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Dungeon layout, map flow and old school game design
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<blockquote data-quote="howandwhy99" data-source="post: 2963246" data-attributes="member: 3192"><p>Bump</p><p></p><p>This is a great thread and kudos to Melan for all the work on that 1st post. </p><p></p><p>I was reading the Design and Development columns over at Wizards and saw an interesting article. This one is from <a href="http://www.wizards.com/default.asp?x=dnd/dd/20060223a" target="_blank">Gnoll Limits: Adventure Design, Part 2</a>. It discusses map linearity and some of its' benefits. It also gives one idea on map design at the end.</p><p></p><p>Also, I had a few questions for Melan, if he's still reading.</p><p></p><p>1. What do you think about the old mapping techniques on 8 1/2" x 11" grid paper? Many dungeons used to play a metagame of finding secret rooms or ensuring a level was fully mapped by filliing in all the spaces on a single sheet of paper. The Prince in T1-4 is probably the most famous case.</p><p></p><p>2. What do you think of classical mazes in games? The kind kids used to buy in paperbacks for long trips. The ol' pencil tracing style. My understanding is, these are no longer considered fun and instead tedious mapping chores more than anything else.</p><p></p><p>3. Lastly, do you think dungeons (meaning maps of any interior space; buildings, towers, sewers, etc.) should put more priority on non-linear style or on logical construction by the in-game designers?</p><p></p><p>I pretty much agree with everything you mentioned in your first post. You were pretty clear that not all dungeons need by non-linear. They certainly work in Gygax's tombs S1 and Necropolis. Of course now these are considered bad design by many. Whereas I've become pretty sick of reading newer modules, event and dungeon-based, that are essentially flowcharts. Anyway, thanks for bringing this phenomenon to light.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2963246, member: 3192"] Bump This is a great thread and kudos to Melan for all the work on that 1st post. I was reading the Design and Development columns over at Wizards and saw an interesting article. This one is from [url=http://www.wizards.com/default.asp?x=dnd/dd/20060223a]Gnoll Limits: Adventure Design, Part 2[/url]. It discusses map linearity and some of its' benefits. It also gives one idea on map design at the end. Also, I had a few questions for Melan, if he's still reading. 1. What do you think about the old mapping techniques on 8 1/2" x 11" grid paper? Many dungeons used to play a metagame of finding secret rooms or ensuring a level was fully mapped by filliing in all the spaces on a single sheet of paper. The Prince in T1-4 is probably the most famous case. 2. What do you think of classical mazes in games? The kind kids used to buy in paperbacks for long trips. The ol' pencil tracing style. My understanding is, these are no longer considered fun and instead tedious mapping chores more than anything else. 3. Lastly, do you think dungeons (meaning maps of any interior space; buildings, towers, sewers, etc.) should put more priority on non-linear style or on logical construction by the in-game designers? I pretty much agree with everything you mentioned in your first post. You were pretty clear that not all dungeons need by non-linear. They certainly work in Gygax's tombs S1 and Necropolis. Of course now these are considered bad design by many. Whereas I've become pretty sick of reading newer modules, event and dungeon-based, that are essentially flowcharts. Anyway, thanks for bringing this phenomenon to light. [/QUOTE]
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