<twiddles his thumbs...>
_six wrote...
Hm. My system was closer to the Darkness Over Daggerford method of clicking on locations - I just made it so once you click on one, the camera rotates, zooms & pans towards it to give the impression of travel. Kind of a cheap way of doing it in a way, but from how NWN plays I prefer it to the overland map. I mean, I love a lot of the old JRPGs with their overland maps, I just don't think it plays well in NWN.
It also had to do with the fact my map was so high poly I didn't want to take the risk of adding a walkmesh. I had to split it apart into continents to prevent the game crashing trying to render it already.
Re: weather & time... basically all I did was make the area an exterior and let my global weather scripts affect it. Nothing snazzy with clouds. That'd be really cool tho.
I really like the use of maps, real graphical maps for players.
I'm pretty impressed with the DOD worldmap system and I think it ties into the Travel Builder system of networked nodes of travel pretty well. That's important for me in that I have always felt that it's the isolation of settlements that creates so much adventure... I really emphasize the exploration element for my players. A lot easier to do if I can control the release of information :-) Which is a lot harder to do with the overland route.
I really did like the pan & zoom effect, though. :-)
And how did you do the crows on the corpse?! Sorry, off this topic...
But I think I'll put worldmap meteorology on my gmax self-learning course ;-)
Can you imagine a thunderstorm - complete with lightning strikes - hovering over the place your player is being told to go next? Talk about foreboding! =)
<...and whistles up a storm>