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  #1  
Old 07-04-2010, 06:00 PM
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Quote:
Originally Posted by kia345 View Post
He's extreme. While most people have levels, he simply uses images. He painstakingly crafts "levels" in paint, using only the pen tool. Rather than wasting time with links and gmaps, he links everything together via script. His is a server without levels.

His next project will be without images, and then without scripts.

Eventually his server will just be one empty black level.


And it will rock.
You know it.

Fact of the matter is even though levels were at like 50% or something, that took a little over a week, and since we're using a different tileset type, and changing the tiles yet once again (hopefully the last time or we'll never release), it is kind of easier to start over than edit everything. Plus instead of having the 4 gmaps we were going to have, we're just going to have 2 now.
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Last edited by sssssssssss; 07-04-2010 at 06:12 PM..
  #2  
Old 07-04-2010, 06:45 PM
WanDaMan WanDaMan is offline
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Wouldn't it be a lot easier to use the current overworld and just re-work the tileset rather than having a new overworld?
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  #3  
Old 07-05-2010, 02:57 PM
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Originally Posted by WanDaMan View Post
Wouldn't it be a lot easier to use the current overworld and just re-work the tileset rather than having a new overworld?
no because were going to have a different tileset type, so every single thing will be off probably. Also, things like cliffing will be fixed, and that would just take forever, compared to just doing a new one. Plus adding levels into the gmap is a *****, so again, just starting over is easier, or at least about the same.
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  #4  
Old 07-05-2010, 01:33 AM
Decus_Arillias Decus_Arillias is offline
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it would be more
Levels:0%
GFX:10%
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  #5  
Old 07-05-2010, 06:05 PM
LordSquirt LordSquirt is offline
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I remember Hiro posted this before, but won't bother to look for it.

Why do you need such a big GMAP? If the server is successful it will have maybe like 50-60 players. In my opinion it's better if all the players are close to one another instead of all spread out. I don't get why you need such a high amount of levels to make a server.
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Old 07-05-2010, 06:22 PM
Fulg0reSama Fulg0reSama is offline
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Quote:
Originally Posted by LordSquirt View Post
I remember Hiro posted this before, but won't bother to look for it.

Why do you need such a big GMAP? If the server is successful it will have maybe like 50-60 players. In my opinion it's better if all the players are close to one another instead of all spread out. I don't get why you need such a high amount of levels to make a server.
You have a good point sir.
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  #7  
Old 07-05-2010, 06:28 PM
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Quote:
Originally Posted by LordSquirt View Post
I remember Hiro posted this before, but won't bother to look for it.

Why do you need such a big GMAP? If the server is successful it will have maybe like 50-60 players. In my opinion it's better if all the players are close to one another instead of all spread out. I don't get why you need such a high amount of levels to make a server.
decus is notorious for never taking any suggestions on his levels into consideration
  #8  
Old 07-05-2010, 07:18 PM
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Quote:
Originally Posted by LordSquirt View Post
Why do you need such a big GMAP? If the server is successful it will have maybe like 50-60 players. In my opinion it's better if all the players are close to one another instead of all spread out. I don't get why you need such a high amount of levels to make a server.
Players are going to naturally clump together in some level or area so this isn't that big of deal. They also have a mount system so to restrict themselves to a small area will make that system feel kind of useless.
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  #9  
Old 07-05-2010, 07:37 PM
LordSquirt LordSquirt is offline
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Quote:
Originally Posted by fowlplay4 View Post
Players are going to naturally clump together in some level or area so this isn't that big of deal. They also have a mount system so to restrict themselves to a small area will make that system feel kind of useless.
A long time ago when "Era Dev" was being made the Dev Admin at the time wanted to give cars a use. Therefore, she made the overworld HUGE, so cars had somewhat of a point. However, it was ugly, it was a mess, and most importantly it was useless. You shouldn't develop an overworld because of one specific detail that can just be removed.

ps:u can ask chris 2 back up this statement
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Old 07-05-2010, 08:08 PM
Shards-Of-Fate Shards-Of-Fate is offline
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Its not the amount of levels so much as the quality and use. Big playerworlds are meant to promote exploring. The sad part though is that they aren't built for exploring. Nothing too adventurous about most gmaps full of trees and such. And yes, players will clump together, but thats the glory of your main town. Its why you spent so long on it.

So here's what I'm getting at. When you spend time on your levels, make it because its been scaled to that. That your world is more than just an island. That it took the player three to five minutes to get from town to town because he hasn't gotten a horse yet. Or hasn't established some kind of inter-city travel.

And as always, Make little areas where people can sit. All my fondest memories of NPulse are on the little tables next to that cave. Babylon's main area. Valikorlia's main cities.

So my suggestion for Armageddon, Big gmaps are fabulous. But how about section off an area you can complete in a foreseeable time. Make some...event, so that you can rope off the exits. Like a carnival or maybe some kind of police lock-down. And develop quality instead of rushed quantity. Really hope for good things on Armageddon.
  #11  
Old 07-06-2010, 02:22 AM
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Quote:
Originally Posted by LordSquirt View Post
I remember Hiro posted this before, but won't bother to look for it.

Why do you need such a big GMAP? If the server is successful it will have maybe like 50-60 players. In my opinion it's better if all the players are close to one another instead of all spread out. I don't get why you need such a high amount of levels to make a server.
Theres a good reason, since playerhouses, towns, quests, exploration, baddies, mounts, ships, guild houses, and probably more will be on that one gmap.

Quote:
Originally Posted by Hiro View Post
decus is notorious for never taking any suggestions on his levels into consideration
Thats actually not true, he just has what he wants to do in mind before he starts.

Quote:
Originally Posted by Shards-Of-Fate View Post
Its not the amount of levels so much as the quality and use. Big playerworlds are meant to promote exploring. The sad part though is that they aren't built for exploring. Nothing too adventurous about most gmaps full of trees and such. And yes, players will clump together, but thats the glory of your main town. Its why you spent so long on it.

So here's what I'm getting at. When you spend time on your levels, make it because its been scaled to that. That your world is more than just an island. That it took the player three to five minutes to get from town to town because he hasn't gotten a horse yet. Or hasn't established some kind of inter-city travel.

And as always, Make little areas where people can sit. All my fondest memories of NPulse are on the little tables next to that cave. Babylon's main area. Valikorlia's main cities.

So my suggestion for Armageddon, Big gmaps are fabulous. But how about section off an area you can complete in a foreseeable time. Make some...event, so that you can rope off the exits. Like a carnival or maybe some kind of police lock-down. And develop quality instead of rushed quantity. Really hope for good things on Armageddon.
^ Best compliment to go along with what we are doing in a general sense.
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  #12  
Old 07-06-2010, 03:07 AM
Hiro Hiro is offline
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Thats actually not true, he just has what he wants to do in mind before he starts.
and he won't change his mind about it, hence my comment
  #13  
Old 07-06-2010, 03:15 AM
Shards-Of-Fate Shards-Of-Fate is offline
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Nah man, thats why my project is still a solo project, I have an idea and I don't want to change it :3. He's got the vision.
  #14  
Old 07-09-2010, 04:03 AM
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Systems: 65%
Weapons: 45%
Levels: 1%
GFX: 50%
Ganis: 40%
Other (event prizes,quests,ect):1%

I've been redoing ALL the ganis, so they look correct and smoother. What we have has been redone now, and we're moving along to finish up the systems. I think we might have more of the systems % done than I put, but have to go through them and getting tired. I know a lot of the 35% thats not finished is because many systems just are only halfway done, or dont work completely correct. Shouldn't take long to finish them all.

Decus has also been working on the starter town and tileset for the server. A starter town should at least have a basic look and be accessible by next week. Will post screenshots and announce when its up.
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Last edited by sssssssssss; 07-09-2010 at 04:29 AM..
  #15  
Old 07-10-2010, 12:48 AM
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Also...the starter town will appeal, hopefully, to rp players and classic alike. I can see how classic players make not like it, but behold, the original town will still be there, and the "idea" of using those classic tiles will not be forgotten. The overworld will include ideas that attract both rp and classic players, as we must compete for both. Expect greatness.

Hiro, get p2p, we need u. Seriously.
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