Behind the Curtain: Over the Shoulder
by Charles
Watkins
Part 3: Layout
In this series of articles I’m taking readers along as I make a map.
Since last time, ‘Lost Crusade’ has come alive as I placed the adventure and
location objects on the map and got all the important scripts working. (Most of
the time, anyway.) If you want to know more about the planning and design work,
please see the previous two articles in this ‘Over the Shoulder’ series.
In many ways, this is most enjoyable part of mapmaking, so I’m almost sorry
to bring it to an end. From here on out, I may make a few tweaks and
embellishments, but I will probably not introduce any significant new
functionality. Because I wanted to get into testing in plenty of time to finish
by New Years, I have postponed writing the dialog. This will give me something
to do while the map is being tested. Dialog can be done through Events assigned
to individual heroes so that they speak only when the central character is
present. Some of these are Triggered, some are Placed, and some are Timed. There
are a couple that are delayed action—when an Event occurs a variable records the
day and a Timed Event employs a numeric comparison to see whether some required
interval has passed.
I had intended to create a ‘skeleton’ map with all the important objects laid
out before beginning the detailing, but I found I could make better progress
alternating between the activities. So each edit session, I would work on one
area of the map, laying out its main objects and landscaping the area around
them. Then I would come back and fill in the spaces. I did this 20 times over
the course of about 3 weeks. Each time I incremented the version number so that
as I go to test, the map will be version 0.21. On release, I’ll reset the
version number to 1.0 and go from there.
For the rest of this article, I’d like to show you some of the notable
locations on the map and make some comments about what went into them. It may
come as a relief that I will not be lecturing on the history of the Crusades
this time – but that will come again when I discuss the narrative and dialog.
Next time, I should have test results to cover and will be ready to wrap up the
project.
This is the starting area, Eleanor’s hometown of Aquitaine. After she arrives
in Akkadia, Louis will capture the town and surrounding area. Each structure has
a Triggerable Event called ‘LoseTown’ that causes it to change color to Neutral.
Since there is the possibility that the player has a few armies running around,
the same Event also unleashes a marauder to clean them up. There’s nothing they
can accomplish and I don’t want to distract the player.
I had previously thought I would be able to require the player to keep the
Sword of the Gods in Eleanor’s possession, but this turned out to be impossible
-- as far as I can tell. The problem is you can test to see whether an army has
a certain artifact, but you can’t test a specific hero. So the best I could do
is make sure the sword stayed in Eleanor’s party. My script used a condition to
determine whether (a) Purple player owned the sword and (b) Eleanor’s party did
NOT own the sword. I did this mainly to get the initial party through the portal
together with the sword. Once they enter the portal, Eleanor is ‘reborn’ in
another party and the sword is long gone.
This is the Sprite Portal. The party has lost the Sword of the Gods in an
ambush and will follow the trail to the Portal. I have positioned Sprites along
the trail to urge the player to go that direction, but eventually it will be
evident that all other paths are closed.
A One-Way Portal is embedded in a Quest Gate. To enter the Portal, the party
must first satisfy the conditions of the Gate, which are to have all four nobles
and the sword together. I may change this to a Two-Way Portal since the party is
not coming back anyway. On coming out of the Portal the party hits a PlacedEvent
called ExitSpritePortal, where the action really begins. The key to this
transaction was having everything happen on the same move — the check to see the
party is all together, the journey through the portal, and the events that occur
on arrival.

The problem was not so much how to kill off the starting party so they could
be ‘reborn’ in the new world, but how to dispose of the bodies. If I killed them
at Aquitaine, some other army could take the bodies back and resurrect them. If
I waited till they arrived in Akkadia to kill them, then the player might have
Eleanor haul them around – and the reborn Eleanor might be disturbed to come
across her own corpse. So I sent them into the dimensional void, where the
player can get a glimpse at the space between worlds before the party is killed
off. The bomb is to wipe out the Exit Portal so the player won’t try to get back
there. Note the bubbles in the void – it turns out you can drop objects into the
void using an Object Brush.
On the Figure, you can’t see the ‘ExitSpritePortal’ Event marker, but this is
where the action starts. This Placed Event initiates a combat that the
player cannot win and triggers another event called ‘EleanorReborn’, which
performs a Change Color on an Eleanor clone to bring it into the game. I found I
needed to run the ‘LoseTown’ and ‘EleanorReborn’ scripts prior to the combat so
that the player would not be able to retreat and so that defeat would not result
in an immediate LOSS. I also found it necessary to take the Sword of the Gods
from the party, since there could have been a treasure pile if it were not
equipped at the time of the combat.

This is Elise, the Nature town inhabited by Celeste and her subjects. Celeste
is a powerful hero and I don’t want the player using her to carry the party, so
the Quest Gate uses a NOT HAS SPECIFIC HERO condition to not allow any party
through the gate that includes Celeste. Elise will first turn Green and the
Purple.
Celeste needs to stay home because of periodic Orc attacks on the
town.
To gain access to the town – this is the gate within the gate -- Eleanor will
need either to have healed a Sprite she encounters soon after arrival, and who
will then join her, or she will need to prove herself by healing a Wise Old Tree
in neighboring Fredonia. (I try to give the player two ways to accomplish most
main objectives.) Once this requirement is satisfied, a Triggered Event turns
Elise Green, so it becomes an ally and the party can enter. On entry, they get
the second main quest as the Standard Event: Entered — to locate and return with
Eldaron, the Elf King. Eldaron is being held by some Orcs, but when he
eventually enters Elise, it turns Purple via another Triggered Event.
There are two Quest Huts here. One sends the party off looking for the Druid
Iblis and the other teaches Nature magic to Eleanor after she owns Elise. This
second one uses a compound condition to make sure only Eleanor will get the
skill. It is not possible for the Quest Hut to award Nature to a specific hero,
so it is necessary to require that only one hero can enter. Another part of the
condition determines whether Eleanor has an open skill slot and ask whether the
player wants to fill it now.
Fredonia is a small human community build around a Wise Old Tree. The tree
has the blight, as depicted by the overlayed dead tree. When Elise approaches,
the Placed Event allows her to ‘heal’ the tree by deleting the dead part.
Each of the other dwellings has a minor quest. In one, the Mayor rewards the
party for healing the tree. In another, a siege engineer needs a cart to repair
his Catapult. (This will be extremely valuable in Foss as a prototype for the
War Machine Factory.) A tavern offers the traditional drinking contest, and a
retired soldier offers to train some Squires to be Crusaders.
Just Southeast of here there is an archeologist who can restore some nearby
ruins, which show that Life was once present in Akkadia. Since this kind of work
takes some time, I used the archeologist Completion Script to set a variable
that indicated when the requirement was satisfied. Then a Timed Event running
every two weeks checks to see whether enough time had passed, and if so to
delete the objects blocking the ruins and notify the player.
Here’s the Municipal District in Foss. The Garrison is well fortified, but
will Color Change to Green (ally) when the player completes the Tax Collector
quest. It was not possible to uncheck “Can Remove” for a Neutral, but I found
you can uncheck it if you change it to a color and it will stay unchecked when
you go back to Neutral.
The Blue Keymaster provides access to Foss Town and some other areas. The
Treasury Vault is where the party deposits the collected taxes, gaining access
to some minor treasures. To access the Conservatory of Order, the player will
need to join the Mage Guild, which is another quest.
The Tunnel goes down to the Dungeon, shown next.
The VIP section of the Dungeon needs special keys to enter, and these are
available in the Guard House. The player get the keys and the guards join afte
the guards get their back pay. That’s done with a Triggered Event that performs
a Change Color for all the Gold Golem guards in the area.
One of the Prisons holds Godfrey, who reveals that he had found the Sword of
Swiftness and hidden it before being taken captive. The Brown Idols in the cells
represent parts of the map to where he buried the sword. Godfrey will take on
the protector role with Eleanor and the two will have some conversations when
they are in the same party. It turns out the each of the main characters
represents a different type of relationship—Raymond is the friend, Hugh is the
oppressor, Omar is the love interest, etc. More on this once I’ve written the
dialog.
The Ninja in the bottom cell has Master Stealth, and will likely get off a
surprise attack on the party. If no-one has Scouting, then the Bandits will
attack with surprise as well. In the cell to the Southeast, there is a fairly
well advanced Order Mage. She offers to join, but cannot leave the cell (like
Celeste). The solution, which is a little different than with Omar, is to engage
her in ‘shadow’ combat and allow her to retreat to the nearest town. This
exploits a peculiarity whereby a Color Change performed by the Standard Event:
Encountered results in the player controlling both sides in the combat.

Chernobyl is the center of Chaos in Akkadia, so I gave the landscape a random
look. The Quest Gate sends the party looking for the Dragonslayer – who turns
out to be the Ranger Raymond. The condition is satisfied when the party returns
with Raymond and the Completion Script triggers a Color Change to Green for
Chernobyl. Inside, I have seven Chaos lords, each specialized in a different
spell. Once the gate is opened, they can come out—but if the player blocks the
gate and keeps them inside, they will come along in the Color Change to Purple.
I’m not sure how useful they will be, but filling up all 7 Garrison slots
insures that the creature dwellings will be full.
On gaining entry to Chernobyl the party receives the quest to fetch a
Megadragon, which will trigger another Color Change, this time to Purple, and
allow Eleanor to learn Chaos Magic at the Quest Hut next door. To get the
Megadragon, Eleanor needs to go to Dragon Cave, next.
There is no creature dwelling for Megadragons, so I made one using the
Triggered Script for a Quest Hut. To access it, the player will need GM Stealth
or beat the guard. If Raymond is in the party the player has the option of
sneaking behind the Megadragon and extracting the Flaming Sword from its haunch.
A Triggered Script on the Megadragon takes away the sword and replaces the
Megadragon with a Troglodyte, as if it was deflated. (I may add a subquest that
allows Raymond to become a Dragonmaster and in that case I will add a Color
Change event to allow him to recruit the Megadragon.)
The Upper Crypt has two entries. One is a hefty Garrison and the other has a
block against the Elf King. Down below are two chambers, one for Life and one
for Death. This is where the Sword of the Gods and Soul Stealer originally
resided.
You can barely see it, but inside the Quest Gate built into the Northeast
wall is a Greater Ring of Negation. To get the ring, the player must complete
the Undertaker quest, but this way I get to tantalize the player by displaying
it beforehand. I’m trying to draw the player’s attention to the Crypt, since
Hugh and the Soul Stealer wait below. The idea is for the player to come here
after completing the other sword quests.
The Undertaker quest is optional and designed to see whether the player is
committed to the principles of Life. To complete the quest, the player needs to
release a Necromancer from a Prison and her presence will wreck morale if she
joins the party.
The Forge has had some changes since last time. Rosencrantz gives the party a
look at the towns in the game and the Idols provide maps to the Temple
Treasures. This was the hardest script to code in the entire map because it has
to deal with all combinations of the Sword of Swiftness, Flaming Sword, and Soul
Stealer. I’m not sure I’ve got it quite right yet. The player needs either the
Sword of Swiftness or Flaming Sword to enter the Forge and needs them both to
destroy Soul Stealer.
I tried to do all this in a single script but it got too tangled up, so I
lined up some Placed Events that the party will trigger as they approach
Rosencrantz. Another complicating factor was the possibility that a player would
first refuse to give up a sword and then transfer it directly into Rosencrantz’
inventory, so that DestroySoulStealer had to be written as a Triggerable Event
for Rosencrantz. I set a Boolean variable to indicate that Soul Stealer has been
destroyed, but the only use of it is in the Quest Gate to the East, which opens
to take the party back to Earth.
I’m pleased with the way the Garden of Earthly Delights turned out. I still
have to do the dialog here, but I have all the ingredients for what could be a
most engaging encounter – drugs, sex, forbidden knowledge. All PG rated, you
understand.
The party arrives in the little room at the Southeast and must pick someone
to climb the wall (alone) to open the door from the other side. Across the entry
hall is the Death Library, which will not open to any hero with Life. To exit
the front door, the party will need to visit the Red Keymaster Tent across the
courtyard.
This is where it pays the player to have kept Omar in the party, because
having been here before, he knows the traps and can open the doors. Otherwise,
the party has some challenges ahead.
The inner courtyard is where Hassan I Sabbah has lured some of Christiandom’s
Champions with promises of exotic pleasures. Once under his sway, he takes them
to the Dark Knights Sanctum to be reborn as Dark Champions. The elite are
taken to the inner sanctum, where a reborn Iblis guards the Sword of the Gods.
(It’s about time it showed up.) I’ve made Iblis a Demonologist (Nature + Death),
but I have not seen whether he summons Imps like he’s supposed to because I’ve
been using Quick combat for testing. I’ll have to set the strength of the Evil
Garrison after I see what kind of force Eleanor can assemble. I wouldn’t be
surprised if a typical party at this stage was Eleanor, Raymond, Godfrey, Omar,
two good Shooters, and maybe some Angels. Some players may run one of the nobles
as head of a defensive force, freeing a slot for something like Crusaders.

Hassan’s Portal leads to the basement of a desecrated abbey inside the Holy
City. One of the Big Treasures is buried in the Altar room, and the Ice Gate is
rigged to ‘open’ when the player defeats the Ice Demons, or sneaks past them.
This is easily done with simple scripts. A cave tunnel leads to Solomon’s
Stables. I don’t expect the player to recruit the Evil Eyes here, but they lend
an atmosphere of corruption.
I may include some additional destinations for Hassan’s Portal. I’m thinking
of a Neutral Necropolis, which could be the source of Hassan’s power. By
blocking and blowing up Portals, the destinations could be made to change.
Solomon’s Stables did not turn out as well as I’d hoped. There’s something
wrong with the colors and not much for the player to do. I’ll have to make it up
in the dialog.
Out the Northwest are double doors to the Vault. It’s loaded with goodies,
which make no difference to the ending -- so why not reward the player for
getting this far? Here is the Portal to Jerusalem’s Temple Mount, which comes
out in the marshalling area joined to the Temple complex.
Jerusalem is too expansive to show with a screen-grab, so the picture is just
a bit of the City Wall. Notice the wall is rigged to come down if the player
opts for the Armageddon ending, allowing the Teal Christians inside to mix it up
with the Red Turks outside. The final tableau is set outside the central town,
but you can’t see anything but a lot of bombs.
My original plan was to allow the player to take one side or the other in the
fight, but I learned that a Color Change script for the main party would likely
be deleted when the roster changes. So I could not change Eleanor’s group to
Teal (Christians) or Red (Turks). The only other option would be to change the
Teal or Red armies to Green, so they would fight as allies to Eleanor, but this
means scripting a Change Color for all those armies around Jerusalem. I may get
to it, but for now once the walls come down, it’s a free for all. This just
about guarantees that the player loses, but I should also put in a time limit so
the ending does not drag on too long.
For Eleanor to participate, I would also need to do something about Purple
and Green armies left in Akkadia, if the other side is to have a chance. Perhaps
I could create a special loss condition when the Turks are wiped out or when
they take Jerusalem. I’ll have to look at this some more.
Next time: I’ll wrap this series up with an account of testing, final
fixes, dialog, packaging, and release. About the time that article comes out,
the map itself should be available.