Sully Chronicles Map Thread
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mcgrue

Presently, we need the following maps to be worked upon:


  • Rodne.
  • The Love Shack.
  • The Dungeon of Love.
  • Castle Heck.
  • The Cyclops' Hall
  • (this list is not exahsutive)


There are a plethora of public domain tiles available if you aren't good with the art creation but would like to try your hand at a map.

Please announce your intentions to a map if you are going to make custom art. I cannot promise that if you make a map, it will be used. We're going for a meritocracy thing rather than a first-come first-serve deal. However, if you do make a map and it isn't used for some odd reason, you could be a hero to the community and release a demo featuring it!

I want to see more demos so badly. :(

Anyways, yeah. Any questions?

Posted on 2005-06-12 19:19:26 (last edited on 2005-09-18 05:27:57)

Overkill

I'd be willing to do the Love Shack! :D What with the crazy disco floor and funkiness. This time around, it should have a big disco ball. Maybe you could even put in a battle of funk against the groovy Big Bubba. :D Depending on if this map turns out well, I might also do the Dungeon of Love.

Posted on 2005-06-12 20:15:09

mcgrue

remember to post screenshots!

Posted on 2005-06-12 20:24:33

Kildorf

Do you want screenshots of the map I made, or should we keep the new look sekrit? :O

Posted on 2005-06-12 20:39:56

mcgrue

Oh, we need some surprises yet, I think? ;)

Posted on 2005-06-12 20:53:04

Gayo

For the dungeons, make sure they're interesting. Play value is more important than looks, though ideally they should have both. If you're not sure how to script some stuff that's fine, just give us a general idea of what you want things to do.

Posted on 2005-06-12 21:01:22

Overkill

Oh my god. A great idea just popped into my head. Darin needs to engage in columns on the funky dance floor of the love shack. Note that I haven't started map work, because culminating project work (worth 15% of my final course marks) have popped up. So it will be postponed, a bit.

Posted on 2005-06-13 14:02:09

mcgrue

What does love have to do with columns?

Posted on 2005-06-13 19:58:03

Overkill

Um... A lot? :D

Posted on 2005-06-13 21:01:03

rpgking

So...should maps be fully scripted? Like warping from place to place? That would require some of Sully's functions, right? Or is this going to be handled by someone else?

Posted on 2005-06-14 00:35:01

mcgrue

Making a map all hooked up with Warps is appreciated, but not specifically necessary, I warrant. That said, it's not hard to pop said map into a working copy of Sully. And Sully's functions were also made to be used by other games, to boot.

If you choose not to 'hook up the plumbing' of doors, that's fine, but some sort of txt guide as to what goes where would be most appreciated.

Posted on 2005-06-14 01:16:55

Gayo

Yeah, unless you want something totally whack-ass crazy it should be very easy for us to do the scripting as long as we know what's supposed to happen. It'd be nice if you set the obstructions, but even that's not strictly necessary -- most of the heavy lifting is in laying the tiles.

BTW, for whoever's doing towns -- the way things are set up in the maps we have so far is that doors are closed by default, and when you walk up to them and press the confirm button (activating their zone), they open. Then once they're open, that same zone will warp you.

Posted on 2005-06-15 19:19:18 (last edited on 2005-06-15 19:22:42)

mcgrue

Quote:Originally posted by rpgking

So...should maps be fully scripted? Like warping from place to place? That would require some of Sully's functions, right? Or is this going to be handled by someone else?


Does this mean you are working on one? Which one? Huh huh huh?

Posted on 2005-07-03 04:43:21

rpgking

I could be working on one. But if I were to say what it was, that means I'd be expected to actually finish it. :(

Posted on 2005-07-06 02:42:40

mcgrue

Quote:Originally posted by rpgking

I could be working on one. But if I were to say what it was, that means I'd be expected to actually finish it. :(


If you were to finish a map, it'd be appreciated... greatly!

But if you don't say which one, then there could be duplication of effort!

Posted on 2005-07-06 06:29:55

rpgking

Ok fine. I'm attempting a Castle Heck map. Strong emphasis on 'attempting'.

Oh, and I really don't mind if someone else beats me to it. It's mainly just for the fun of creating an original tileset/map.

Posted on 2005-07-06 20:13:36

mcgrue

OoooOOOooo!

I look forward to seeing pretty screenshots! :D

Posted on 2005-07-08 08:18:43

CrazyAznGamer

I express interest in making a map.
Meaning I'll attempt one for the heck of it...
Hmmm...
Which one....
*closes eyes and spins* and I choose...

THE CYCLOPS HALL.

And like RPGKing, I plan to make it on a 'if I fail, I blame it on the local weather' sort of thing.
So don't expect anything from me, although I do find map-making interesting.

Besides so, any specifications for THE CYCLOPS HALL?

Posted on 2005-07-10 00:22:44

anonymous

I am thinking that the Dungeon of Love needs a bunch of obscure phallic and other sexual references. I'd do it myself and make my big entrance into the VERGE community of which I've been lurking for the past several years, but I am deeply unconfident in my map design abilities. Now to something that actually might not be wasting your time: I'm fairly decent with the pixel; would you accept just tileset (or possibly sprite) donations? I'd really like to see this finished...

Posted on 2005-07-10 09:14:11

rpgking

Ok, I've made some progress, but not enough to show off. Is Castle Heck still on top of a cliff overlooking the ocean? Also, should the design be similar to that of the old demo?

Posted on 2005-07-10 12:47:28


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