downwinder on 14/9/2016 at 03:19
last game system i played was playstation 1 riven,last pc game i bought was thief 3 ,seen a couple video on fallout but the food/survival aspect is not fun for me,i would hate to worrie about feeding garrett in game while trying to play lol,valmontphil
i am 42 this month more like choose your own adventure,and classic D&D
my post are about coming up with some new lay out to fan missions ,as the square is over used and with my amazing self direction"i am great and remembering my position as in north/east/south/west,a square makes most missions pretty easy
a great example you see a building you know you can get into,typical thief player,circle the building to find it,maybe check for possible mantle/rope arrow,or look for way underground,sometime another part of the mission has access=the way i like it
the more traveling the better
john9818a on 14/9/2016 at 14:44
It would be easier to just design uturns at each end that lead to the next path across the map. Using teleports won't work unless the player was forced to go to the small radius that the teleport covers. Teleports can't be triggered from 250 units away.
Yandros on 14/9/2016 at 15:02
Of course they can, the trigger can be any size and location you want. That doesn't make this whole idea any more appealing as far as I'm concerned, though.
Renault on 14/9/2016 at 16:55
Using U-turns wouldn't work, the player wouldn't be fooled by that. The idea is to give the impression of traveling a long distance in basically one direction.
john9818a on 14/9/2016 at 19:11
I wasn't aware that teleport traps had an adjustable range. :o
I know downwinders second post mention having a long narrow map but I was referring to the op with simply having a long distance to travel. :)
Yandros on 14/9/2016 at 20:09
Not teleport traps, but bounds triggers do. You wouldn't use a teleport trap for seamless teleportation though, you'd probably use TrapMoveRelative.