Wanderer in the Sea of Fog

Discuss N mapping theory, N maps, and other aspects of map-making.

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Postby unoriginal name » 2010.01.08 (23:07)

(aka WitSoF)
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This new year has proved rich in cool things for the community to sink their fingers into. ADMINISTRONG, Creature Feature, and an as-of-yet secret mappack southpaw is organizing that I guarantee will blow yours minds. Well, I was starting to feel a bit left out, and also like I hadn't contributed anything major to the community for a while, so I concocted WitSoF, the latest in mapping innovation!

WitSoF is somewhat like The Epic (look it up on metanet.2.forumer.com) crossed with those Choose Your Own Adventure Books you might've found in your parents' attic. The idea is pretty simple: I have created a map with two exits. This map is like a small acorn, a seed that will continue to grow into something large and beautiful. You, being a talented mapmaker I'm sure, play and finish the map and then remove everything except the ninja and the exit door you finished at. Then you create a new map with at least 2 exits in which the ninja starts on the door from the last map. The first door still being there is an aesthetic thing, mind. You shouldn't be able to go through it. You should, of course, be able to go through the other doors. Then you or someone else may choose to build a map . Think of this as a labyrinth of sorts: One door leads to a new room, where there are other doors to go through, but you cannot go back through the door whence you came!*
Important Example!

IF YOU FINISHED HERE
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THEN YOU SHOULD START YOUR MAP LIKE THIS
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*

Sound cool? Great! The beauty of this is that there are always exits available. The possibilities are endless. Now, a few questions I can see coming up:

Is this a contest?
No, no it is not. This is a cool thing I've always wanted to do, and want you to do to! Because without you it won't go anywhere. Ideally, I want people to make a map for this whenever they feel like making a map. All it requires is working around a set starting point and more than one finishing point. It's really not that hard.

There could be maps with a lot of exits. How do we distinguish them?
Excellent question. I used to have a really clunky solution to this, but once a few maps were made, I realized that all the exits could be called with a simple upper/lower/center left/right/center. So that should do.

How will we avoid an exit accidentally getting two maps made for it?
Well, the maps will go one NUMA, so whoever wants to do an exit should call dibs for it before starting. Of course, if it's been forever and they still haven't posted a map up, consider the exit back up for grabs. When the inevitable happens and two maps are made for the same exit, the map submitted later can either be delisted/changed to the traditional form (one exit), or can be marked Alternate.
While we're tangentially on the subject, I'd like to note it would smooth some thins out a fair bit if the author of a given map adds the URLs for covered exits to the description, along with a note of which exit it's for.


If this all seems a bit confusing, it's because I'm terrible at explaining it. The thing itself is as simple as can be, I assure you. I did a kind of poor job explaining WitSoF on IRC at first, but once people got it they were into it in a big way. I'm sure I haven't answered all your questions, or even all your good ones, so let me open it up to queries now. Or you can just get mapping. That would be preferable, actually.

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*rewritten/illustrated by southpaw. <3

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Postby 大見解 » 2010.01.08 (23:12)

so what about maps that are in-between the grid spaces? would you use something like... (a.5, 4.6)?
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Postby toasters » 2010.01.08 (23:30)

I think we can all agree to use half snaps when it comes to exit doors.
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Postby Leaff » 2010.01.08 (23:30)

Sounds fantastic. I'm in.
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Postby bufar » 2010.01.08 (23:41)

I'm in.
Semi-Related: you quarter-snapped the top exit. It's closer to f30, so dibs on that.
Last edited by bufar on 2010.01.08 (23:51), edited 1 time in total.

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Postby unoriginal name » 2010.01.08 (23:46)

bufar wrote:I'm in.
Is there some sort of system for making the maps? Like, what if two people make a map for the same exit of the same map?
You should read a bit more carefully. ;)
gloomp wrote:How will we avoid an exit accidentally getting two maps made for it?
Well, the maps will go on NUMA, so whoever wants to do an exit should call dibs for it before starting. Of course, if it's been forever and they still haven't posted a map up, consider the exit back up for grabs. When the inevitable happens and two maps are made for the same exit, the map submitted later can either be delisted/changed to the traditional form (one exit), or can be marked Alternate.
As for the exit thing, if you really must put an exit in multiple squares, just credit as many as it's in, separated by slashes. e.g. a1/b1/a2/b2.

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Postby bufar » 2010.01.08 (23:54)

xVxCrushloaderusSupremusxVx wrote:
bufar wrote:I'm in.
Is there some sort of system for making the maps? Like, what if two people make a map for the same exit of the same map?
You should read a bit more carefully. ;)
gloomp wrote:How will we avoid an exit accidentally getting two maps made for it?
Well, the maps will go one NUMA, so whoever wants to do an exit should call dibs for it before starting. Of course, if it's been forever and they still haven't posted a map up, consider the exit back up for grabs. When the inevitable happens and two maps are made for the same exit, the map submitted later can either be delisted/changed to the traditional form (one exit), or can be marked Alternate.
I meant something more along the lines of:
"What will we do if someone half-snaps the exit? Will they get both of those squares?"
I just assume that people can read my mind.

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Postby unoriginal name » 2010.01.08 (23:58)

bufar wrote:
xVxCrushloaderusSupremusxVx wrote:
bufar wrote:I'm in.
Is there some sort of system for making the maps? Like, what if two people make a map for the same exit of the same map?
You should read a bit more carefully. ;)
gloomp wrote:How will we avoid an exit accidentally getting two maps made for it?
Well, the maps will go one NUMA, so whoever wants to do an exit should call dibs for it before starting. Of course, if it's been forever and they still haven't posted a map up, consider the exit back up for grabs. When the inevitable happens and two maps are made for the same exit, the map submitted later can either be delisted/changed to the traditional form (one exit), or can be marked Alternate.
I meant something more along the lines of:
"What will we do if someone half-snaps the exit? Will they get both of those squares?"
I just assume that people can read my mind.
I'm a bit confused. A square can be reused. It isn't taken if someone uses it once. That would put an expiration date on things.

If I'm totally misunderstanding you here, just rephrase, please.

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Postby Leaff » 2010.01.09 (00:01)

Dibs on the bottom exit.
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Postby PALEMOON » 2010.01.09 (00:10)

This is an awesome idea and i will gladly map for it!

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Postby bufar » 2010.01.09 (00:17)

xVxCrushloaderusSupremusxVx wrote:I'm a bit confused. A square can be reused. It isn't taken if someone uses it once. That would put an expiration date on things.

If I'm totally misunderstanding you here, just rephrase, please.
I understand now.

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Postby Leaff » 2010.01.09 (00:53)

And done.

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Postby bufar » 2010.01.09 (01:12)

Someone else can take mine.

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Postby Rhekatou » 2010.01.09 (02:21)

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Postby blackson » 2010.01.09 (06:28)

It would be cool if you got a small team of people together to make a mappack with this concept. I dunno how specifically how it would work, but somehow find a way to thread the levels in such a way that the next level depends on your current one, so there's a bunch of different ways to go through the pack. Say you fork off in a different level completion direction, and then go through an exit and end up at another map.

(I have this idea vivid in my head, and could probably translate it into an incoherent mess on graph paper, but otherwise you're stuck with this terribly worded post for now)

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Postby unoriginal name » 2010.01.09 (21:31)

Pinning this because you bastards aren't giving it the attention it deserves.

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Postby UndeadPie » 2010.01.10 (22:33)

Great idea, and the description isn't confusing (: I did something similar (without the exit doors in the next map) with my 5 Under-Ground Maps.
I'd love to contribue to this (: I think it's gonna be huge! :D
spoiler

I've made maps for this one


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Postby PALEMOON » 2010.01.11 (02:08)

http://www.nmaps.net/190847

i took moonwitches' door located at 27M (ish) on This Map

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Postby blackson » 2010.01.12 (02:41)

Blackson wrote:It would be cool if you got a small team of people together to make a mappack with this concept. I dunno how specifically how it would work, but somehow find a way to thread the levels in such a way that the next level depends on your current one, so there's a bunch of different ways to go through the pack. Say you fork off in a different level completion direction, and then go through an exit and end up at another map.

(I have this idea vivid in my head, and could probably translate it into an incoherent mess on graph paper, but otherwise you're stuck with this terribly worded post for now)

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Postby Yoshimo » 2010.01.12 (02:57)

This is horribly confusing.Up until the diagram about grids I was like. "Hmm. Pretty sweet." Then there's some odd notation shit and my mind explodes. =[

So lemme get this straight. When you want to make a map with the ninja on a particular exit, you have to put 'dibs' on that exit then make a map? I think saying "The top exit" or "the bottom right exit" would be far more simpler if that's all the grid is for.
spoiler

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Postby origami_alligator » 2010.01.12 (07:35)

Blackson wrote:
Blackson wrote:It would be cool if you got a small team of people together to make a mappack with this concept. I dunno how specifically how it would work, but somehow find a way to thread the levels in such a way that the next level depends on your current one, so there's a bunch of different ways to go through the pack. Say you fork off in a different level completion direction, and then go through an exit and end up at another map.

(I have this idea vivid in my head, and could probably translate it into an incoherent mess on graph paper, but otherwise you're stuck with this terribly worded post for now)
Please don't quote your own posts "for emphasis". You've already said it once. Chances are people saw it. Chances are you probably linked it to gloomp on IRC. This is just spam, Blackson. You should know better.
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Postby otters~1 » 2010.01.12 (22:29)

Oh hey yay hurray!

I'll map for this later, once I wrap my ahead around the grids.
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Postby unoriginal name » 2010.01.12 (23:57)

Manus Australis wrote:
Blackson wrote:
Blackson wrote:It would be cool if you got a small team of people together to make a mappack with this concept. I dunno how specifically how it would work, but somehow find a way to thread the levels in such a way that the next level depends on your current one, so there's a bunch of different ways to go through the pack. Say you fork off in a different level completion direction, and then go through an exit and end up at another map.

(I have this idea vivid in my head, and could probably translate it into an incoherent mess on graph paper, but otherwise you're stuck with this terribly worded post for now)
Please don't quote your own posts "for emphasis". You've already said it once. Chances are people saw it. Chances are you probably linked it to gloomp on IRC. This is just spam, Blackson. You should know better.
<Blackson> http://forum.droni.es/viewtopic.php?p=108804#p108804
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Postby remm » 2010.01.14 (01:41)

Would it be good to keep the style of the ending of the previous map and transplant it to the start of the next map?
And this is already quite hard to keep track of what map follows what...
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Postby Destiny » 2010.01.14 (17:33)

So, exits in the middle of a map are a big no-no right? Otherwise it would break the idea that The Epic had of a linear (or multi-pathed, in this case) adventure experience.

Yeah?
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