TSM Travel Map or BG roads.

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Which do you prefer?

Travel Map
13
43%
Standard roads
17
57%
 
Total votes: 30

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NESchampion
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Re: TSM Travel Map or BG roads.

Post by NESchampion »

One of the issues still plaguing the travel map is that in large parties you can get stuck unable to move still.
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Teric neDhalir
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Re: TSM Travel Map or BG roads.

Post by Teric neDhalir »

The WHL travel area system is superior to any lesser product. Nyahh, nyahh, nyahh.
(Apart from the fatal bugs I've not yet noticed, of course.)
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Basilica
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Re: TSM Travel Map or BG roads.

Post by Basilica »

Strongly prefer the Travel Map here. The map provides a nice view of the scale of things and generally feels more like nice integration and less like filler content, to be honest.
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Re: TSM Travel Map or BG roads.

Post by I-KP »

The travel map method is great for providing- well, a map! (Every server, other than TSM of course, suffers from not having a map, IMO.) However, I do prefer to move around through actual areas, a la 'standard roads'. If the two methods could be blended to a) provide a strong sense of geographic location and b) not have all destination areas feel like disconnected islands then I'd probably have an enthusiasm aneurysm.

Perhaps one way to achieve both (a) and (b) would be to have a travel map, as per TSM, but instead of arriving 'at the gates' of all destinations, surround said destinations with a double-halo of lead-in / lead-out wilderness areas. The travel map would then be a mechanism to travel between regions rather than a door-to-door metro service, and the wilderness areas would provide theatre enough for all kinds of destination-centric spill-over goodness.
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Lucifer
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Re: TSM Travel Map or BG roads.

Post by Lucifer »

well The Surrounds of Silvvy were once bigger with more walk around area outside the walls..they were pared down I believe because of NwN2 size constraints. blending in other area's might be possible but again.. I'm good with the travel map. BG and MS travel are ok TSM's is my favorite though. Taking limit off exteriors would be best but can't happen:(
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Re: TSM Travel Map or BG roads.

Post by I-KP »

Lucifer wrote:well The Surrounds of Silvvy were once bigger with more walk around area outside the walls..they were pared down I believe because of NwN2 size constraints.
Presumably this refers to the individual exterior dimension constraints, i.e., keeping them under 20x20 and not over-building them.

BG's roads network is an excellent example of how a small chain of exteriors could act as lead-in/lead-out to a travel map destination. If Beregost were a travel map destination then the player would drop back into the game world two or three road exteriors away from Beregost itself, and if leaving the town bound for Nashkel the player would AT through two or three road exteriors before exiting to the travel map proper for the overland part of the journey. Rinse, repeat.
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Heero
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Re: TSM Travel Map or BG roads.

Post by Heero »

I-KP wrote:Perhaps one way to achieve both (a) and (b) would be to have a travel map, as per TSM, but instead of arriving 'at the gates' of all destinations, surround said destinations with a double-halo of lead-in / lead-out wilderness areas. The travel map would then be a mechanism to travel between regions rather than a door-to-door metro service, and the wilderness areas would provide theatre enough for all kinds of destination-centric spill-over goodness.
This is what I was trying (and failing) to articulate.
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RangerDeWood
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Re: TSM Travel Map or BG roads.

Post by RangerDeWood »

I voted map. Mainly, I enjoy the aesthetic feel of the overland map compared to the old-school area travel. Also, from what I can gleam on this thread, there seems to be some sort of issue with having all areas seamlessly AT'd as in ALFA1 due to size restrictions, so having a single area where you don't move as fast but can travel seamlessly between locations without searching for AT points is the obvious choice for me. Nothing breaks immersion for me more than feeling like I'm walking around in a room with invisible walls and need to find a door out.

I do like the idea of putting more of a buffer zone around each of the world map locations to give a bit more flavor, but the system we have now works fine IMO (aside from aforementioned bugs, of course).
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