BAD POINTS OF ONE BIG 'INSIDE' MAP FOR TOWNS
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I've always used a single map for an interior. I just find it easier I suppose. I never copy/ paste maps for cutscenes, all my interiors are cluttered with events and I think I'd find it confusing if I did use one big map.
I wouldn't say there are bad points for either though, it's just whatever you prefer. When I play an RM game the thought never occurs to me if it's one big map or not. It doesn't matter.
Unless it's really bugging you, there's no need to change it now. Just extra time and effort that could be used on something else.
I wouldn't say there are bad points for either though, it's just whatever you prefer. When I play an RM game the thought never occurs to me if it's one big map or not. It doesn't matter.
Unless it's really bugging you, there's no need to change it now. Just extra time and effort that could be used on something else.
author=Neophyte link=topic=3223.msg63674#msg63674 date=1235668727
I will say that having a larger map and placing every house or room in it has some benefits. It's mostly good for dungeon design or just good organization in general.
I agree with this; getting organized helps me stay efficient and get more accomplished, and I feel this does this. However, in order to stay efficient and make a game quickly, I have to guess the amount of space needed to prevent the player from scrolling to see areas they shouldn't see. I'm not very good at guessing this, so I often overestimate the amount of space needed and create big maps with too much empty space between rooms, such that it becomes difficult to spot individual rooms when I'm looking for something in particular. However, I think this is less of an issue if you're more experienced with the engine you're using to create maps, and know how much space you need to create the illusion of separate rooms.















