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Beta worldmap discussion

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^ This map is not to scale nor does it represent even relative positions well. The fact that some of these maps run underneath each other makes that difficult to represent well in a single image. Primary purpose is to depict map connections for navigation purposes. Considering setting up a PDF with detail description pop-ups for individual locations that may even allow a multi-layered approach.
• Last Update conforms to NOV2011a
Concept/WIP maps:
Kray Eldorad - The pentagon shaped capital Elven City, sits directly on top of the Melanion Ruins (the previous Elven capital). The city's magical architecture is a paragon and tribute to the discipline and order of the people of Felewyn, and all the majesty and power that entails. Sites include the residence of Aeldorandorat - a Dragon who has opted to spend his final days aiding the children of Felewyn, the Grand Galat Bankers Guild, the prime Temple of Felewyn, as well as a few entrances to Melanion, both known and watched, and those yet to be discovered.
Eswen Sylen: Surrounding Kray Eldorad is the lush forest of Eswen Sylen, where exiled Eshu make their homes in giant tree villas and the hunting is in plentiful supply. Particularly adventurous may find yet more connections to the Melanion ruins beneath here as well.
Melanion Ruins - The aforementioned ruins of the older elven city, now largely underneath the Eswen Sylen forest and the newer capital - lots of unpleasent things lurk down here. The underground ruins extend many leagues beyond the borders of the new capitol, as far west as Bloodrose Valley, and as far north as The Wall. Enclaves of Torakalath elves make their homes in these hostile warrens, in order to hide from their more fanatical Felewyn kin. (Mostly mid to hard level.)
Caverns of Frost: Pretty much what it says - these caverns actually run all over the north - as far west as the mountains near Hunderswamp and as far east as the Tundra, so several consecutive maps are viable, while any single map should have several connections. The visual theme's probably not too different than CATacomb's ice section, but with a lot of larger caves and domes, perhaps interspersed with some mystery ruins. The magical nature of the perma-frost makes mining impossible, but the dwarves may have some expeditions in the lower bits, where the lava flows warm things up some. There are rumors of great ice wyrms, slowly making yet more tunnels, on behalf of their long dead masters. (35+)
Frozen Forest (Eswen Hathelon): This forest is full of trees so petrified from cold that they appear to be made of translucent ice. Lots of fancy crystal structures. Possibly some caves and ruins. Remains of elves frozen forever in battle. (40+)
The Bleak: Really nasty frozen wasteland. No trees - everything's been blasted flat by the magically charged ice storms. Recommending a round-about vertical run, to squeeze in as much action as possible, although extensive plains wrought with complex caves would work just as well. (40+)
The Dark Palace of Shae'ha'deed: Lor Malgoriand's old castle. Basically as bad as it gets. Many dark forces are due to converge here to culminate in the most unfortunate of events. (End Game map.)
Frozen Tear This map is, similarly, nearly beyond the current power curve, and part of the End Game plan. It consists of a crystal castle, forged by Loreldian magic, and is the new home of the Black Dragon Rhudeanlorat. (50+)
The Observatory: This is a sacred tower, where the elves once communed with the gods themselves. The tower has been sealed since the end of The Time of Stone. It consists of several levels of puzzle maps (at least 5), each focusing on a particular theme, interspersed with battles involving mini-boss monsters and swarms. Setup by Felewyn to test would-be apostles, each level is in an extra-dimensional space, and physics are kinda out the window, so you can go wild here, but it's heavy entity work.
Riverwind & Goldmoon: Series of wilderness maps leading up to an isolated town, based on early work by Crow. (15-25 or Self-adjusting)
Isles of Dread: Got room for more... The way they are currently connected, one is required to go through 1&2 to reach 3, so presumably, they will be progressively more difficult. (35+)
Aluhandra West: More desert, broken up into at least two more maps, running from the front entrance of Wicard Oven, to the front entrance of Shadahar Palace (inaccessible from that side due to collapse) and the villa. Lots of desert canyons and cave to hide all sorts of nasties in. Somewhere, either within or connected to one of these maps is the tiny village of Sundale, which is planned to have a sort of tower defense mini-game, requiring the players to team up with Shadahar Orcs in order to save the village from an ancient magical threat. (35+)
Longroot: A swampy forest so thick it prevents further travel to the west. This is, effectively, a massive extension to Hunderswamp, though probably higher level. (40+)
The Sunken Ruins of Adel (NEW!): There are, amongst the various lore bits, five separate explanations as to how this city fell, as well as two explanations of who lived there. After discussing it with some fellow devs... To straighten this out, we're merging this with some other Lor Malgoriand related lore, and making this the city that he flooded over so badly, that it never rose again. It was once the finest coastal Elven city, though it was taken from the first human empire at the dawn of the Crystal Aeon, some thousand years before, when it was the capital thereof, so the architecture maybe mixed (kinda compromising between the two origin explanations and giving the mappers more options). You wanted a huge underwater map? Well here ya go. (30+/SA)
Thunderplains: Network of desolate plains and valleys where few dare tread. Likely reserved for the future 50+ crew.
Underkeep (Oyster has his hands on this ATM): This extension to Gate City consists of some underground rivers and a large arena, where the dwarves taunt the losers of underground wars. We have the source for everything but the arena - although we have some bits that can be retextured for use with that as well.
Verath: A hive of scum and villainy, likely involving several localized errand style quests, and perhaps some other intrigue. See the WIP section.
The Wall (east): The series of elven fortresses continues all the way to the mountains that make up Bloodrose Valley. (35+)
Shrinkspell: Map is done, brushwise, now it's down to rather complex scripting and redoing the entities.
Sewer of Ride: Thothie's pet project for when he gets in that "f*ck you I wanna map" mood. (Source available to the curious.) Plan is to setup a wide range of self adjusting beasties over three visually distinct areas, connected by the ancient Loreldian sewers that run underneath Edana, and all the way up to Mscave.
Hall of Deralia: Map is done, and is now down to rather complex scripting... However, there's no source for this particular map. There's a bit or two that I'd like to remove, and the alternative means covering the bits up with clunky models and ent-copied clips. If someone wanted to remake this map based on the BSP, that'd be quite helpful.
The Ruins of Lodagond (not on map): This is the resulting crash site of the Lodagond fortress. Intention was to take bits of Lodagond1-4, and scatter them across a map made up of burning crevices. Lots of surviving beasts crawl out of the ruins, and possibly from the mountain it smashed into as well, and are in need of a clean up crew (namely, the players).
For the most part, any one of these can be extended into multiple maps, if one were so inclined.
(Old original post follows for context.)
=========
I wanted (and may yet) make one with climate and terrain indicators, but I figure I midas well get this one out as soon as possible... Climate concept is simple though: desert west, swamp/forest middle, temperate further south, ocean far east, icey cold far north.
Part of the issue with drawing this up, is a lot of the maps are indeed on top of one another.
This map assumes I swap the mscave and heras locations. (ie. put mscave back where it was) - I think this is wise, as we've no source for Heras, so adding transitions to it is more difficult. Indeed, if anything, probably more likely to put something between Thornlands and Heras, and disconnect it from Thornlands entirely.
THIS IS BY NO MEANS FINAL - this is just a random example I cooked up for discussion. I'm not entirely certain that certain mappers will complete certain projects - and I'm still not entirely sure what Crow is cooking up.
This concept conforms vaguely to Lanethan's design plans. Lor's castle was originally to the west, but I think with the maps we have nearly completed though, might be better to make things progressively more difficult as you go north, rather than west. (Although things are supposed to get difficult that way too, so we'll have to see what we get).
edits = map updates.

(DOWNLOAD)
^ This map is not to scale nor does it represent even relative positions well. The fact that some of these maps run underneath each other makes that difficult to represent well in a single image. Primary purpose is to depict map connections for navigation purposes. Considering setting up a PDF with detail description pop-ups for individual locations that may even allow a multi-layered approach.
• Last Update conforms to NOV2011a
Concept/WIP maps:
Kray Eldorad - The pentagon shaped capital Elven City, sits directly on top of the Melanion Ruins (the previous Elven capital). The city's magical architecture is a paragon and tribute to the discipline and order of the people of Felewyn, and all the majesty and power that entails. Sites include the residence of Aeldorandorat - a Dragon who has opted to spend his final days aiding the children of Felewyn, the Grand Galat Bankers Guild, the prime Temple of Felewyn, as well as a few entrances to Melanion, both known and watched, and those yet to be discovered.
Eswen Sylen: Surrounding Kray Eldorad is the lush forest of Eswen Sylen, where exiled Eshu make their homes in giant tree villas and the hunting is in plentiful supply. Particularly adventurous may find yet more connections to the Melanion ruins beneath here as well.
Melanion Ruins - The aforementioned ruins of the older elven city, now largely underneath the Eswen Sylen forest and the newer capital - lots of unpleasent things lurk down here. The underground ruins extend many leagues beyond the borders of the new capitol, as far west as Bloodrose Valley, and as far north as The Wall. Enclaves of Torakalath elves make their homes in these hostile warrens, in order to hide from their more fanatical Felewyn kin. (Mostly mid to hard level.)
Caverns of Frost: Pretty much what it says - these caverns actually run all over the north - as far west as the mountains near Hunderswamp and as far east as the Tundra, so several consecutive maps are viable, while any single map should have several connections. The visual theme's probably not too different than CATacomb's ice section, but with a lot of larger caves and domes, perhaps interspersed with some mystery ruins. The magical nature of the perma-frost makes mining impossible, but the dwarves may have some expeditions in the lower bits, where the lava flows warm things up some. There are rumors of great ice wyrms, slowly making yet more tunnels, on behalf of their long dead masters. (35+)
Frozen Forest (Eswen Hathelon): This forest is full of trees so petrified from cold that they appear to be made of translucent ice. Lots of fancy crystal structures. Possibly some caves and ruins. Remains of elves frozen forever in battle. (40+)
The Bleak: Really nasty frozen wasteland. No trees - everything's been blasted flat by the magically charged ice storms. Recommending a round-about vertical run, to squeeze in as much action as possible, although extensive plains wrought with complex caves would work just as well. (40+)
The Dark Palace of Shae'ha'deed: Lor Malgoriand's old castle. Basically as bad as it gets. Many dark forces are due to converge here to culminate in the most unfortunate of events. (End Game map.)
Frozen Tear This map is, similarly, nearly beyond the current power curve, and part of the End Game plan. It consists of a crystal castle, forged by Loreldian magic, and is the new home of the Black Dragon Rhudeanlorat. (50+)
The Observatory: This is a sacred tower, where the elves once communed with the gods themselves. The tower has been sealed since the end of The Time of Stone. It consists of several levels of puzzle maps (at least 5), each focusing on a particular theme, interspersed with battles involving mini-boss monsters and swarms. Setup by Felewyn to test would-be apostles, each level is in an extra-dimensional space, and physics are kinda out the window, so you can go wild here, but it's heavy entity work.
Riverwind & Goldmoon: Series of wilderness maps leading up to an isolated town, based on early work by Crow. (15-25 or Self-adjusting)
Isles of Dread: Got room for more... The way they are currently connected, one is required to go through 1&2 to reach 3, so presumably, they will be progressively more difficult. (35+)
Aluhandra West: More desert, broken up into at least two more maps, running from the front entrance of Wicard Oven, to the front entrance of Shadahar Palace (inaccessible from that side due to collapse) and the villa. Lots of desert canyons and cave to hide all sorts of nasties in. Somewhere, either within or connected to one of these maps is the tiny village of Sundale, which is planned to have a sort of tower defense mini-game, requiring the players to team up with Shadahar Orcs in order to save the village from an ancient magical threat. (35+)
Longroot: A swampy forest so thick it prevents further travel to the west. This is, effectively, a massive extension to Hunderswamp, though probably higher level. (40+)
The Sunken Ruins of Adel (NEW!): There are, amongst the various lore bits, five separate explanations as to how this city fell, as well as two explanations of who lived there. After discussing it with some fellow devs... To straighten this out, we're merging this with some other Lor Malgoriand related lore, and making this the city that he flooded over so badly, that it never rose again. It was once the finest coastal Elven city, though it was taken from the first human empire at the dawn of the Crystal Aeon, some thousand years before, when it was the capital thereof, so the architecture maybe mixed (kinda compromising between the two origin explanations and giving the mappers more options). You wanted a huge underwater map? Well here ya go. (30+/SA)
Thunderplains: Network of desolate plains and valleys where few dare tread. Likely reserved for the future 50+ crew.
Underkeep (Oyster has his hands on this ATM): This extension to Gate City consists of some underground rivers and a large arena, where the dwarves taunt the losers of underground wars. We have the source for everything but the arena - although we have some bits that can be retextured for use with that as well.
Verath: A hive of scum and villainy, likely involving several localized errand style quests, and perhaps some other intrigue. See the WIP section.
The Wall (east): The series of elven fortresses continues all the way to the mountains that make up Bloodrose Valley. (35+)
Shrinkspell: Map is done, brushwise, now it's down to rather complex scripting and redoing the entities.
Sewer of Ride: Thothie's pet project for when he gets in that "f*ck you I wanna map" mood. (Source available to the curious.) Plan is to setup a wide range of self adjusting beasties over three visually distinct areas, connected by the ancient Loreldian sewers that run underneath Edana, and all the way up to Mscave.
Hall of Deralia: Map is done, and is now down to rather complex scripting... However, there's no source for this particular map. There's a bit or two that I'd like to remove, and the alternative means covering the bits up with clunky models and ent-copied clips. If someone wanted to remake this map based on the BSP, that'd be quite helpful.
The Ruins of Lodagond (not on map): This is the resulting crash site of the Lodagond fortress. Intention was to take bits of Lodagond1-4, and scatter them across a map made up of burning crevices. Lots of surviving beasts crawl out of the ruins, and possibly from the mountain it smashed into as well, and are in need of a clean up crew (namely, the players).
For the most part, any one of these can be extended into multiple maps, if one were so inclined.
(Old original post follows for context.)
=========
I wanted (and may yet) make one with climate and terrain indicators, but I figure I midas well get this one out as soon as possible... Climate concept is simple though: desert west, swamp/forest middle, temperate further south, ocean far east, icey cold far north.
Part of the issue with drawing this up, is a lot of the maps are indeed on top of one another.
This map assumes I swap the mscave and heras locations. (ie. put mscave back where it was) - I think this is wise, as we've no source for Heras, so adding transitions to it is more difficult. Indeed, if anything, probably more likely to put something between Thornlands and Heras, and disconnect it from Thornlands entirely.
THIS IS BY NO MEANS FINAL - this is just a random example I cooked up for discussion. I'm not entirely certain that certain mappers will complete certain projects - and I'm still not entirely sure what Crow is cooking up.
This concept conforms vaguely to Lanethan's design plans. Lor's castle was originally to the west, but I think with the maps we have nearly completed though, might be better to make things progressively more difficult as you go north, rather than west. (Although things are supposed to get difficult that way too, so we'll have to see what we get).
edits = map updates.