RPG MODE MAPS

The map configuration in RPG mode has an essential influence on the game and therefore it

it is very difficult to construct such maps.

Players

To play in RPG mode it is required that you have a set of players (15). This means that there must be 15 starting points on the placed map, one for each player.

 

Characters and buildings

You CANNOT place any characters or buildings on RPG maps or objects from Active Objects group.

 

Generating a map

In RPG mode, a map has a bit of a different role to play. It is more like a base for ground quest places, healing places, shops and enemies. This is the reason why, in most cases, RPG maps look deserted and all active elements are placed on them in the form of special markers.

The markers are in Objects Tab/Specials.

Attention: the place where a marker is positioned should, ideally, be flat and fully transient.

 

Enemy

Enemies are selected from Objects Tab/ Specials. Red squares with arrows displayed on the map tell us where the enemy will show up. We can place as many markers on the map as we wish. The enemies are placed in numerical order so they can be tracked down easily.

 

Shops, healing places and bonuses.

To place shops, healing places and bonuses on the map, the  player has to follow a similar procedure as in the case of enemies. There are small maps placed in the marker areas indicating those places.. There must be more then 2 shops created. During the game, shops are randomly replaced with freelancers.

Bonus places are the areas where blood-thirsty monsters keep watch over treasure chests (valuable equipment or gold).

 

Quests

Quests are the most important of all. Each quest is defined by 2 markers..

Quest giver –this is the marker from which you start your task.

Quest – this is the marker where the main part of the quest takes place.

Quest giver No. and Quest No. must be the same.

Quests are assigned randomly among a group of numbers. A few numbers put one after the other is considered a group. These groups are separated by an „empty: number.

Example:

Quests 1,2,3,5,6,8  -  3 groups

Group 1: 1,2,3

Group 2 : 5,6

Group 3: 8

As you may have noticed, quests 4 and 7 don’t exist. Both are used to separate groups from each other..

When playing, quests 1,2,3 are randomly assigned to Quest Givers 1,2,3;

Quests 5,6 are assigned to Quest Givers 5,6.

Quest 8 is assigned to Quest Givers 8.

  

Teleports

To make teleportation possible, you must create at least 2 teleports. Teleport markers are placed in a similar way to quest placing .

Teleports are randomly joined in pairs within a group (if more than 2)

The smallest group consist of 2 teleports. In this case they are always connected.

In case of a group consisting of 3 teleports, characters will be teleported randomly. There could be a situation where 2 or more teleports send characters to the same place.

 

Gates and switches

There are 2 special marker groups: Gate and Switch.

With these markers we are able to place gates on the map and open them with switches.

To do this, we must place a gate for player 9 (always a neutral player). Secondly, we have to put the Gate marker at the side of the gate pointed by cursor (never in the middle!!). Thirdly, the Switch marker (Switch must have the same number as Gate marker) on some other part of the map.

 

After quest gate

There is a possibility to create a special gate that opens only after a  quest has been accomplished.

To place this kind of gate, we must firstly place an ordinary gate for player 9 and then place the Gate marker (after quest) for it. Gate marker No and Quest No should be identical.

This works as security system that restrains a player from passing to other parts of the map, if the task has not yet been completed.