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[C2] Cliffs World Dev Thread   
Urskecs

Urskecs



  3/23/2024  6

C2 has few custom worlds due to how huge a task it is to essentially fill the space of two C1 worlds all at once. [ngrimace]

Some related thoughts on map design:
• C1 Haven World seems to have exactly the right amount of complexity for creatures to navigate unassisted without C3’s CA system. There are few walls and norns get around well. There are mismatched floors which don’t cause any problems, norns just teleport up/down the step.
• In the C2 genome Kannova Venterra project thread, Venithil observes any room horizontally shorter than the incubator cave tends to teach unhealthy relationships with walls and stunts ability to travel, even with anti-wallbonk genes.
• C2 Flying Wonderland and Nerinath appear simple and similar to Haven World at first, but in my experience their singular level does not allow creatures to get away from each other, distracting them from other things they need to do to survive.
• I’ve never seen anyone write about actually raising creatures in C2 Montu. Despite being full of death traps, Montu has longer corridors with fewer walls to bonk.
• Slopes look great but lead to worse quality of life in every game they’re possible in. If you removed all “change gait when on X terrain” genetics, you could recover those frames of pose genes to be used for new behaviors.

This in mind, a world with multiple completely flat floors and fewer walls would be portable to all games and be brain-friendly.
(this norn is an adult)
I’m looking for criticism on this world layout after a stupid amount of time spent resizing and filling in the world with rooms. A biomech lab area is coming as a base for Hand chores. If you have any ideas for filling other areas, please let me know!
I prefer C1's sky height and am firm on keeping ground level no higher than the import spot.

This design got started before I first played Haven World, so the room design doesn’t perfectly fulfill the above bullets yet. The floors will be aligned and connected to allow for a few more complete circuits than are visible here.

I also tried a 3D concept which fits this to the letter by being a bunch of flat floors. I’m not really interested right now in mapping this or filling in all of these caves with scenery, but it would make a nice “Random's Room” type place.

(Tools for all pics are Blender and Krita, started in Aug '23 [nskull])

 


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