Borderlands
The Map
The map resembles a large valley with mountains at the edges, rivers dividing, and an ocean to the south. It is separated into three distinct territory's, each with their respective castles to protect them. Additionally, In the centre, there is an abbey and to the south a commoner city. These five things form the main focal points of the map. There is also a mercenary camp and outlaw base on the western side and a large mine to the north. While the western territory has some key advantages in its closeness to the hub of action, the north & east provide a more remote and open place to settle.
While a large map, there is a focus of activity, items and pros to the south – west – middle. Other areas are either remote/secondary or consist of and water. It is also very open with the distances between focal points fairly direct and on flat distinct roads.
While a large map, there is a focus of activity, items and pros to the south – west – middle. Other areas are either remote/secondary or consist of and water. It is also very open with the distances between focal points fairly direct and on flat distinct roads.
Overview
Whiteforge
This is the neutral city and has two neutral factions that make up the Whiteforge Guild. These are The Whiteforge guards and The Whiteforge Merchants. The guards will for fill a role similar to the town watch while the merchants with focus on trade and commerce. The city itself is made up of a keep, town watch HQ, an arena, a dockyard and various shops. These shops and facilities are under control of the merchants and/or guards. The armoury here is better than anything available at the castles, outlaw camp or abbey. In order to get hold of these items you will need purchase through the various shops. Please note, there are still plentiful and high quality items at other parts of them map. Only the very best are reserved for the city armoury.
Whiteforge
The Abbey
The abbey is located at the centre of the map and is represented by a neutral faction. Within the abbey walls is some training but it is mostly an RP area. Outside is the village area where both the abbey monks, and neutral commoners, work and earn money. There is also an inn, a shop and a large dockyard. This dock is mainly used to export goods by sea and contains a boat ramp for loading/unloading horse carts. The abbey is similar to other maps with neutral villages but does possess crossbow and lord training. This is to defend against outlaw raids which are intended to be represented in the server rules. The outlaws have the archer to counterbalance the abbeys crossbows, as well as Brigand and Ruffian.
Abbey
The Castles
There are only three castles in borderlands2 and so competition is fierce. All have their own character and are not intended to be equal. They do have different qualities though so it is expected different people will have their favorites.
]The Nordic Castle (West)
This is a small wooden fort located next to the ocean in the south west. Its key strategic advantage is its closeness to both the abbey and the city. It is also well connected with an inbuilt harbour and boat ramp for unloading. The fort starts with a longship and is well suited to raiding activities. There are three ways to take this fort. This first is to break the doors down. The second is to drive a small boat through the hanger and to surprise the defenders from the sea. There is also a third way.
Farendel
]The Swadian Castle (North)
Avelon castle remains little changed since the original borderlands. It is a very robust fortress with only a single point of attack – frontal charge. Many have perished storming this bastions great walls!
Avelon
The Sarranid Castle (east)
The east is perhaps the most remote part of the map. While partially sheltered from the madness in the west, the east enjoys a more refined way of living. Their castle is strong to the front but has a weak spot. Its dockyard to the south provides excellent trading links but it also exposes the defenders to sea born invasion which bypasses the outer walls.
Shariz
The Economy
When it comes to serfing, the population any any given server who are actually at work tends to be very low, even on large servers. For this reason, and others, we have clustered the bulk of the resources at a location in the middle of the map. This is so that we can have at least one “village atmosphere” location on a reliable basis. It also forms the hub of the Merchant Economy we have put in place. What this means is that cheap sell points are located within the abbey area itself, only a very short distance from resources. Serfs have the option of avoiding carts, and the risks they involve, by using these cheap sell points. In order to get the goods where they are needed (city and castle armoury's/markets) merchants (or the serfs themselves) can caravan the goods to more expensive sell points at those locations.
As shown below, there are trade routes, by land and sea, that link the abbey’s cheap sell points to the expensive ones. The idea is that while many people do not play serf very often, there map be more willing to simply move goods, while remaining fighting class. This will hopefully make the economy more active, with more members involved.
As shown below, there are trade routes, by land and sea, that link the abbey’s cheap sell points to the expensive ones. The idea is that while many people do not play serf very often, there map be more willing to simply move goods, while remaining fighting class. This will hopefully make the economy more active, with more members involved.
Although most of the goods are produced in the centre, there is also economic activity elsewhere. Both the castles and the city have an independent supply of wood. The castles also their own resources such as wheat, fish and salt. Gold and silver is only located in the large, remote location to the north. This can be sold in the city as bars and constitutes the longest trade route on the map.
Screenshots
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Video of the Map
Map-tour:
http://www.youtube.com/watch?v=s1WpjK5K2cc&feature=youtu.be
Mappers:
Salva
Blucher
Guard
Written by:
Blucher
Special Thanks:
Erk for ideas
Download Link:
Original Version
http://www.mediafire.com/?tlzjtcbo8h2ut88
Most recent version:
http://www.mediafire.com/download/7eqh5uyxe3y9uvw/scn_scene_12%285%29.sco
Code:
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0
sea_outer_terrain_2
This map is not to be edited without Guards,Von_Bluchers & my consent. Only the version linked here is open to the public. All newer versions is to be requested personally of Guard,Von_Blucher & me.