This is a map I have been working on for a little while. I have wanted to make a city map ever since I made my first PW map but never got around to it until now. It is still very much a work in progress however it is getting pretty close to completion with the main structure of the map already complete. Now I am busy adding features and finishing up certain areas that are not yet complete. I do not know how long it will take for me to finish as I tend to binge work
Anyway here is a kind of feature list I just drew up.
I intend for this map to play quite differently from others. This should be evident from the fact that 90% of the map is urban! I expect people will have truoble learning their way around at first because hell, even I get a bit lost sometimes and I made it! Especially in the underground sections.
There are certain types of play that I wanted to try and promote. For example slavery, this is kind of a feature for PW since the latest patch released the cages. However I hope my mining colony will take it a step further. For example where you can sell the ore you make in the mining colony but only at a low price, if you are in the slaver faction and have slaves you can tell them they have to work until they have for example 5000g. Then if they show you this gold by handing it over to your gate guard (he can then give it back) you let him go.
But why is a slave going free and with gold?!
You ask.
Well if you buy that 20% price ore and take it to the market where you can sell it at 100% you will make 500% profit! This is a kind of slavery where everybody wins! Of course if the slaver faction does not like slaves then maybe a fee can simple be agreed on for mine access. Or they can exchange superior "old town" weapons for ore/access to ore.
Anyway that is just one example of game mechanics I have tried to create with the production of this map. There are others as well, for example you may have noticed the trade route note or the gang houses or the developed arena (Batiatus RP anyone ). I may write up further my intentions for these features or let people figure them out I am as yet undecided. Currently the FPS goes between 35fps and over 100fps depending on the area of town you are in.
Any suggestions are appreciated though they may not be heeded!
Without any further ado here is a pretty picture though it is already pretty outdated:
Look carefully because that is all you will see until/if I release a trailer or the map is released
Anyway here is a kind of feature list I just drew up.
European District:
Mercenary guildhouse - Secureable, all factions joinable as mercenary, good quality but limited equipment purchase and production, beds, training.
Central Market - Branch, block, ore and bar stockpiles, 100% prices.
Smiths - Branch, block, ore and iron stickpile @ 120% prices, wide variety of low quality metal based weapons, wood and iron works.
Fletchers - Ore, iron, branch and block stockpile @ 120% prices, wide variety of low quality wood based ranged weapons, wood and ironworks.
Clothing market - Catering to all western needs, poor or noble alike.
Multiple sewer access points.
Sailor training at dockyard tavern.
Serf training centre near the docks (look for the branch and block stockpiles). Serf training and instant wood selling for those too lazy to go to market, lumberjack axes.
Trade route, sell resources at the highest prices! (Requires a ship)
Several houses near the shopping area.
Some trees.
Trader/Slaver District:
Mining colony, mine and sell ore here @20% prices on the stockpile. The mines owners can then buy this and take it to market for great profits.
Slaver fort with two rings, one to encompass the mine and one to encompass their keep. Training, resting, average weapon production, medium quality armours, light horses.
Hashishins guild. Sewer access.
Leathergoods and furs market, like leather jackets or a fur collar? This is for you!
Arena, with full underworks and seperate areas for each arena team to rest, train and enter the arena from. Secureable sewer access.
Slave market, right by the arena entrance and with dock access!
Faction signup centre, join the slaver faction as a serf and gain access to basic facilities.
Ability to control boat access to the rest of the canal.
A church.
Some trees.
Sewers:
Access to the entire city built around a central hub with one quarter of sewers for each district of town.
Outlaw base/s.
Secrets.
The old town: (least developed so far so more hazy)
Two districts.
Two castles. Training areas, resting areas, treasuries with chest linked to all district shops. Production areas for highest quality equipment, stockpiles at 200% prices.
Two main shopping areas. Medium quality equipment, smiths, fletchers, shieldworks etc. Stockpiles @ 150% prices.
Two sets of living areas.
Two mosques.
A dock each.
Faction signup centre each.
Fully secureable, excluding the sewers!
Slums with gang houses, cheap, low quality, pre-existing weapon stockpiles. Non-marked. Gang uniforms.
Many sewer access points.
Mercenary guildhouse - Secureable, all factions joinable as mercenary, good quality but limited equipment purchase and production, beds, training.
Central Market - Branch, block, ore and bar stockpiles, 100% prices.
Smiths - Branch, block, ore and iron stickpile @ 120% prices, wide variety of low quality metal based weapons, wood and iron works.
Fletchers - Ore, iron, branch and block stockpile @ 120% prices, wide variety of low quality wood based ranged weapons, wood and ironworks.
Clothing market - Catering to all western needs, poor or noble alike.
Multiple sewer access points.
Sailor training at dockyard tavern.
Serf training centre near the docks (look for the branch and block stockpiles). Serf training and instant wood selling for those too lazy to go to market, lumberjack axes.
Trade route, sell resources at the highest prices! (Requires a ship)
Several houses near the shopping area.
Some trees.
Trader/Slaver District:
Mining colony, mine and sell ore here @20% prices on the stockpile. The mines owners can then buy this and take it to market for great profits.
Slaver fort with two rings, one to encompass the mine and one to encompass their keep. Training, resting, average weapon production, medium quality armours, light horses.
Hashishins guild. Sewer access.
Leathergoods and furs market, like leather jackets or a fur collar? This is for you!
Arena, with full underworks and seperate areas for each arena team to rest, train and enter the arena from. Secureable sewer access.
Slave market, right by the arena entrance and with dock access!
Faction signup centre, join the slaver faction as a serf and gain access to basic facilities.
Ability to control boat access to the rest of the canal.
A church.
Some trees.
Sewers:
Access to the entire city built around a central hub with one quarter of sewers for each district of town.
Outlaw base/s.
Secrets.
The old town: (least developed so far so more hazy)
Two districts.
Two castles. Training areas, resting areas, treasuries with chest linked to all district shops. Production areas for highest quality equipment, stockpiles at 200% prices.
Two main shopping areas. Medium quality equipment, smiths, fletchers, shieldworks etc. Stockpiles @ 150% prices.
Two sets of living areas.
Two mosques.
A dock each.
Faction signup centre each.
Fully secureable, excluding the sewers!
Slums with gang houses, cheap, low quality, pre-existing weapon stockpiles. Non-marked. Gang uniforms.
Many sewer access points.
I intend for this map to play quite differently from others. This should be evident from the fact that 90% of the map is urban! I expect people will have truoble learning their way around at first because hell, even I get a bit lost sometimes and I made it! Especially in the underground sections.
There are certain types of play that I wanted to try and promote. For example slavery, this is kind of a feature for PW since the latest patch released the cages. However I hope my mining colony will take it a step further. For example where you can sell the ore you make in the mining colony but only at a low price, if you are in the slaver faction and have slaves you can tell them they have to work until they have for example 5000g. Then if they show you this gold by handing it over to your gate guard (he can then give it back) you let him go.
But why is a slave going free and with gold?!
You ask.
Well if you buy that 20% price ore and take it to the market where you can sell it at 100% you will make 500% profit! This is a kind of slavery where everybody wins! Of course if the slaver faction does not like slaves then maybe a fee can simple be agreed on for mine access. Or they can exchange superior "old town" weapons for ore/access to ore.
Anyway that is just one example of game mechanics I have tried to create with the production of this map. There are others as well, for example you may have noticed the trade route note or the gang houses or the developed arena (Batiatus RP anyone ). I may write up further my intentions for these features or let people figure them out I am as yet undecided. Currently the FPS goes between 35fps and over 100fps depending on the area of town you are in.
Any suggestions are appreciated though they may not be heeded!
Without any further ado here is a pretty picture though it is already pretty outdated:
Look carefully because that is all you will see until/if I release a trailer or the map is released