Page 1 of 1

Dungeon Maps

Posted: Thu Jul 25, 2019 9:04 pm
by Ommamar
D

Re: Dungeon Maps

Posted: Thu Jul 25, 2019 10:04 pm
by mikeprichard
Lots of discussion here - viewtopic.php?f=4&t=163

Re: Dungeon Maps

Posted: Thu Jul 25, 2019 10:05 pm
by pango
There's no such thing as a floor or level on may (most?) Daggerfall dungeons though, unlike say Arena.
I don't really see how one could get this to work...

Re: Dungeon Maps

Posted: Thu Jul 25, 2019 10:16 pm
by Interkarma
Smaller dungeons option isn't related to map usage, it's there to make random dungeons smaller and faster to play through. There's no way this is going to be a transitional feature, feedback has been much too positive. :)

Re: Dungeon Maps

Posted: Thu Jul 25, 2019 10:21 pm
by Jay_H
Imagine a semi-transparent plane (light blue on top, dark blue on bottom) that could intersect with a certain subsection of the dungeon map. As you use the right mouse button to move the visible span up and down, as already implemented, you can see "upward slopes" as light blue and "downward slopes" as dark blue. If no section of the dungeon intersects with the plane, it'll be normal-colored.

You are aware of the right mouse button's ability to move up and down the visible map section, right Ommamar?

Re: Dungeon Maps

Posted: Thu Jul 25, 2019 10:40 pm
by Teralitha
I think DFU map feature is quite good. I see no reason to spend time changing it. Maybe a modder can create a mod to change it to their liking.

Re: Dungeon Maps

Posted: Fri Jul 26, 2019 1:13 am
by Ommamar
Jay_H wrote: Thu Jul 25, 2019 10:21 pm Imagine a semi-transparent plane (light blue on top, dark blue on bottom) that could intersect with a certain subsection of the dungeon map. As you use the right mouse button to move the visible span up and down, as already implemented, you can see "upward slopes" as light blue and "downward slopes" as dark blue. If no section of the dungeon intersects with the plane, it'll be normal-colored.

You are aware of the right mouse button's ability to move up and down the visible map section, right Ommamar?

Re: Dungeon Maps

Posted: Fri Jul 26, 2019 1:28 am
by Ommamar
mikeprichard wrote: Thu Jul 25, 2019 10:04 pm Lots of discussion here - viewtopic.php?f=4&t=163

Re: Dungeon Maps

Posted: Fri Jul 26, 2019 1:59 am
by mikeprichard
I agree the dungeon automapping still isn't ideal, but that's more due to the insane complexity of most of classic's dungeon maps. Nystul has done some fantastic work getting mapping into a more usable state.

Re: Dungeon Maps

Posted: Fri Jul 26, 2019 4:06 am
by Ommamar
mikeprichard wrote: Fri Jul 26, 2019 1:59 am I agree the dungeon automapping still isn't ideal, but that's more due to the insane complexity of most of classic's dungeon maps. Nystul has done some fantastic work getting mapping into a more usable state.