Game Development Community

Map Scaling: how to?

by Steven Peterson · in Artist Corner · 06/09/2005 (6:48 am) · 2 replies

I'm building a 3rd-person action-RPG, and the map has lots of larger open areas separated by smaller paths through the mountains/hills/trees... This is influcenced by older 2-D RPG's where each section of the map was 1 "screen" with specific spots where you could walk to the next screen.

While the smaller mountain passes, and paths through the woods are looking exactly how I imagined them, the larger more open areas are about 10-20% BIGGER than I expected them to be. The problem is it takes too long to walk around the world.

At this point re-drawing the map isn't much of an option. What are possible solutions?


Some thing i'm considering but don't know how to do are:

- Scale the map a little bit (on the x/y plane).
- I can do this a little, but the narrow areas and separations between areas (moutains, rockwalls etc.) can't be scaled down to much.

- Perhaps I could speed up the players rate of travel?
- Maybe make the player-charecter BIGGER?

I'm open to ideas!
thanks,
Raven

#1
06/15/2005 (7:36 am)
If you dont want to redraw the map just section it up into different terrains. If you are using the new Atlas terrain you can do this. Just cut up your sections so they are powers of 2 but are dividing the smaller and larger areas. After that is done run the tools to generate the terrain but change the scale for each section to get the effect you want.

I didnt go into much detail here but hopefully this can get you a start.
#2
06/15/2005 (8:44 am)
Heres a thought: Give them more things to do in the empty places. Something to fight, some chests or books. Random buildings that hold a monster and treasure, etc.