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View Poll Results: How should levels be linked?
Option 1 4 13.33%
Option 2 26 86.67%
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  #1  
Old 09-06-2010, 10:13 PM
Soala Soala is offline
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Poll: Levels links

Right now (on Ruins), all levels are linked by custom npcs with a set area of effect (link width and height) coordinates of course, and also a black fade in/out effect.
All levels are made seperately then linked with that npc, but they all remain quite "alone", which means everytime you get warped to another level, you will have that little effect. It can get annoying, eventualy, for some of you. There's also that problem from the full screen, showing the blackness around the level (only sides) depending on your resolution.

So my question is, would you rather keep it like it is now, or would you prefer to have a real map with all levels linked everywhere (like an actual gmap) and only warping effects when you go into another level that is not on the map (insides, caves, dungeons, etc..)

Well? That's up to you! Vote now.

Option 1: Keep it how it is! fade in/out effects everywhere and cute single levels where the action takes place!

Option 2: Make a gmap and don't use the fade in/out effects outside, don't restrict the players to view one level at a time!
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  #2  
Old 09-06-2010, 10:26 PM
maximus_asinus maximus_asinus is offline
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definitely option 2.
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  #3  
Old 09-06-2010, 10:35 PM
cyan3 cyan3 is offline
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Option 2. Most players will have a high enough resolution to see the blackness around the levels.
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  #4  
Old 09-06-2010, 10:43 PM
Soala Soala is offline
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Yeah but that's really the only negative thing about it, keeping levels seperated allows me and my staff to focus on what happens in each, link everything correctly and make realistic map, saving time by not detailling useless places. It's also easier to organize in the file browser, I've created multiple subfolders for levels, such as roads, dungeons, cities, caves and insides.

All levels are also by then detailled with heart, which makes them all really unique and lovely. A lot of time is spent on each of them!
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  #5  
Old 09-06-2010, 10:52 PM
kia345 kia345 is offline
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Originally Posted by Soala View Post
Option 1: Keep it how it is! fade in/out effects everywhere and cute single levels where the action takes place!
Quitter's talk. You can make nice levels without having them all individual.

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Originally Posted by Soala View Post
All levels are also by then detailled with heart, which makes them all really unique and lovely. A lot of time is spent on each of them!
bahahaha
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  #6  
Old 09-06-2010, 10:57 PM
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Hmm, It's up to you Soala. Do what feels right.

Seeing this post makes me realize, i wonder if it's even appropriate for graal to scale up by showing more levels instead of scaling all the gfx up.
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  #7  
Old 09-06-2010, 10:57 PM
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Originally Posted by Soala View Post
Yeah but that's really the only negative thing about it, keeping levels seperated allows me and my staff to focus on what happens in each, link everything correctly and make realistic map, saving time by not detailling useless places. It's also easier to organize in the file browser, I've created multiple subfolders for levels, such as roads, dungeons, cities, caves and insides.

All levels are also by then detailled with heart, which makes them all really unique and lovely. A lot of time is spent on each of them!
we need an option to like post on the forums
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  #8  
Old 09-06-2010, 11:15 PM
DustyPorViva DustyPorViva is offline
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A gmap != automatically bad. The whole idea that a gmap means you won't pay attention to the levels is... well, an insult to yourself. If you want quality levels, make quality levels. A gmap isn't going to stop you from making nice levels, only you can.

Also, transitions are nice if done right. Slow transitions that do nothing but make it annoying to go in and out are bad. Most games pull it off because there are rarely times the player goes inside(for example there were only a handful of houses in Zelda 3). However on a game like Graal where you're most likely to find plenty to towns/houses, it can be annoying. Make it quick and swift and make sure there's an option to turn off transitions.
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  #9  
Old 09-06-2010, 11:18 PM
Soala Soala is offline
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Quote:
Originally Posted by DustyPorViva View Post
A gmap != automatically bad. The whole idea that a gmap means you won't pay attention to the levels is... well, an insult to yourself. If you want quality levels, make quality levels. A gmap isn't going to stop you from making nice levels, only you can.

Also, transitions are nice if done right. Slow transitions that do nothing but make it annoying to go in and out are bad. Most games pull it off because there are rarely times the player goes inside(for example there were only a handful of houses in Zelda 3). However on a game like Graal where you're most likely to find plenty to towns/houses, it can be annoying. Make it quick and swift and make sure there's an option to turn off transitions.
That's plenty of nice solutions to think about, thanks!
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  #10  
Old 09-07-2010, 01:36 AM
Crono Crono is offline
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gmap but dont make them like full overworld. different areas should have different gmaps. imo
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  #11  
Old 09-07-2010, 02:22 AM
maximus_asinus maximus_asinus is offline
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Originally Posted by Crono View Post
gmap but dont make them like full overworld. different areas should have different gmaps. imo
That could be very cool, I've never seen a server do this.

I am going to use Link to the Past for this example, but imagine using transitions on that game for different locations. You enter Misery Mire's GMAP and it has a unique little transition effect, and the location name pops up on the screen. You enter Kakariko Village and there is a transition for that too.

Maybe you can use the GMAPs but have a custom M option that will bring up the whole overworld map which you can zoom to your specific location and bring up the GMAP for that location.

But I don't know how hard this stuff is to make, I just make the levels lol.
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  #12  
Old 09-07-2010, 03:15 AM
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max that's pretty much what im thinking. that way you dont have to worry about overworld filler levels and just filler levels in general. all of the levels would then have a purpose and no levels would have to be made just to have something in between two cities etc
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  #13  
Old 09-07-2010, 04:39 AM
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Yeah, I'm a big fan of Crono's idea.

That said, I've never been on the server. If travel by foot isn't needed, for whatever reason, then I say keep the levels the way they are. But, if the player has to frequently go from level to level, then it's a pretty bad idea, and the novelty will wear off quick.
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  #14  
Old 09-07-2010, 04:46 AM
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Quote:
Originally Posted by maximus_asinus View Post
That could be very cool, I've never seen a server do this.
We were doing that on Maloria. I decided to drop that idea after it just felt like you were going from zone to zone doing the same things all over again. Since then I have new found respect for big GMAPs.
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  #15  
Old 09-07-2010, 04:48 AM
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We were doing that on Maloria. I decided to drop that idea after it just felt like you were going from zone to zone doing the same things all over again. Since then I have new found respect for big GMAPs.
Small gmaps can be expanded on http://forums.graalonline.com/forums...hp?t=134259219 .
Although it might not directly apply to this thread, it still has some relevance.
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