04-17-2018, 09:15 AM
I haven't.
At least not completely.
Mapping every single tile may be taxing on many fronts, but it also may not be necessary. It's sufficient to map significant areas separated into sub-maps where appropriate, including but not necessarily limited to:
♦ The roads/paths that connect towns and other locations of interest
♦ Areas that may serve as points of interest within forests or other natural settings, such as animal dens.
♦ Bridges, be they across roads or rivers
♦ Town outskirts
♦ Coastline (mapping the entire coastline is honestly unnecessary, but everyone likes to have a beach)
This can keep the world compact enough for a small playerbase while expanding it artificially through obstacles and, potentially, winding routes that can slow progress. The important thing is that the maps are connected in a way that feels geologically correct, has room for wildlife and encounters, and is interesting enough for people to feel immersed just by walking through it (i.e. not a lot of empty space). This means some areas that look incredibly plain on the world map would need a touch of flavor when mapped.
I understand not wanting the map to be too massive to RP in, but it would be a shame to see the idea scrapped altogether. I also understand that we would be losing access to much of the world map as it's presented, but quality over quantity is probably best here.
At least not completely.
Mapping every single tile may be taxing on many fronts, but it also may not be necessary. It's sufficient to map significant areas separated into sub-maps where appropriate, including but not necessarily limited to:
♦ The roads/paths that connect towns and other locations of interest
♦ Areas that may serve as points of interest within forests or other natural settings, such as animal dens.
♦ Bridges, be they across roads or rivers
♦ Town outskirts
♦ Coastline (mapping the entire coastline is honestly unnecessary, but everyone likes to have a beach)
This can keep the world compact enough for a small playerbase while expanding it artificially through obstacles and, potentially, winding routes that can slow progress. The important thing is that the maps are connected in a way that feels geologically correct, has room for wildlife and encounters, and is interesting enough for people to feel immersed just by walking through it (i.e. not a lot of empty space). This means some areas that look incredibly plain on the world map would need a touch of flavor when mapped.
I understand not wanting the map to be too massive to RP in, but it would be a shame to see the idea scrapped altogether. I also understand that we would be losing access to much of the world map as it's presented, but quality over quantity is probably best here.