Crossfire Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: CF: hello



Scott Wedel (swedel@Tymnet.COM) wrote:

> As for CF getting boring since you know all of the maps - that
> implies to me that you have played quite a bit since there are
> a fair number of maps.

Quite a bit, yes.

>  Maybe you all should try making some new
> maps.

Well, I do have a pile of ideas, but currently no time to do much :-(
It would be easy to come up with yet another "bash all the monsters
and get the item at the end" map. One needs a large quest, with a 
lot of puzzles to solve, and a reward at the end that doesn't unbalance
the game even more. I know what item I'll put at the end, I know
some puzzles, and I hope to find some time to do more crossfire in
a couple of months or so to try out these things.

> If everyone made a little two or three level map whose
> ending was a partial answer to a greater puzzle then there'd be

That's (IMHO) the only reasonable way to make a large quest (not sure
about the "two or three levels", though, but then I don't know what
kind of "level" you mean. Subquests can be large, and some of them
should be large).
It also adds more "roleplaying", since you can decide when you want to
do what (as opposed to the classic action game, where you start at the
beginning and don't really have a choice of where to go).  However,
the effort has to be coordinated if several people are working on a
large quest --- some background theme, and consistency across the
maps.

> lots of new maps to explore and one could just reorder the world
> so that one had to do that quest in order to be able to travel to
> pupland or whatever.

Actually, pupland is quite okay the way it is now. It has the highest
"puzzle density" in crossfire, and you can't really get anything out
of it without solving a considerable number of puzzles.

Christian


-- 
Christian Stieber        http://www.informatik.tu-muenchen.de/~stieber


References: