![]() ![]() IP, Terra Volta, and the Hollows are among the worst offenders here, but it affects a lot of zones to some degree. Some zones will end up too big, others too small - sometimes by quite a noticeable factor. See, the city map foregoes niceties such as "zones share a consistent scale", so something is always going to be wrong if you adhere slavishly to it. I also resized the city map (like the one you modified) to match the in-game sizes, so that I could work on the zone placement relative to the features of the landscape (see the notes at the bottom on how.) Along the way I had to puzzle over numerous practical issues. ![]() Then I scaled each zone's 2D map in inkscape to match its true in-game dimensions (1 inkscape unit = 1 CoH unit = 1 foot). working out the actual, in-game, warwall-to-warwall size of each with /loc. Back in August, I returned to an old idea that I'd had: "What if Paragon City actually had gone zoneless? How would the in-game zones relate to each other if they all had to appear in the same contiguous world?" I started going through every. ![]()
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