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Argardh:Knights of Tibia mapping https://www.facebook.com/Argardh/

RIPSoft

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Follow progress for the release of all the server files (+ LAN and Single-Player version, Full Website, Lore-Files) during Winter 2017.

Argardh


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Image-pack upload failed due to bad weather, it will get here later though :)
 
1 hour of mapping lost into the spacetime-void! (Crash)

Made SS though.. should I remap this, all parts or just something? Crash set me back to square 1.. :'(

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These 2 towers are supposed to be connected to the mountain peaks just north of them by hang-bridges.. It's a giant castle-like entrance supposed to lead northwards into a cave-system and.. hmm.. man I gotta redo all this :/


Update:

New Base-structure
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Doing some more mountains then it's time to build some proto-types..

Caves, Huts, Castle/Castle-Walls.. posting some prototypes in an hour or so

Come on OTLand help me with ideas..

Monster types? Ancient "Eastern Empire" Guards for the Castle-buildings(that will lead to a big cave-tunnel north into the white mountain. But what is good for beach-area? Crabs? Crabs on sand and something bigger in caves and mountain? Hydras? Too dry for that? :p


Update2
:)

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Hydras or no hydras? Just put em out to see how it felt/looked..
 
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Still super square-y and autobordered. Why make a mapping showoff thread if you're actively avoiding any sort of progress?
 
I usually like ur maps, but its truth that they are way too autobordered. Btw it is important for a map to look good from above, but it is also important that the players view is good mapped, otherwise its boring for him to explore.
 
Patience mate it's not the end result :) Putting out all the nature/base like this is IMO the best way to "sculpt" and mold it into what you want it to be. Building a landscape square by square is not a good way to do it unless you are from the start 100% certain of what you want to build. Using the map-editor like Paint(the program) and then molding it until you have a good result is 100x better, IMO. And THEN you can go back to look on borders, put out details like stones, plants, etc etc.

Also, this piece of map will take a looong time to finish. It's 1 out of 3 last pieces to be made before December and the size will be just a bit bigger than last picture. And the work on it will be about 1-5hours a week :O

"A piece of art is not finished when there is nothing left to add, but when there is nothing more to take away" /Some famous painter or similar


edit:

Current state of the western hydra caves..

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The new perspective :)

Uploading 10 Hell/Demonspawn pictures.. It's work in progress, most of it is just experimental with color and tile-combinations.. tell me what is pleasing to your eye! It is before-referense for later use, to compare work in progress and end-result with.. It will obviously be 3-4 different areas so i'm looking to take out 3 or 4 of these "types"(tile and color-combo) and build further upon.


Obviously the pictures are from Remeres, so, imagine that epic purple lighting before discarding them as out-of-context strange fires. Also, take a look at nr 7.. get the idea? Any idea of how to utilize this better? Pic nr 3 and 10 are attempts to use it but.. IMO failed attempts. Scratch the idea?



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Btw it is important for a map to look good from above, but it is also important that the players view is good mapped, otherwise its boring for him to explore.


On this topic all I can do is agree, but I like to get to that end result with a different approach than most. It's focus for most mappers. I like my gigantic map though :) I map the landscape first.. then put in 3-8 areas(combinations of terrain and tiles) per region and then put something in each area. Then connect by tunnels or inside "Underworld"(bottom/ground level) to the other regions. Then fill out open/empty spots with some "original" Tibia dungeons and create cave-systems/connections, dungeon lakes/landscapes etc. So going screen by screen is not an option.
Either way im getting pretty good at re-mapping areas(thats basically what I do ATM except a handful of new creations). Coming to an old idea/autoborderd area/section that either lacks function or graphics and then create something, put some detail to it and go to next thing.
 
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Whoa.. jumping back and forth too much! :p

Got 2 folders of "before" pictures" of different landscapes since last post..

So, gonna stick to some kind of topic here: the hydra place

Getting there:

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Big mushrooms misplaced? Kind of need some brown/green stuff but don't like them normal plants too much for this place.. already used in 10 other places aswell. Kind of the problem with this place.. trying to use only new combinations of color/tiles/detail here


Demonspawn:

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Taken in Remeres, so no lighting effects :(
 
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boy howdy I sure wish I had as little of a conscience as you do
I can't imagine what it'd be like if I didn't have a problem stooping to this level of complete and utter pretentiousness
 
I'm gonna be the first one to say it; it doesn't actually look that bad. I understand what you're trying to do with your style of mapping. It was actually a common mapping-style loong time ago where mappers focused on playability instead of detailing. I must say though that your maps doesn't look very well thought of when it comes to playability.

You should either stick to a clean, minimized mappingstyle with or without autobordering. Or carefully detailing. Don't try to emerge the both by spamming items everywhere, it looks way too clustered.

Anyhow since I've seen your comments everywhere, I pretty much know that you're going to argue against the criticism I'm giving you. GL with the project regardless!
 
People who keep complaining about auto-bordering should go back to their showoff-mapping dungeon and shut it. Using auto-border in RME is fine (if you know how to use it correctly) and you can make great maps with or without it.
 
My mouse-scroll-button is dead, so, will probably not be much big mapping done in a few months or so.. lots of stuff added and revamped already though



Hawald has gone from being a village to a fortress-village-type-single-guildhall-city



Hawald the Village (before)

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Hawald the Fortress, 85% done

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Revamping 12 guildhalls into castles/fortresses, vastly improving them with training areas and ammo/food production aswell as tp availability directly from the Worldforge(Note: Not tp to the Worldforge, only from). . some, like Hawald, is 1 guildhall for the whole village/area/region.



addition:

Halmstedt old

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Halmstedt revamp 75% done

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Tristrum will see some changes but, not quite sure what and/or how yet.. i'm thinking of putting a full moat on it and/or cutting away the village/house-part in the southwest. Ideas? Maybe cut that village out and put as houses(village) together somewhere else?


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