That could work. :)
That could work. :)
Ok, I have experimented with widening the castle corridors. 80x80 turns out to be really good - it preserves the 'grid-based' feel without being as claustrophobic. Future releases will have these dimensions. I've also straightened the southern hall so that it doesn't wind as much.
I can assure you that I never design maps to annoy the player. In fact I didn't used to get so much criticism over the tight corridors back in, say, the 2000s. I've noticed that newer players in recent days take much bigger issue with them.
The castle map is actually very old, dating back to my earliest mapping days. I was aiming for an old-school grid-based dungeon aesthetic. It may be too much work to redo it from scratch, but I could try expanding the squares to 96x96 (I remember I tried 128x128 a long time ago but the corridors became too long). In future releases, the afrits will be replaced with rats (or other weak monsters) that don't hurl projectiles.
For the record, I am working on a new release which will replace other of the 'tight-corridor' sequences in hub 2.
As for the intro mountain, I will put more descriptive story text into the opening script.
Hey guys, it's great that people are actually downloading this project! Hopefully you're playing it!!! XD
But, I must make a kind request: PLEASE report ANY suspicious behaviour that you experience in the maps. Chances are it may be an urgent bug that hinders proper progress to your victory. And trust me, everybody hates those.
Also, I've got a few new polls up on the Freewebs site. All input is appreciated and respeced.
Regards,
Lucas
Someone should get in touch with Waldo, the guy from Vaults and Caldera, and get him to post his mods here. Those ones are nothing short of masterpieces. :D
Angelic_Anchovies
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