A small update 'cause I realise it's been a while. Today's been pretty revolutionary. After some experimentation, I found out how to do two things that are important for the map:
1) An alternative to a "saving mudokons" mechanic that makes sense in context, even though you don't actually "save" mobs and it's more implied that you save them. It's easy for the player to do without having to spend ages pushing individual mobs into pits, anyway.
2) If blocks have invisible parts in a texture pack, it makes whatever walls or floors you place those blocks next to transparent so you can see right through to the bottom of the map. However I've discovered a block which doesn't do this, or block light... Hey presto, a way of restricting both the player and mobs to stop them falling off the side of catwalks or going to other places where they're not meant to go.
Invisible barriers are a big gaming cliche and a major annoyance to many players, I know, but in this case, they really help me. This was a headache when trying to plan the original RF on the OWF server.
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