TDC_Overlord
Banned
Introduction
Aim
The General Layout
The last time I attempted to make a map, my computer broke the next week. Of course the map was completely erased along with the computers life, which completely demoralised me from ever bothering again. After a month or more of not playing PW, I finally purchased a new gaming computer. I didn't get straight back to PW, naturally I tried all the games I could only dream of playing before. After a couple of days I decided to take a look on a server (I won't name it), and by god the map was terrible, just the mountains looked alright (one however looked like a deformed breast). I didn't bother checking RCC, I have a hatred for The Valley of Swamps (which they have run since the dawn of man). So I checked some over servers with mild but loyal populations, the maps were just as terrible. Today I managed to fix my Warband files; there was an error that erased all traces of any map I attempted. Now I can finally get back to it, I'm hoping to give something different, but balanced at the same time. It will be completely designed for the structure of the current version, and will be engineer friendly. My regards to Splintert (though we may disagree sometimes), who I feel is the only other but me who has tried his best to fit his maps into the design of the current versions.
Aim
My aim is to create a map that will shift map makers and players out of the old beta 2 mindset: which is to make iron the main source of income and the centre of the economy.
The General Layout
After finishing the terrain, I will start work on the main town and outlaw camp. My plan is to build chapels dotted around the map (preferably near to castles and towns) that have gardens of herbs, flax, and pens where animals can be purchased cheaply and not at the exhausting price of 4k or more. Near to these will be the tools needed for crafting, surrounded by a small number of armour stockpiles and a slightly larger number of weapon stockpiles. If there are too many stockpiles, engineers worry too much about the stock on each pile, so they end up spreading out their work to make each stockpile have around 2-3 items on average. There will be many trees, but more concentrated in the areas where they are needed, meaning fewer in the countryside which I'm hoping will makes the lives of players with low end computers much better. Iron will be in abundance, some will be on the island, some will be near the outlaw camp, and there will be smaller mines dotted around. Iron prices will be at around 500, cheaper for engineers and a reasonable income for serfs. I won't concentrate much on taverns, but there should be 2. Other role-playing eye candy will be left until last.
Screenshots of the early terrain layout
Overhead View
Screenshot Batch#1