imba monsters around the edges and warn players about them. This could make the feeling you are playing in a portion of a larger world, not just in a forest arena build for fun by gods. |
| 12-05-2007, 05:05 AM | #10 |
Now I face one point of sheer abuse and... strangeness. If I put the warps at the edges of the worlds, they can just teleport back and forth to evade attacks... any way to avoid that part? |
| 12-05-2007, 06:21 AM | #11 |
Make a cooldown between warps. When a unit warps, add it to a unit group, wait X seconds and then remove it from the group. In your warping trigger, make sure the unit is not in that group before warping it; if it is, do nothing. |
| 12-05-2007, 06:36 AM | #12 |
That'd be really weird... I guess I should restrict the number of areas in that case so that I can highlight and limit warps. |
| 12-05-2007, 08:00 AM | #13 |
Make the unit wait a second or two for a warp. Like a channeling spell - it will be impossible to warp while being attacked. |
| 12-06-2007, 04:31 AM | #14 |
That, too, is a good idea. I could just make the pathways a lil' long but make a teleport delay of a few seconds. Useful. +Rep |
| 12-06-2007, 11:14 AM | #15 |
Warping, as good of an idea as it might be, can be easily abused, even with a channel time. I suggest going with Pyro's method, as it will stop the warp abuse. Channeling + Cooldown will work well together. Even better, make monsters spawn at those areas so you can't just "lolz i r tp'ing 4 free". And make them moderate monsters that might take a little strength to kill. On that note, don't put them right in front of the warp, or else you could warp into a pack of them and get destroyed. But something to the effect of what I'm saying. Also, make sure you add some nice terrain to those areas, make it look like you're leaving area A and 'entering' area B. (like a transition). |
