Mitsuhide 说:
Managed to fit in the yellow area you pointed out.
http://i22.photobucket.com/albums/b341/AkechiMitsuhide/Mount%20and%20Blade%20-%20Mods/Myth%20Mod/mapoverhead.jpg
I still need to do a lot of work obviously, but its a start at least.
Wow! Really nice. I don't have any criticisms except
-Deep Mire should go down a bit further
-Villages of Shoal, Ash and The Crossing (invented by me) are not on the map
-Land north of Dire Marsh should be ice/snow/tundra
-Forest Heart is a bit big but that may be just as well
But I'm guessing you're working on that.
One more thing, there should be small 'land bridges' on the main rivers. The rivers should be unpassable along most of the length to add to strategy. I would put crossings at:
-The Crossing (mid Ire river)
-At the last bend just before the Ire reaches Ash
-The top of the Scamander just under the 'o' of 'North'
-Meander near White Falls
-North Toven river
-A few along the Gjol river
Edit: can you add new 'terrain types'? If you can why not make the crossings/fords ordinary grassland but with a lighter river texture. Would look better than bits of land randomly cutting across the river.
Now here are some extra other features I've thought up, give me your opinions:
-Ship transport for the Light. Can get ships in the major cities that transport you to other towns. Later in the game they'll take you to a landing point in the Deep east of the Twelve Duns and a new city in the Untamed Lands (inspired by Leix in the game - Arabian style neutral evil).
Would also be used at some towns on rivers (ferries) which would give you extra crossing points. Eg Otter Ferry and The Crossing.
I don't think there would be any problem implementing this.
-World Knots in different places. We can tell where some are from the game, others we can make up. They can also be spawning points for the Dark, though a lot less regular than the main Spawn Points. Maybe some would only be triggered for some events in the game.
-Magic system. Would work with 'ammo' bought in slots so you have a limited number of spells. Animations for fireballs and electric attacks would be a problem
-Healing. Don't know how to handle Journeyman. Currently they only work between battles, they're NPCs and add to your First Aid and Wound Treatment skills. How can they work during battles? What about changing AI so they only 'attack' your own units, do negative damage with a long 'reload' time.
-Explosives including satchel charges. Don't have a clue how to implement this.
-Hand combat (no weapons). I think this could actually be implemented relatively easily. Make very short, 'invisible' weapons and change the arm animation from the ordinary sword swings.
-New character classes which are actually races. Different body meshes for human characters.
More muscled Northmen with tattooed textures which change color depending on berzerker level. High starting strength, athletics and health.
Fir'bolg shorter, long pony-tails, light dark skin (they're based on North African tribes - according to a guy on the net). High agility, speed, strength but low melee combat skill
Province, average humans - no changes needed.
Dwarfs. New long beards. I am guessing that hair and also all armor/clothing is going to have to be remodelled and made smaller to fit them. New animation for walking (shorter steps). High intelligence, agility and health.
Journeyman/heron guard. Are they the same as ordinary humans? Should it be a player option?
Edited the first post to add basic mod info