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2rec//Mapping thread

Dwarven battleship stranded. Thinking about making a boat bigger, make it a spawn maybe?
And sorry for bad quality, seems like host compressed it.
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b13G9pC.jpg

https://i.imgur.com/b13G9pC.jpg
lol Fitzcarraldo much?
 
Really interesting city/port thing, has a pretty unique feel.
 
I dont know the story and the lore of these underground/river cities, but it could be interesting to make humans inhabit these cities because they flee from a danger. Their cities got destroyed by orcs or anther violent race r a toxic outbreak because of experiments of an evil sorceree. Or a sorcerer summoned undead and now they inhabit the ground levels. And the humans had to flee underground and built therein the cities.

The goal of the game would be to, destroy the dangeer quest by quest and make the ground levels habitable again.
 
I dont know the story and the lore of these underground/river cities, but it could be interesting to make humans inhabit these cities because they flee from a danger. Their cities got destroyed by orcs or anther violent race r a toxic outbreak because of experiments of an evil sorceree. Or a sorcerer summoned undead and now they inhabit the ground levels. And the humans had to flee underground and built therein the cities.

The goal of the game would be to, destroy the dangeer quest by quest and make the ground levels habitable again.
That's pretty much what im aiming for.
Instead, entire map will be stylized for underground. So, a lot of tangled caves, sewers, mines etc.
And no goal at all. Also, don't know about ground level.
 
Posting just some single locations, because honestly that's only thing ive got so far. :v
Planning a layout for all those caves and sewers is just pain in the ass.

Murky Tower
(i know, borders)
(mountains also would be prettier)
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i am a big fan of your art and i want to encourage you to continue with mapping, since andreew and Nicolos dont post any maps, you have became one of my fav mappers
 
That's pretty much what im aiming for.
Instead, entire map will be stylized for underground. So, a lot of tangled caves, sewers, mines etc.
And no goal at all. Also, don't know about ground level.

fuck I love this idea. In this type of places, you can't start running without a plan (like in a open field) cause you may easily get cornered with the lack of space. But it's possible to deceive someone who is following you.
Also, would be nice if some specific points had sort of a claustrophobic vibe. It would feel even darker.

That's something I think is lacking on the map and atmosphere of rpg servers, cause they dont have much creativity regarding it's own universe, and keeps creating some medieval-fantasy landscapes heavly based on the original Tibia.
 
Love the idea of the pipes as a walkable upper floor, great work, lookin forward to more
 
Also, would be nice if some specific points had sort of a claustrophobic vibe. It would feel even darker.
More claustrophobic? What do you have in mind exactly?
I'm looking forward for a feature like this one of Flatlander's:
Just a little something I've been working on...

It would make keeping your light source play a big role again. And make it claustrophobic too for sure.

Love the idea of the pipes as a walkable upper floor, great work, lookin forward to more
Thanks champ. Sure there will be more.
 
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More claustrophobic? What do you have in mind exactly?

Lighting helps for sure as it limits what you can clearly see. But the best example I can think that uses this "claustrophobic" feeling (In a fair way) would be like a long tunnel where you can only move forwards. (You are trapped on it). This is very different from being lost in a maze or a place with various paths, even if all of them are narrow. This happens because if you find any dangerous enemy in a maze, you can choose from multiple paths while running from it, and you may even be able to see it while it being unable to reach you.

In the tunnel case, there is only one path, and you know that if you find something strong you will get trapped in the last sqm and die there. You can survive and get back to "safety" if you are faster and make it loses track of you, but now there is no place to go. Your only option would be death or getting help from someone else.

The ideia is making the player hesitate and think in the possibilities shown above. That's why the tunnel need to be long, at least a bit. It dont even need to have any type of real danger, cause it's all about making the player build some expectation.
 
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