Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Old Cellsvich
#19
MakeshiftWalrus post_id=39804 time=1590127792 user_id=56 Wrote:
Miller post_id=39800 time=1590083020 user_id=49 Wrote:
MakeshiftWalrus post_id=39791 time=1590035386 user_id=56 Wrote:I'm not sure what kind of tweaks people are thinking of that wouldn't require a complete overhaul of the map if the intention is to not have a blatant copy/paste of old Cellsvich.

I for one am not a fan of the idea of simply porting in the old map, even if it gets a re-skin. It's a lazy solution, and we'd be better off designing something from scratch.

Old Cellsvich looks pretty bad anyway, it's just a box with buildings randomly strewn around. You can easily re-create the entire map in a house using tiles from your building tool, I've done it before.

The map editor within game is much much easier to use than the one presented in the mapping environment. Refer to Blissey's post if you want to understand a fraction of the reason why. Dream Maker is incredibly annoying and frustrating to work with; coupled with not knowing what everything does in actuality.

It being 'lazy' is redundant, this is a request precisely because it is less work for something that can easily provide more roleplay options to the world. Not to mention, not all of the tiles presented in the old map are in the in-game's building system.

If you don't like it, that's entirely fair though. It's not the most appealing map in the world sure, but I adore it personally precisely because it was compact and also has an easily accessible gathering location.

I've worked with it before, and while it's obnoxious to use, it's not so obnoxious you couldn't take an hour to sit down, and get to understand it. Something you would need to do, if you wanted to do anything beyond slapping in the same map again.

The most important thing to consider when mapping is time, because it isn't difficult to create the actual map itself, it's difficult to know where all the tiles you need are located within it, and so the clock becomes your worst enemy. A lack of effort is exactly why I don't think it should just be ported, and I don't personally feel nostalgia is a good enough excuse to add sub-par quality to the game.

If people want to use the same type of layout for a different map? Sure. That might actually be interesting. But to just throw in old Cellsvich after this long? No, I can't agree with that.

No one wants to throw old Cellsvich in. The purpose of porting the old map back in is to: remap it and use the tilesets in it as an ease of access point* to redesign and map a new map for the game. No one wants an old Cellsvich copy in the actual game, that would be very strange and unsettling (unless Dev wanted to go for that... Mallus...).

Also, using the actual map editor (as in, the tools you need to actually lay down tiles, copy tiles, and map out the map) isn't the annoying part. To your point, you mentioned that it takes a while to figure out where everything you need is. Here's the thing: it shouldn't be like that. Mapping should be easier. Why do you think Dev himself is so averse to it? I highly doubt he intentionally made things hard to find, otherwise he'd never try to map anything.

I'll reiterate: no one wants old Cellsvich back.** No one wants a carbon copy of old Cellsvich. Perhaps similarities due to the tileset, but it shouldn't take months to craft a whole new map unless you're making the custom tilesets along with it. I can understand why you'd be against this if the purpose was to just shove the old Cellsvich back in and not change it enough to be different or at all, but that's not the case, nor will it ever be allowed.

All submissions have to go through Dev, and if he feels that having the map used as a basis for making a new town is too lazy or that not enough work went in to make the old Cellsvich map into a new map, then he can ultimately veto it. No harm will come of people trying to use the old Cellsvich map for ease of access.

*Ease of access point: by this I mean to use the old Cellsvich map as a means to separate all available tilesets generated in the map, and then quickly copy and or activate the tiles so that you don't have to go through the actual categories/mapping tree to find the tileset you need. This would mean that you'd have to expand the map in the file and then map a whole new map on the other side of the editor in that same loaded environment, or you could just use the actual tiles generated as a point of quick reference to find the set you need in a whole new environment using the SL2 mapping environment tool. It sounds complicated, but trust me, it's not -- it'd make mapping out villages/towns easier since we can quickly find out where things are without treasure hunting. Old Cellsvich fortunately has most of the tiles you'd need to make an appealing modern-for-the-time-period or just regular town.

**Disclaimer: Some people want old Cellsvich back. It's never coming back. Let it die, but also, please give us the old map so we can use the cool tilesets more readily to make even cooler maps. Thanks.
[Image: Y8FFQj7.jpg]
^Mercala's Favorite Apparently
[Image: To2mAPS.png](heh)
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 1 Guest(s)
Sigrogana Legend 2 Discord