Staredit Network > Forums > Clan CheF > Topic: Advise for room adventure
Advise for room adventure
Sep 26 2009, 10:37 pm
By: Devourer  

Sep 26 2009, 10:37 pm Devourer Post #1

Hello

Hi :)
so recently I just wondered what exactly are the most important factors in a room-adventure map?
I'm probably going to make a new room map (much better than my other ones (I hope)) so please tell me your opinion about what is the most important for you via posting a list like that:

Quote
#1: Factor 1
#2: Factor 2
...

Factor examples:
Puzzles, monsters, items, teamwork (probably 2 or 3 players), ambient, bosses, final boss, challenging... and other stuff you might have in mind.
Thanks in advance.

EDIT: Oh, also tell me: what do you prefer? Roomsize 10x10 or 12x20 (screen-size) [tiles]?
EDIT: What tileset is your favourite?

Post has been edited 2 time(s), last time on Sep 27 2009, 9:51 am by DeVouReR.



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Sep 26 2009, 10:40 pm Norm Post #2



Have to have some rooms that are really unique and stand out. Also put hidden rooms and hidden things to find in said rooms.



None.

Sep 26 2009, 10:40 pm Echo Post #3



So you're back to Starcraft? :P

For me, I really like boss fights and a final boss. Maybe you can fuse some other factors together with the boss fight so you have to do something to actually hurt/kill them.



None.

Sep 26 2009, 11:05 pm Norm Post #4



Maybe it'd be interesting to have rooms of various sizes.



None.

Sep 27 2009, 2:04 pm l)ark_ssj9kevin Post #5

Just here for the activity... well not really

Coordination with the other players



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Sep 27 2009, 9:33 pm Biophysicist Post #6



I prefer single-player room adventures. They're more fun for me, and they have the side-effect of forcing the map maker to avoid "puzzles" like "Run to these beacons fast enough", which I despise.

One thing I'd really like to see is a map which resembles a text adventure. Here's what I was thinking: You'd have a dropshit with units in it called "take", "open", "close", etc. Unloading a unit from the dropshit causes your character to preform that action on all nearby items which it can be preformed on. You'd also have an inventory area, which contains all items you've picked up and a sair. Cast web on an item to use it. (The effects of using an item will vary depending on where you are and what item. Usually, using an item just produces the error message "You can't see how to use that item here.")



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