An interior tile which prevents players from seeing neighboring tiles until they actually enter the area.
Type
Tilesets
NWN2Game
All
Description
Interior Tile Field of View Blocker
One flaw about interior maps is that when a player tilts the camera at an angle between a top-down view and a flat, horizontal view, then when they explore an interior map , as they get near the edge of a room, then they can already get a preview of the adjacent areas, because they can see the top surfaces of all of the neighboring tiles. This is most obvious in a maze like map.
Now this becomes more troubling if one is doing the interior of a multi-leveled structure. I am currently working on the interior of a dwarf-infested mountain. Its difficult to provide the illusion that the areas are actually stacked on top of each other when you can see them adjacent in game.
I thought perhaps a tile could be made to act as a buffer between neighboring rooms/halls, so that players can not see the shapes of the neighboring areas before they get there.
Currently, I have to buffer by up to three rows of tiles so that players can't see into neighboring areas, though if its a taller tileset, then I have to use even more of a buffer. This of course wastes space by inflating the interior map size.
I could break it down into smaller maps, but am trying to minimize the number of transitions our players have to use.
So if this new tile idea could work, it could potentially allow one to save interior map space and keep inter-map transitions to a minimum.
I suppose we could use some sort of placeable (such as a sign), tint it pure black, adjust its height and width to match the application, insure that fade=1 on the placeables.2da, and manually place it to use it as a divider between tiles. Though ideally, if it were built into an interior tile, this would be very convenient.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone