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Harmful advice for a beginner mapmaker.Auto-translated
1. If you're creating your first map, choose the XL size and make it two-tiered right away. Why go small? It's better for the map to remain half-empty than to be small and insignificant! In the worst case, if you run out of energy to create it, you can leave the second level completely empty, just as a plain surface.
2. Place resources and mobs in clusters and rows on the map. After all, it's so nice to travel for a week through an empty and lifeless area and suddenly find 20 chests with gold or experience! Or a cluster of 30 resources!
Mobs on the map should also not be placed evenly and chaotically. Let them stand in neat rows and wait for you to walk through these rows, like a combine harvester through a field.
3. When choosing a behavior model for a mob (guard or wanderer), ALWAYS choose wanderer! During the end of the turn, the player will be able to enjoy watching all the mobs on the map move back and forth. And let each turn take 5 minutes while ALL the mobs move, but it will be spectacular and exciting!
4. After placing a sawmill, city, or any other object, never check if the entrance to it is accessible. Let it be a game surprise!
5. In general, never click the red button "Enable or disable cell accessibility display" in the Editor menu. Let there be areas on the map that cannot be reached under any circumstances. This is very intriguing!
6. Various impassable obstacles that must be cleared with bombs also add mystery to the maps. Place the bombs yourself, but let the player figure out how to make them explode and clear the path. Creating quests, making events, writing scripts – all this is too complicated and uninteresting!
After finishing the map, NEVER try to play it yourself, even once. Also, do not give it to friends for testing. Immediately, without delay, publish it on a website where other players can download it and enjoy working on it in the campaign editor!
If you're creating your first map, choose an XL size and make it two-tiered right away. Why go small? It's better to have a map that's mostly empty but still feels grand and impressive! In the worst-case scenario, if you run out of energy to create content, you can simply leave the second tier as a plain, uniform surface.
This is even more relevant for the fifth installment of the series, as very large maps tend to have performance issues.
:D Very helpful tips!:smile16: This smiley seems to have appeared for a reason. It indicates that you should say a prayer over a clearly unplayable and uninteresting map, in the hope that a miracle will happen – perhaps this map will become playable and enjoyable.:smile41:
7. Under some chests and resources, draw a “deep water” tile. It’s not visible from the outside (the item covers it), but you can’t pick up the item. The item just sits there, and there doesn’t seem to be anything blocking it, but you can’t actually pick it up! Can you imagine the confused face of a player who doesn’t understand what’s going on?))
You're giving some terrible advice! After Ivan the Fool married the frog and started reproducing using fish eggs, imagine how much offspring he produced! What if they all want to live in deep puddles and start creating them under every chest?:eek: