[v4.4 Updated] Archipelago of Yore [MAP]

Meadhall (Un)Capable? {Post as well, poll results will not necessarily dictate outcome}

  • Capable (4 cap'able faction points)

    Votes: 55 61.8%
  • UnCapable (3 cap'able faction points)

    Votes: 34 38.2%

  • Total voters
    89

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Azrayel

Sergeant Knight at Arms
Full Public Release: v4.4 Updated

Name: Archipelago of Yore
.sco: https://www.dropbox.com/s/vx13na9vn4dqmw9/scn_scene_6.sco

.txt: scn_scene_6 scene_6 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000230000500000d2348000068060000550700002c86
  0
  0
sea_outer_terrain_2

Any and all servers welcome to host, please make no edits without first contacting me-- I am very reasonable, and if there's a glitch you can of course patch it on your own but please make me aware of it so it can be officially edited out of the public D/L.

MapRar Generalz: Az-Ray-El
Concept & additional ideas: Friedrich \ Barradin

Concept:
Single castle town with a village adjoined; woods, farms, small iron mines, and such on an island with it.

Additional island with silver, copious sources of normal-sized iron ore, healing\poisonous herbs, outlaw posts, and the like.

Mainland Picture (Most Recent):
4276B9DD350D6D4A6FFA65132F4411C508DE2407

Air-Ferry to new Castle Tower:
D86C32AB054525A1F6A4016B03785E92F7A84EF1

Main Outlaw Base/Outlaw Spawn:
B044EB837648DBF31D71EE6E76AD6765D6A08D53

Ferry from Mining Camp docks to the Tannery (may change destination to other port, much longer trip):
21BE4118FE7E9578DB2D9323B8F6CFB91041A526

Corral added to the Best Farm with import Boarlet/Fawn for about 4k a piece:
D739D25FFAAC9CA92DD33AA34ECA110F5A0BBB32

Tannery:
0E71F08A04A2FFCB934A66D89208FF3614F8B516


Wild Shore
C9B628237A4594F0DC2A6EDE99292995B540E452

Mining Camp
37E2C7CAA444AB49800287954FB47CD61F53AE68

Seakeep Ruins
3B4CF840B1016F3D8BB7723A95D813C034BAEE50

Whitestag Meadhall Armory
04D12E7CB844238EE7F952BDCE2A999FEC820244


Mainland Pictures (Old):
55EFAB0669F88A2048A7D3E13133FE4D170616E9
13FE1C58B5951AA4CFB1216D00520AC5C2154EDE

A276EE625B4AAF1FD81FF63B3274F86BE0E84FAE
 
avion365 said:
Suggestion;
a castle where that rock thing is, the one with like 4 "ears" sticking out

Round towers are more effective for archery.

The castle is elevated on an Arabian Ground prop because I want to be able to have all my interiors be not underground (can see names and fire ranged weapons), and I'd like to add an extensive dungeon system for RP and prisoners and such-like.
 
(TWD)Tom said:
avion365 said:
Hmmmm, how bout like a built into the face of the cliff or something, for slavers and such?

There is already one of them and there will be more, but most of that sort of lawless stuff will be off the "starter island." This is meant as a sort of functioning "PW Ecosystem." There are two slave cages on a cliff face if you zoom on that pic, tho.
 
I really liked how you made the buildings enterable in Pinecrest  village in your last map, they way you could look  out the windows, that was really cool.

So I look forward too see how this map turns out.
 
(TWD)Tom said:
How many islands total?

As of right two, two or three.

The first island is the one shown above, which includes the vast majority of interaction between players. There is some iron on this island, but mostly farmland and vineyards.

The second island is a nice sail to the west, and contains a large tunnel network with a considerable amount of iron, silver and gold. In addition to the tunnels and mines will be a lot of shrubbery and vegetation, with a hidden bandit camp concealed deep in the woods.

There might be a third island, though it is not confirmed.
 
As an explorer, I often get frustrated at the amounts of generic towns and forts put in. PLEASE if you have spare time, put secret mazes in, underground forts, caves, and traps and such! Make an epic adventure please!!
 
LtSpearing said:
As an explorer, I often get frustrated at the amounts of generic towns and forts put in. PLEASE if you have spare time, put secret mazes in, underground forts, caves, and traps and such! Make an epic adventure please!!

I trust you shall thoroughly enjoy this map then, sah. No two locations look the same, and the entire second island (bigger than the first) is essentially a wild unknown with tunnel shafts and ruins and lagoons and the like.

Also, you'll get extra exploration on account of being able to enter every building- some of which have basements or hidden rooms (or evem hidden basements!)
Herbiazors said:
Is the map with the island that looks like a -----?

SHHHHHHHHHHHHHH.

THERE's a reason I gave no overhead!!!
 
I got a better idea, if you haven't done too much progress already.

You could bring on your map the Native world, and make a copy of Suno (as it got pretty much RP potential, by aspect), for example, and near it another copied village. That would definitely work, just like a sandbox Native.
 
A satanist cult hideout like in scene 7. Pleez.

Also, please have a lot of boats. I think it's 'bout time sailors and pirates actually become important!  :mrgreen:
 
What about a dock that comes out of the side of a castle and you can only get inside the gate if you own the castle and open it from the inside?
 
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