It\'s totally OT, but it\'s the natural progression of the thread...
Caves and dungeons, yes, would be a total problem, as would the sewers, but there\'s enough gates, lumps, boards, corridors with columns, moster spawn points, stairs, and such to navigate those.
The death world thing spawned from moogie\'s response, and the compass, cartography and such kinda spawned from the prior bits and pieces around it, and from the split posts described around it.
They seem to have a way of doing that.
Externals post I assume was spawned from when we running around lost in the wilderness, though in fairness I was able to distinguish where I was and navigate it pretty easily, but it is a pain when there\'s out there.
And kinda spawned off the no mini-map threads into a single thread here... Blah... it\'s all good.
The only problem with making marking on items, is other people marking over, or marking up your markings. It would be interesting to be able to put a sword mark or something in the ground. Or in the sewers having the rats eating your trail of bread crumbs.
Everything pondered in a growing game, has infinite spinoffs and tangents. 99.9% of which will never make it into the final game, due to coding and time constraints, or lack of interest/unreasonableness.
The town portal though, I think is a shame...
I still think the \'planeshift\', or maybe a \'Door\', \'Astraal Gate\', or \'Teleport\' spell would be handy. This option is already implemented in some fashion for Game Masters under the administration options not open to the public after digging through code.
But then that means setting jump points, markers and flag points or something, as the average individual is not going to have the knowledge of the x,y,z coordinate system required for a jump in a 3d universe. Everyone is going to end up teleporting into a building wall, or below the world floor, into the side of a mountain, or something that\'ll cause death.
It\'s not that it\'s not possible, there\'s just major design issues with implementing a proper RPG in a 3d environment. Personally, If I could head back and find a group still open to the pen and pencil d20 system, I be cool with that also.
Sure the worlds are cool, and the maps are great, but I\'m unimpressed with graphics, I\'m more on features, and expandable options. RPG was founded in basements, and garages on evenings and weekends with friends who were just hellbent on slaying goblins and rolling dice as you were. After all, in the imagination \'green glowing underwear +1\' can spawn all kinds of vidid images in the mind. Implementing that into a game never lives up to the imagination. Something are just best left alone when they can\'t be correctly implemented.
Other posts I\'ve mentioned lesser games like Larn/Nethack/Rogue are perfect examples of excellent RPG\'s and they\'re text based ANSI graphics with loads of features and excellent replayability factors.
It\'s all personal taste... and how viable options in a given game environment will be. 3D is the hardest and least viable of the options.
2d Topographic, gives a perfect blend of options and graphic possiblities.
If you could mix the Nox mapping Engine, the AD&D skills and spells, with NWN NPC and Quest engine, and tie it together with the random map, cave and dungeon system of Larn/Nethack/Rogue you\'d have the greatest game ever made. It would be infinitately playable, with a good mixture of graphics and playability, with a world that grows as people explore it.
Opting for a 3D engine, sacrifices have to be made, it\'s difficult working spacially in 3D geometry and it takes forever and day.