YES!!!
What if we would have HardCore server with PW map for players who like the mod it self but have problems to play by rules.
- The goal of game: to survive, organise group of supporters and force others to play by your rules
- No money to start so everybody have to be serf at least ones(to know how it is)
- mines like real dungeons with many way out and labyrinth of corridors
- New bank placements: separate "pay in" and "pay out" where "pay out" is in the cell so if you catch thief you can close him in the cell and try to kill or make a deal
- double crates/doors(like in Nobody map) in armory,stable or "rest room"
- map design to separate for how long as possible "hostile" professions:
NEW MAP IDEA
for "save" map:
Artifex:
"You'd have to make invisible barriers like on Laszlo's original PWMOD map in order to make a safe spawn zone in the middle of the map."
"You could also just place the spawn point inside of a building, I mean like a solid prop object, not one that has doors and such. That way the only way into the spawn is to actually spawn in it and you can walk around inside the building choosing where you want to exit."
PS.Calen Loki: you will notice that my map suggestion is just big modification of yours map
PS2.I do know that 22nd "no rules" fail, but map was not design to protect
What if we would have HardCore server with PW map for players who like the mod it self but have problems to play by rules.
- The goal of game: to survive, organise group of supporters and force others to play by your rules
- No money to start so everybody have to be serf at least ones(to know how it is)
- mines like real dungeons with many way out and labyrinth of corridors
- New bank placements: separate "pay in" and "pay out" where "pay out" is in the cell so if you catch thief you can close him in the cell and try to kill or make a deal
- double crates/doors(like in Nobody map) in armory,stable or "rest room"
- map design to separate for how long as possible "hostile" professions:
NEW MAP IDEA
"South": Town on the sea side.
- Traders and TW spawn in port which is not accessible from outside(spawn area)and has few different ways to the Town
Centre.
- Traders and TW are "in charge" of Town. The Town gate could not be open from outside and there is no other way to get to
the town. You have to play as trader or TW, or you have to ask somebody inside to open the gate.(only later development
will make possible to assult Town with ladders ... like cRPG ones)
- There is market square in Town Centre. Goods to trade in the middle of square(Velvet,spices to buy.Leather to
sell).Public buildings around square:Town Watch with high tower,connected to Town Gate;Tavern(ale to sell);Stable;Bank.
Bank should have double crate(like Tavern in Nobody map)
"Middle" - Wilderness,Bandit's Country
- Bandits spawn in well hidden Cave with many exits but without access from outside. Forest on top of it. Bows and arrows on
wooden platforms.Watch towers.Bandits camp when you can stash all goods. Ruins and whatever bandits love to have it
- Tavern(ale to sell) in the middle on the crossroad.(I describe road system at the end)
"West" - Monastery/Prison- "wet"country
- it could be base for "good bandits/civilians" or outpost for factions/TW or both
- wooden fort on the hill surround by barley fields
- ale to buy, leather and spices to sell
- few cells(for monks or prisoners)
"North/East" - plains with few hills,small castles,small villages - Faction Country("turtles")
- spawn area for all others in North/East corner of the map made like in Oceania map fallowed by mine area
- castles next to villages but higher(on the hill)- should be really small. 2 banks - 1 on the top of tower(treasury),one next to
ironselling point.;stable;armory;beds
- villages very small(velvet to sell,leather to buy)
- another Tavern(ale to sell) on the crossroads(road system next)
"East" - "King's Road"(velvet road) in the High Mountines, kind of highway with one Tavern/Guard Post somewere there(ale to sell).
ROAD SYSTEM:
-"King,s Road" connect Town and mines/spawn area, and goes around Bandits Country.The most easy one should be the longest one.
It should be proper road(like Roman one)
- Bandit Track connect Town and castles area through the Bandits Country.Very, very dangerous. Should be shorter than King's Road
- Monks Path connect Town and castle area, should be not easy to ride, with many obstacles on the way(swamps,rocks etc)
- Ale road connect Monastery and Tavern/Guard Post through bandits country - basically to help bandits to get to King's Road where they can attack traders as well as help "good bandits" get to monastery
- small roads(paths) should connect castles and villages and meet with King's Road
The River - in kind of "U" shape- starting from North/East corner(bridge on the King's Road),separating Bandit Country from Castles,Monastery and Town and ends in South/East in the sea. It may turn to swamp beatwen Monastery and Bandit Country. The way from Bandits Country to King's Road should be way up through the mountains
Sorry for being symmetric and schematic but this is the best way to describe my idea. I like to separate differant way of play from itch other for as long as possible to give them the save start and choice what to do next.
- Traders and TW spawn in port which is not accessible from outside(spawn area)and has few different ways to the Town
Centre.
- Traders and TW are "in charge" of Town. The Town gate could not be open from outside and there is no other way to get to
the town. You have to play as trader or TW, or you have to ask somebody inside to open the gate.(only later development
will make possible to assult Town with ladders ... like cRPG ones)
- There is market square in Town Centre. Goods to trade in the middle of square(Velvet,spices to buy.Leather to
sell).Public buildings around square:Town Watch with high tower,connected to Town Gate;Tavern(ale to sell);Stable;Bank.
Bank should have double crate(like Tavern in Nobody map)
"Middle" - Wilderness,Bandit's Country
- Bandits spawn in well hidden Cave with many exits but without access from outside. Forest on top of it. Bows and arrows on
wooden platforms.Watch towers.Bandits camp when you can stash all goods. Ruins and whatever bandits love to have it
- Tavern(ale to sell) in the middle on the crossroad.(I describe road system at the end)
"West" - Monastery/Prison- "wet"country
- it could be base for "good bandits/civilians" or outpost for factions/TW or both
- wooden fort on the hill surround by barley fields
- ale to buy, leather and spices to sell
- few cells(for monks or prisoners)
"North/East" - plains with few hills,small castles,small villages - Faction Country("turtles")
- spawn area for all others in North/East corner of the map made like in Oceania map fallowed by mine area
- castles next to villages but higher(on the hill)- should be really small. 2 banks - 1 on the top of tower(treasury),one next to
ironselling point.;stable;armory;beds
- villages very small(velvet to sell,leather to buy)
- another Tavern(ale to sell) on the crossroads(road system next)
"East" - "King's Road"(velvet road) in the High Mountines, kind of highway with one Tavern/Guard Post somewere there(ale to sell).
ROAD SYSTEM:
-"King,s Road" connect Town and mines/spawn area, and goes around Bandits Country.The most easy one should be the longest one.
It should be proper road(like Roman one)
- Bandit Track connect Town and castles area through the Bandits Country.Very, very dangerous. Should be shorter than King's Road
- Monks Path connect Town and castle area, should be not easy to ride, with many obstacles on the way(swamps,rocks etc)
- Ale road connect Monastery and Tavern/Guard Post through bandits country - basically to help bandits to get to King's Road where they can attack traders as well as help "good bandits" get to monastery
- small roads(paths) should connect castles and villages and meet with King's Road
The River - in kind of "U" shape- starting from North/East corner(bridge on the King's Road),separating Bandit Country from Castles,Monastery and Town and ends in South/East in the sea. It may turn to swamp beatwen Monastery and Bandit Country. The way from Bandits Country to King's Road should be way up through the mountains
Sorry for being symmetric and schematic but this is the best way to describe my idea. I like to separate differant way of play from itch other for as long as possible to give them the save start and choice what to do next.
Artifex:
PS.Calen Loki: you will notice that my map suggestion is just big modification of yours map
PS2.I do know that 22nd "no rules" fail, but map was not design to protect