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Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 2:44 pm
by Thels
Do you think it would be easy for us to connect two levels by a long hallway, rather than a pair of stairs, to overcome the level size limit?
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 2:47 pm
by Crashbanito
You could use a teleporter that triggers once you reach a certain point in the hallway.
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 2:55 pm
by Thels
Yeah, I thought of that, and even suggested that. I'm just wondering how it would work with items being thrown through. However, considering
you are capable of shooting yourself in the back in the Pillared Hallway
I guess that's not really a problem.
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 2:59 pm
by Crashbanito
To make it less obvious, you could put a sharp corner and set-up multiple one way teleporters all down the hall.
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 3:04 pm
by Darklord
You could call your map levels Dungeon East wing, West wing etc. Would work quite well I guess.
Daniel.
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 4:14 pm
by Wholley
Any possibility of adding positioning to objects set to wall....(ie... upper left, upper middle, upper right, middle left, middle middle, middle right, lower left, lower middle, lower right). What I would like to see is something like a pair or torches in upper left and right with a alcove in the middle, or maybe a wall pictures or change of placement for secret switches. allowing a 9 object position allows for more variety without (hopefully adding) coding complexity. Just a thought
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 4:39 pm
by Crashbanito
Wholley wrote:Any possibility of adding positioning to objects set to wall....(ie... upper left, upper middle, upper right, middle left, middle middle, middle right, lower left, lower middle, lower right). What I would like to see is something like a pair or torches in upper left and right with a alcove in the middle, or maybe a wall pictures or change of placement for secret switches. allowing a 9 object position allows for more variety without (hopefully adding) coding complexity. Just a thought
I believe the default assets act as sort of wall replacements. The only way to do what you are suggesting would be to make new assets on your own unless a new system would be created.
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 9:50 pm
by raf68
Pétri I wanted to know if your level editor would be able to support large high level like that ???
I have several at large levels as I would love to integrate legend of grimrock level editor
I have 20 level of this size at home that I would convert the level editor of this legend of grimrock could Pétri ???
is it possible Pétri ????
Yes Gambit is the first level of my dungeon "dungeon master forever" under RTC
http://www.dungeon-master.com/forum/vie ... 31&t=28157
Have you ever seen your character in my dungeon gambit 37 ???
Gambit37 The Alchemist
specialist in potions of boost
potion of strength
potion of dexterity
and the potion of vitality
story gambit the alchemist:
gambit crossed a very big part of are time in his laboratory or it
finalized various potions
.
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 11:27 pm
by Thels
That wouldn't fit, as maps currently are 32x32, though there's no real limit on number of levels, so especially all the little rooms to the right can be on a different level.
The main room to the left needs to either be slightly less high, or you need to include a stairs somewhere, like on 2,30.
Re: Dungeon Editor Progress
Posted: Tue May 08, 2012 11:32 pm
by gambit37
RTC editor being put to good use there