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Is there any interest in custom maps nowadays?

You are probably on my same level.

I was looking around otland, and i saw very few custom rpg server's, so i just started to map for the first time. My motivation was other server's, but lost it fast because my lack of experience in mapping. So i just practiced on my map, got ideas from other's. And that's when i understood raw's power! I consider myself as a medium mapper, but to the point. custom map.

There are a lot of interest in custom maps, but the problem is to know what the player's want in-game. Is there enough scripting, is it to much? Some want custom vocations, some not, custom spells, monsters and the list goes on.

As you see im making the 'Althea' map, and im trying to learn scripting. And im struggling now, on how i can make what the player's want.
Should i add monsters, new sprites, vocations? Do the player want to download the client if im making a custom one? There's many factore's running around.
You can only find out if your server get's played by making it.

Go play other custom map's and ask player's in-game what they like and dont like in those servers, you can get a lot of info like that.
 
You are probably on my same level.

I was looking around otland, and i saw very few custom rpg server's, so i just started to map for the first time. My motivation was other server's, but lost it fast because my lack of experience in mapping. So i just practiced on my map, got ideas from other's. And that's when i understood raw's power! I consider myself as a medium mapper, but to the point. custom map.

There are a lot of interest in custom maps, but the problem is to know what the player's want in-game. Is there enough scripting, is it to much? Some want custom vocations, some not, custom spells, monsters and the list goes on.

As you see im making the 'Althea' map, and im trying to learn scripting. And im struggling now, on how i can make what the player's want.
Should i add monsters, new sprites, vocations? Do the player want to download the client if im making a custom one? There's many factore's running around.
You can only find out if your server get's played by making it.

Go play other custom map's and ask player's in-game what they like and dont like in those servers, you can get a lot of info like that.

I don't think you are looking into the right place if you ask players from other servers (pvp/war servers) what would they want in that server you have. Mostly because this people just want fast pvp, kills, get strong with no effort or things like that. An RPG server is totally different, exploration, slow leveling and progression and whatever custom things you add into it.

In my opinion the biggest threat for an RPG server are exploiters, bots or any kind of gameplay that is unfair to others and because of it an RPG server need extra attention to avoid all of that, one single bot or unfair player will ruin the whole server experience plus it will promote that kind of attitude.

I've been working on a map/server myself as a hobby for some years, it's an RPG map suitable for hundreds of players made of good enough pieces of maps shared by the community and self made stuff.

A couple of times I've put the server online for public with very few people, I find that players want new things and they rather get taken through content (story quests, quests, simple tasks...) rather than let them free roam your server with no real purpose other than level up.

Building up a map, with NPCs, dialogs, quests, balanced and tested, takes a LOT of time and is a task that needs to be done either alone, or with a group with VERY good communication.
 
I don't think you are looking into the right place if you ask players from other servers (pvp/war servers) what would they want in that server you have. Mostly because this people just want fast pvp, kills, get strong with no effort or things like that. An RPG server is totally different, exploration, slow leveling and progression and whatever custom things you add into it.

In my opinion the biggest threat for an RPG server are exploiters, bots or any kind of gameplay that is unfair to others and because of it an RPG server need extra attention to avoid all of that, one single bot or unfair player will ruin the whole server experience plus it will promote that kind of attitude.

I've been working on a map/server myself as a hobby for some years, it's an RPG map suitable for hundreds of players made of good enough pieces of maps shared by the community and self made stuff.

A couple of times I've put the server online for public with very few people, I find that players want new things and they rather get taken through content (story quests, quests, simple tasks...) rather than let them free roam your server with no real purpose other than level up.

Building up a map, with NPCs, dialogs, quests, balanced and tested, takes a LOT of time and is a task that needs to be done either alone, or with a group with VERY good communication.

I ment that you could ask players from other rpg servers, you cant go evo serv if u want to make a low exp :p

But im totally agree with you, its a lot of work, and bot ruins a lot. Therefor you really have to find a system where can have more controll
 
well you cant really wipe out all bots, if you make your own client people will argue "what if it got keylogger etc?" by making your server unbotable you are bound to lose, everyone bots in a way, wheter it's hardcore rpg player or normal guy they do and will be using bot, either for exp, runemaking w/e the reason but it's also the reason of begin tibia destroyed it's like a double edged sword that we cant really handle, time shown already thousands of times that im right. Best way would be finding a balance between nonbotters (which dont exist tbh) and botters. Make it obvious. People will use bots anyway so let's say making rules for it?

1. Using bot is allowed but limited.
2. You can use bot but only for very minor things eg. training/making runes.
3. You can't use bot for exping, any seen action like this results with 1,3,7,14 days of IP ban.
4. Using bot to exp while still begin on pc and chatting is still caveboting and results the same way as above.
5. Exploiting game bugs result permanent IP ban.


I think it would be a clear way for balancing server. Why ip ban? because people often use lots of smurf accounts, making it ip ban will make it unplayable for them on their main accounts also thus people will think twice before they use bots/exploit.
I know it may sound wrong, I'm myself rpg player, been trough many rpg projects and helped in some of them and every i say EVERY rpg server ended up with 1-5 players that were playing together which was too low to make it for server living.

Reffering to use bots on skilling and having trainer monks. Trainer monks imo are by all means very good thing even on rpg server but there needs to be balance also, let's make it for example if player goes for training monks, it will go 2 times slower than skilling on typical summons/normal monsters. This way if someone wants to achieve big skills, he will be forced to go the classic way as skilling with trainers will be just additional. For example:

Server have 4x skill rate, on train monks it will be 2x so it wont be any big diffrence from skilling on rl tibia, that way people will use them as an addition for example you train X hours on normal mobs, then you go sleep but you still want to train so you leave your character on trainers to gain these fewer %'s more torough whole night, that way i think will be most balanced to make players want to play but still not having everything so fast.
 
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Sadly, to few plays custom maps to be worth the time spent making them.
 
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