[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]
Re: Tutorial campaign
On 21.01.2005 01:16, Torinthiel wrote:
> On Fri, Jan 21, 2005 at 12:47:39AM +0100, The Fox wrote:
> >
> > > Well, I have a few remarks:
> > > - I think the common word used is 'hex', not 'hexagon'. While I
> > think
> > > it's correct, I'd like the more common form introduced.
> >
> > Well, I don't know...
>
> OK, neither hex nor hexagon are used in any other map. I withdraw this.
The manual mentions hex, field, and square, so you should use any of
those.
> > > Also the course of events kind of suggests that depots can be build
> > > and/or destroyed, which isn't the case.
> >
> > I know :-). But the player doesn't have to know everything at once :-)
> > . And you as mapper can create similar course of events so that it
> > will be possible <G>.
>
> True. (Well, I don't see myself as the mapper, but anyway...)
I actually think there are two issues. We really have to be careful
not to imply stuff that isn't true. The first is that you can build
shops (though that's probably the lesser problem and easily explained
in the shop(ping) tutorial), and the second is that infantrymen can
clear roads of tank blockers. We should somehow mention that this is
special to the tutorial.
> > > Oh, one more thing:
> > > ../tools/cfed "T1v2.src" --tiles ../tools/default.tiles
> > > --units ../tools/default.units
> > > -o "T1v2.lev"
> > > Error: Map does not have a shop entrance at 17/12
> >
> > :-) The way to "compile" the map:
>
> [cut]
> Is there any 'at battle start' trigger? Then you could simply have the
> correct shop entrance in .src and change it on start to the construction
> it is now. It would ease up everything - right now I don't see how to
> put this map in CVS (maybe .lev and .src, but it would be only such
> map).
Yes. Put back the entrance tile and create a sethex event with a
handicap trigger that fires on all handicap settings. It's still a
hack, but oh well...
For my taste, the introduction is still too long, and the player has
to memorize too many things at once. I propose two means to counter
this.
1) Split the intro message into two. You have at least one turn until
the tank can cross the bridge, so you can issue another message on the
second turn.
2) I intend to add another event (that'll probably replace the nextmap
event) which allows you to adjust internal messages (e.g. the name of
the next map, but also the players' briefings). That way you can always
update the briefing screen with whatever task the player has to
complete next.
Going to be a busy weekend.
Jens