Post subject: map making question
Former player
Joined: 10/27/2004
Posts: 518
im currently working on making better maps for ff2j DoS version (because rpgclassic's are just images with no direction). ive got all of the level designs complete (including towns), and was wondering something (since i made them incase people wanted to use them here). what is best to indicate that when you exit one place you will re-appear in another? as a visual shorthand, would it be better to use letters/numbers, colors, arrows (ugh) or something else entirely? i ask because this game can sometimes have confusing dungeons (Mysidian Cave, or any place with multiple paths that lead to nowhere), and i wanted to make it clear to someone playing that 2 places were connected. as well, what information should i include on the maps? ill include exits from one place to another and treasures (which are indicated by letters/numbers and relay to a column somewhere else on the image). im not including the trap rooms or rooms made only for a few treasures (well, i made an exception or 2, in the case of Paul's secret passage in Phin, but not in places with clearly marked doors). should i include inevitible boss battles and stats? key items? key words learned (i highly doubt that, but i should ask)? allies gained or lost at a specific time? and what of secret passages? should i just remove a small obstacle or lower its opacity to indicate that it can be passed through (and in the case of things like Josef's room in Semite Falls or Paul's hideaway in Phin, id have to note WHEN this happens). im also including shopping lists as a shorthand to what can be obtained in each place. im open to suggestions. in the end, each area will be condensed to a single image representing itself, so there wont be TOO many files (under 30 or so total). thank you for any input. OH! and whats a reasonable size for a world map? its currently 4096x4096. keep in mind, it needs to retain the ability to be user-friendly visual shorthand. thanks once more.