A Neverwinter Nights 2 Blog for the module/campaign "Bedine"; And also the "Crimmor" and "Path of Evil" campaigns.
Friday, January 29, 2010
The Path of Evil "Overland" Map
Technically, it's not one anymore... The overland map scripts from Obsidian slow down the player on the map tremendously. While it's more realistic over the regional map scale used in SoZ, it is just not "fun" over a Faerun map unless you want to put literally hundreds of regular map areas in tied to it. Otherwise it's an interminable length of time moving slowly overland.
This works much better for me. I've actually removed the Overland Map scripts. Our intrepid player is now full size on the map and moves at full speed with an unlocked camera. Because I'm using a projection map the abstraction of the players size is not jarring like it would be if they were on the standard Overland Map. Everything on this map becomes symbolic.
With the unlocked camera, tilting the map is now possible, allowing the player to see farther. The sense of scale is greatly increased. Distant areas look distant. The arbitrary inability to see as far south of the player as they can see north is removed. Look how distant those glacial lands look.
Of course there are some minor drawbacks to this. Many of the overland map placables from SoZ are designed specifically for the locked camera. They have things like missing backs, 2D parts etc. This makes them useless for me. Also odd things happen to the camea if the map placeables are set to walkable as Obsidian recommends. The camera takes a view under the player and map. So I'll have to be turning off the walkable settings for overland map placeables.
Also, now that the player can see the sky, they can see that they can apparently run the length of Faerun in a day. I know SoZ had faster day/night cycling, so I'll be looking into it.
Fortunately, there is plenty of solid prefab work available to fill in our overland map. So at the bottom are two screenshots from nice areas.