A question to both players and mapmakers:
If you had to create/play a very minimalistic map with a limited number of objects, what objects would that be?
By "objects" I mean not trees of mushrooms, but objects your armies can actually interact with.
I would like to see your answers in groups of five, like:
First five:
1. Town (6 types)
2. Resource mine (7 types)
3. Learning Stone
4. Creature banks (many types)
5. External monster dwellings (many types)
Second five:
6. Trough
7. Magic Well
8. School of War/Library
9. Magic University/University of War
10. Witch's Hut
etc.
Please don't list all the objects from an editor, it's about minimum set. Don't list more that 50.
I know that many objects can be replaced by scripts. For this thread let's pretend that we can create only the most simple scripts.
Minimalistic map - most important objects
Minimalistic map - most important objects
Last edited by Dalai on 29 Apr 2015, 11:10, edited 1 time in total.
"Not a shred of evidence exists in favour of the idea that life is serious." Brendan Gill
I don't get the idea of that question. Because even if it has to be "map minimum" the types of objects depend on what experience ya want to create. And that list - 50 types of objects are a lot, don't ya think?
Well, my top 5 and no more:
1) Towns.
2) Mines.
3) Dwellings.
4) Altars.
5) Magic stones (ruby, opal etc.).
Well, my top 5 and no more:
1) Towns.
2) Mines.
3) Dwellings.
4) Altars.
5) Magic stones (ruby, opal etc.).
- GreatEmerald
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I appreciate all your answers. I understand that the purpose of the question is unclear. I assure you, it's for a very good cause, which I will reveal shortly.
The main idea is to try to define objects' worth against each other. And because there are a lot of objects, I want to start with most important ones.
No one mentioned a chest with gold or exp. Same with artifacts or pandorra boxes, or monsters, guarding said objects (except wimfrits).
50 objects is a lot, but 5 is too few. I would be grateful for 20.
Thank you.
The main idea is to try to define objects' worth against each other. And because there are a lot of objects, I want to start with most important ones.
No one mentioned a chest with gold or exp. Same with artifacts or pandorra boxes, or monsters, guarding said objects (except wimfrits).
50 objects is a lot, but 5 is too few. I would be grateful for 20.
Thank you.
"Not a shred of evidence exists in favour of the idea that life is serious." Brendan Gill
Well, imho, this could be a list:
- 1. Quest huts
2. Stat boosting pick-ables
3. Stat boosting buildings
4. Events - Battles
5. Random wandering armies
6. Town, if any
7. Resource mine (at least 1 linked to the town)
8. Creature bank
9. Monster dwelling
10. Treasures and artifacts
11. Learning stone
12. School of War | Library
13. Magic University | University of War
14. Random weekly resource generator
15. Morale and luck modifier buildings
16. Shipyard
17. Watch tower (reveal map)
18. Tavern
19. Witch hut
20. Pandora box
"There’s nothing to fear but fear itself and maybe some mild to moderate jellification of bones." Cave Johnson, Portal 2.
Imo, 5 types of interactable objects are more than enough to make a minimalistic map. In fact, one could use just a bunch of armies (1 type of objects) with some scripts on them (I suppose scripts on armies don't count as separate objects).
My criterion for putting things on the list is "important and impossible or impractical to be replaced with scripts and objects that are higher on the list".
1. Armies - theoretically possible to make a map without them, but haven't seen any so far
2. Towns - they combine functionalities of several other objects
3. Teleporters - can replace both ferries and tunnels and can't be replaced by anything else
4. Quest huts - can simulate many objects that are lower on this list, such as Dwells, Mines or Pandoras
5. Ships - some control over sea access for the mapmaker, and perhaps some fancy uses on land
6. Placed events - can't do everything with encountered and timed events
7. Bombs - destroying visitable objects, subtly clearing paths, changing the way the map looks
8. Bridges - allow for crossing paths
9. Quest Gates - more conveniant than just events
10.Skill buildings - some can't be replaced with quest huts because there's no way to check with scripts if a specific hero hired from tavern already got a skill from there or not
11.Taverns - secondary source of hordes of heroes (towns are the primary source)
12.Garrisons - there's not much (but not nothing) they can do that Armies, Towns or Quest Gates can't
13.Magic Wells - see 'Skill buildings'
14.Shipyards - fairly reliable source of Ships
15.Sanctuaries - can't be replaced, but not often used
16.Whirlpools - another type of portal with minor secondary effect
17.Markets - more practical than replacing them with scripts and/or quest huts
18.Prisons - mostly replacable with army + scripts, but often looks better
19.Ferries - greatly increases possible number of portal types
20.Oracles - impractical to be replaced for digging; irreplacable for viewing a part of the map, but not often used for that purpose
21.Stables and other movement buildings - see 'Skill buildings'
22.Dwells - quest hut replacements won't work with caravans
23.Stat Gems - effect replacable, but nothing looks like them
24.Mines - more practical than Quest Hut + Garrison replacements
25.Skill Altars - effect replacable, but nothing looks like them
26.Keymasters - effect replacable, but nothing looks like them
27.Blacksmiths - often more practical than quest hut replacements
28.Luck/Morale buildings - see 'Skill buildings', except they have minor effect
29.Spell buildings - effect replacable, but nothing looks like them
30.Pickable treasures (Pandoras, Artifacts, Resources etc.) - effect replacable, but nothing looks like them
31.Treasure buildings - effect replacable, but nothing looks like them
32.Tunnels - a few more types of portals
33.Signs - effect replacable, but nothing looks like them
34.Windows - effect replacable, but nothing looks like them; replacement is often more practical
35.Observation Towers - effect replacable, but nothing looks like them
My criterion for putting things on the list is "important and impossible or impractical to be replaced with scripts and objects that are higher on the list".
1. Armies - theoretically possible to make a map without them, but haven't seen any so far
2. Towns - they combine functionalities of several other objects
3. Teleporters - can replace both ferries and tunnels and can't be replaced by anything else
4. Quest huts - can simulate many objects that are lower on this list, such as Dwells, Mines or Pandoras
5. Ships - some control over sea access for the mapmaker, and perhaps some fancy uses on land
6. Placed events - can't do everything with encountered and timed events
7. Bombs - destroying visitable objects, subtly clearing paths, changing the way the map looks
8. Bridges - allow for crossing paths
9. Quest Gates - more conveniant than just events
10.Skill buildings - some can't be replaced with quest huts because there's no way to check with scripts if a specific hero hired from tavern already got a skill from there or not
11.Taverns - secondary source of hordes of heroes (towns are the primary source)
12.Garrisons - there's not much (but not nothing) they can do that Armies, Towns or Quest Gates can't
13.Magic Wells - see 'Skill buildings'
14.Shipyards - fairly reliable source of Ships
15.Sanctuaries - can't be replaced, but not often used
16.Whirlpools - another type of portal with minor secondary effect
17.Markets - more practical than replacing them with scripts and/or quest huts
18.Prisons - mostly replacable with army + scripts, but often looks better
19.Ferries - greatly increases possible number of portal types
20.Oracles - impractical to be replaced for digging; irreplacable for viewing a part of the map, but not often used for that purpose
21.Stables and other movement buildings - see 'Skill buildings'
22.Dwells - quest hut replacements won't work with caravans
23.Stat Gems - effect replacable, but nothing looks like them
24.Mines - more practical than Quest Hut + Garrison replacements
25.Skill Altars - effect replacable, but nothing looks like them
26.Keymasters - effect replacable, but nothing looks like them
27.Blacksmiths - often more practical than quest hut replacements
28.Luck/Morale buildings - see 'Skill buildings', except they have minor effect
29.Spell buildings - effect replacable, but nothing looks like them
30.Pickable treasures (Pandoras, Artifacts, Resources etc.) - effect replacable, but nothing looks like them
31.Treasure buildings - effect replacable, but nothing looks like them
32.Tunnels - a few more types of portals
33.Signs - effect replacable, but nothing looks like them
34.Windows - effect replacable, but nothing looks like them; replacement is often more practical
35.Observation Towers - effect replacable, but nothing looks like them
That was comprehensive, thank you.Maciek wrote:Imo, 5 types of interactable objects are more than enough to make a minimalistic map.
Perhaps I should have warned that using scripts to replace objects is a trick that should not count here.
All
Topic is still very relevant, if you don't post because it's getting "old".
"Not a shred of evidence exists in favour of the idea that life is serious." Brendan Gill
Re: Minimalistic map - most important objects
Dalai when is shortly? You wrote you would reveal the cause but we're waiting..
I'm silent in seven languages - and I got all my familys fear.
Everytime you throw dirt, you loose a little ground
Everytime you throw dirt, you loose a little ground
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