I'd like everyone's opinion of how rooms containing fixed objectives should be accessed and lit. Phaethorn has devised an objective for Breandor I like a lot, so I've written it in to the map.
The objective is to steal the sword and shield from the large display cabinet, noisily breaking the glass first. This is what I've done so far:
View 1;

Looking from the darkest corner of the room towards the display case. The freestanding cases also have loot and breaking glass.
View 2;

Looking back towards the darkest corner of the room, display case to right, out of shot.
View 3;

Looking to the brightest corner and the main doors. The display case is on the left of the shot.
View 4;

Plan view. Dark corner is south-west, display case is north.
I'm thinking the room itself should have small areas suited to each team. The bookcases and pedestals stick out, providing nooks for the thieves, and all of the lights are dynamic except the main display case light.
I've planned two more entrances for the thieves: A window in the east wall that opens out above the north grounds, and a trapdoor from an attic providing a drop into the dark corner, but no way back without a vine arrow. The doors open out from the room into a fairly long and well (but dynamically) lit corridor.
I think this should offer a fair chance for each team, but I'd be glad to hear any other ideas.
The objective is to steal the sword and shield from the large display cabinet, noisily breaking the glass first. This is what I've done so far:
View 1;

Looking from the darkest corner of the room towards the display case. The freestanding cases also have loot and breaking glass.
View 2;

Looking back towards the darkest corner of the room, display case to right, out of shot.
View 3;

Looking to the brightest corner and the main doors. The display case is on the left of the shot.
View 4;

Plan view. Dark corner is south-west, display case is north.
I'm thinking the room itself should have small areas suited to each team. The bookcases and pedestals stick out, providing nooks for the thieves, and all of the lights are dynamic except the main display case light.
I've planned two more entrances for the thieves: A window in the east wall that opens out above the north grounds, and a trapdoor from an attic providing a drop into the dark corner, but no way back without a vine arrow. The doors open out from the room into a fairly long and well (but dynamically) lit corridor.
I think this should offer a fair chance for each team, but I'd be glad to hear any other ideas.
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