[Done for V0.38] Outside levels

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
User avatar
linflas
My other avatar is gay
Posts: 2445
Joined: Tue Nov 04, 2003 9:58 pm
Location: Lille, France
Contact:

[Done for V0.38] Outside levels

Post by linflas »

Islands (like in Ishar series), plains, desert, seas, skies (!)...

Precisely, instead of walls at level limits, there are invisible walls where you bump in without being hit.
There could be an optional item for wallsets, a bitmap that will act as a wall decoration but only for level limits : WALL_HZ for example (HZ=horizon).

What do you think ?
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

You can do this already.

Replace the ceiling bitmap with a sky and the floor bitmap with sand. Then create a floor item based on a pillar and give it sea shaped graphics that cover the surface of a tile and place them 3 deep all around the outside of your "mainland".
User avatar
linflas
My other avatar is gay
Posts: 2445
Joined: Tue Nov 04, 2003 9:58 pm
Location: Lille, France
Contact:

Post by linflas »

yes but i'll bump in them :)

*ouch*

and i don't want this. and that's the reason why i stopped this :

Image
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

Just clone a puddle and use a silent teleporter then.

This would have the added bonus that items thrown "out to sea" would be lost and restrict the party from going after them...
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

Nice screenshot by the way - looks great!
User avatar
beowuuf
Archmastiff
Posts: 20686
Joined: Sat Sep 16, 2000 2:00 pm
Location: Basingstoke, UK

Post by beowuuf »

Invisible passive monster, clone it from an ethereal creature and items won't strike it
User avatar
linflas
My other avatar is gay
Posts: 2445
Joined: Tue Nov 04, 2003 9:58 pm
Location: Lille, France
Contact:

Post by linflas »

hmmm... copy-pasting teleporters doesn't change their target, so i don't like this idea.
10000000 health passive monster is better but not perfect :P
anyway i'll try this for my desert map, thanks guys.
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

This can now be done properly in V0.38 (using multiple wallsets on a single level and invisible objects cloned from pillars and/or tables to block party movement)
Post Reply