MiscChaos Wrote:After many delays, the post is finally away! Let me know if there needs to be any improvements to the map. I'm still toying with the best way to represent things after all.
So, I wanna see how this plays out, but I'm pretty sure that the map might be too small for the amount of objects we have/need. Right now it just seems entirely too easy for generators to end up clumped around each other, such as the three I'm currently surrounded by. And it doesn't look like there's much room for them for them to have spread out either.
On one hand, this makes the generators easy to find, but it also makes them easy to camp. Like I said, I plan on playing this map through, because part of this first game is to beta test the mechanics. Or at least, that's how I see it. However, I think I've come up with a few ideas of how to balance the map size.
1) instead of a 12x12 map, perhaps a 15x15? That would certainly add a lot of surface area while hopefully not making the map too large by accident. Basically just a slightly larger concept of this map.
2) literally expanding on this further, an 18x18 map. The idea is to make 9 equal sized sections. Then you can add the rule of no more than 1 generator per section. You could also make generating future maps a bit easier with this method. Just like in Super Dungeon Explore, if you had pre-made map sections saved up, then you could just roll to see which section goes where, roll a d4 to rotate it, then just populate the map with objects. Speed values might need to be adjusted for this kind of map, however, it would make things easier for you since you wanted to run multiple games. It would be a great way to force players to look for each other, look for the generators/doors/trap door, and force the rapist to patrol more. Finally, it would be a great way for ranged rapists (the huntress or the trapper for example) to feel the benefit of their powers.
3) This idea is to keep the 12x12 map, but make three of them. One for each floor. It may seem like a lot of ground to cover, but a reasonable amount of stairs and holes make it so a lot of those parts would be adjacent to each other. Plus, you can always blank out parts of the upper and basement levels to help restrict things. This map idea gives that multidimensional feel to it, and would allow for a custom made basement with special hooks/chains/ arms/ tentacles just like in the source game.
Obviously if you felt like it, you could mix and match these concepts, but you would definitely have to readjust speed to match. All that said, it can wait until the next match at least, as my concerns may be for nothing.