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Mapping in 5 easy steps
One thing about decorations and doodads: I find one approach is to start plain and then play-test through the map. Seeing the map as you would in the game provides gestalt (the big picture) and your gut will to tell you "this area could really use a ZZZ". Sometimes you'll even want to play from a game state or two back (use saves when testing maps!) and occasionally from the start.
Staring at a map in the editor often won't give these cues because the context is all off.
The only catch with saves is that occasionally a fresh game start required after a barrage of event editing that alters the meaning of existing switches and variables (or alters user inventory for example an event to give a key item might disappear but such a bug gets unnoticed if in the save the character has the key and this inconsistency would only get noticed on a play-through from the very start of the game).
Staring at a map in the editor often won't give these cues because the context is all off.
The only catch with saves is that occasionally a fresh game start required after a barrage of event editing that alters the meaning of existing switches and variables (or alters user inventory for example an event to give a key item might disappear but such a bug gets unnoticed if in the save the character has the key and this inconsistency would only get noticed on a play-through from the very start of the game).
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