If it is appropriate to have two people to talk to at the same place.
I first saw this used in Adventurama and thought it was a very clever idea.
The picture on the left is of the two submaps that are to be connected seamlessly by warp points. To do this you need to set up two warps one from 1 to 2 and the other from A to B. By making the road the only way you can move at that point, I only needed two warp points. You could join the maps continuously across but that would need 40 warp points to join the full width. The thin lines show the point beyond which you can see the edge of the submap. The warp off the map therefore needs to go just before this line and the return warp needs to enter one square further away from the edge so a return towards the edge throws you back onto the previous submap. You actually have to repeat the last 5 deep row of tiles on the next map, so in practice you only gain a total length of 10 tiles to your original 20. Subject to the number of warp points and submaps available this can be used to join any number of submaps together. When I used these in Z-Files I actually made sure that you could not see the edge anywhere and the two W.s show where the submaps were connected to another submap. This was to make it feel as if it might have been part of the main map. |
The remaining tricks were provided by Eric S and in some cases anotated by me with indented paragraphs. I am happy to add any tricks anyone else would like to share. Properly acknowledged of course.
The easiest way is to use an event that needs a flag but doesn't give one. When you want to reveal the warp point: clear the flag.
Alternatively if you want to disable a warp after a certain point put an event on top of it that doesn't trigger until a certain flag has been set.
If coming from a room or submap to the outside you can make the door outside unwalkable but have a warp inside the room just where the doorway is that takes the person to just outside that door. I used this in Time Fracture for the exit to the supermarket.
For these last two you could undo the effect if you unset the flags.
You can do this with warps between multiple identical rooms, one room for each step (though you should be able to merge rooms). Basically, you set it up so that at each step, the character is surrounded by warps, one (on the correct path) goes to the next room, and the other three go to the "wrong" room. The "wrong" room would have no warps, as you don't care what the character does when they get there, as long as the reward is a monster or such when they leave/open the chest/etc.
Last updated 8 December 1999