SMALL MAPS OR LARGE MAPS.
Posts
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's usually way easier to make a zone into lots of smaller maps. It keeps you from having to actually connect every single little detail. The edge of the grass on this map doesn't have to perfectly align with the edge of the grass on the previous map, and larger-scale changes like coloration can change when you go to the next room instead of having a gradual transition. Also, if you happen to have Zelda-style tools, it's SO much easier to split things up into rooms - because the edge of the room becomes an impassable wall that no arrows or hookshots or whatever can go past. This simplifies things a lot, especially when you have multiple heights.
There's certainly some benefit to combining it all into a big room, though, especially if you have puzzles that require a lot of back-and-forth. It can make things feel more connected.
There's certainly some benefit to combining it all into a big room, though, especially if you have puzzles that require a lot of back-and-forth. It can make things feel more connected.
author=Hestauthor=Liberty
Towns are needed to be large usually. Do your town maps have the inside rooms in them like the dungeon posted by LockeZ or do you make separate maps for them?
I give them each their own maps. The first image was for a mapping competition waaaaay back in the days of GW (I think around 2002-3?) where you had to have inners shown as well as outers. They had some interesting map competitions back then. We should probably do that again, come to think of it. They were a lot of fun.














