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Small thing, but it looks like there were no gems on the stones in demon legs quest. Also there doesn't seem to be any stone blocking the chest and nothing in the chest in the map editor, but maybe you just haven't gotten to that yet?
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Another small thing, the bridge north east of Thais should have wooden floors and be 1 sq wider in the northern direction and shorter on both sides. Path before bridge looks correct, could only find an older picture of the right side where the path is different. But perhaps this was changed earlier.
->Removed some remaining mountain south of Thais
->Changed Thais Bridge (thanks! I looked so much for it and couldnt find it)
->Changed Thais Temple
->Added stone to DHQ (the gems were a daily spawn)
About the rewards I will not put them since they are very OP and everybody knows the quests, so each server can do whatever they want. I dont have time to do big changes, I'm back on my typescript server project. Feel free to fork this project. Fixing only map stuff now.
Stuff Im currently looking into:
*One floor of Paradox Tower is missing (the one with the ghoul) Im pretty sure it was different before.
*PoH Temple might need some fixing too, pics needed of the back.
*More Orc Fortress pics needed, specially underground.
*Quest Room of Noble Armor and the entrance to undead cave is in need of screenshots and/or mini map.
What makes you so sure the gems were a daily spawn? On the image I posted it's clear that they are missing (at least one, the other spots are covered by fire). I suppose it's possible that the room had already been cleared and the gems taken, but there's an energy field on the lever, so it seems very unlikely that someone would clear it and not take the main reward.
All the changes I listed on this thread. Combination of memory + minimaps + screenshots. I admit the fault at Thais Bridge, I always knew something was wrong with it but never found something to prove.
The reward only spawned once every server reset, so there is no point of destroying the field, and you can access that spawn easily in 7.1, just go down and up the stairs, very little risk.
The reward only spawned once every server reset, so there is no point of destroying the field, and you can access that spawn easily in 7.1, just go down and up the stairs, very little risk.
I can't be sure that it wasn't a daily spawn at 7.1, but it definitively was a daily spawn at one point. It was never supposed to be, but Knightmare forgot to set it up that way. This seems to indicate that it wasn't changed until 7.2 when the new quest system was introduced:
"The first few pairs of Demon Legs entered the game many years before, but this quest is the reason why so many of these legs exist today. Lightbringer and Genisis GE explored Edron after the update. In the depths of the hero cave they discovered the newly re-added Demon. They where the first to kill these new demons, and eventually solved the fairly difficult mission of clearing four demons from one room. When they went to the chest at the end of the circular room, the chest held a pair of demon legs, 8 small diamonds, ring of the sky, dwarven axe, an ankh, a blue tome, a never before seen medusa shield, and a one of a kind guardian halberd. As all quests with rares spawned only once per map reset, they did not expect to gain more from the chest so they divided the items and left. It was sometime later when Antica became brave, that other teams cleared the demon room and found the same loot. Every day teams found the loot and soon caught on that these rare items where easily obtained. Knightmare had forgotten to set the spawn to only once and so it was abused.After a while of heavy abuse, KM removed the quest and replaced it with a harder version, and the items became what they are today: a demon helmet, a demon shield, and a pair of steel boots."
Here is the last changes, found by @al222
->Fixed Rookgaard bridge
->Changed dead dragon corpse
->Removed torch room in Rookgaard
Feel free to upload updated versions of the map here, as long as you post the changes you do. I Removed the "UI" from the new version of file, because its a community map. For people making changes, always get the last version from this post. I have stopped looking for stuff, because I'm working on other project (Typescript Server) and don't have much time
I believe these arc things should not be there. It only allows you to pass on 1 sqm, which I believe was not the case.
Notice also the colour of it on the mini map, compared to this screenshot:
Hard to tell from the poor resolution, but it doesn't appear as dark grey. Here's a screenshot after I removed it:
On this one you can also see some darker grey spots overlaid on the red of the inside wall. These are the same type of arc things that are left inside the walls when the openings were removed in the downgrade. (Removing the openings were correct, as you can see on the genuine 7.1 screenshot; there are no openings in the wall other than the doors. And none of these dark grey spots either.)
Here's a better look at those arcs, you can find them on many places all along the wall:
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The tiles here are also wrong:
Here's how it's supposed to look:
I also suspect the leather boots and legs spawn there, since nothing in orc land drops them?
This also looks messed up, can't find any proofs though:
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There are also a few tiles like this that looks wrong. Again, not sure if this is a cipsoft map error or not:
If you look for the corners along there walls you'll find a few more.
These places also look odd:
There were a few more things that I fixed around this area before I took the screenshot.
Here's another single tile that's misplaced. This one there's actually proof of:
Thank you! Orc Fortress fixes:
->All changed reported by al222
->Added wooden floor and poison fields to Orc Shaman House
->Changed walls of north east side
These screenshots were in the large library that was shared earlier in this thread (the one that's on a Google drive). I realised that a good way of finding screenshots for a particular area, was to look in the Monster-folder for the kinds of monsters that spawn there. In this case I looked through Monsters/Orc.
I have to say, The work you are doing here is absolutely wonderful. Will all the hard work, i have to ask, why dont you host the server? If i didn't already have a server that takes up all my time, i would love to bring this to life!
I have to say, The work you are doing here is absolutely wonderful. Will all the hard work, i have to ask, why dont you host the server? If i didn't already have a server that takes up all my time, i would love to bring this to life!
The quests and daily spawns are probably the most difficult thing to find reliable information on. Please share whatever you find.
Regarding these specific ones:
Ornamented shield quest area was around I think. And even in the 7.7 map, you can see the shield spawning on top of the corpse, so it was probably a daily spawn even back then? Not sure if what was in the corpse was the same though.
I think vampire shield area was around as well, but I'm not sure what the reward was. If it was a vamp shield, I doubt it was a daily spawn.
I might consider it at some point, if no one else does.
If so, I would seriously consider making it non-pvp. Although I liked that aspect of the game back in the days, it seems to only bring out the bad sides of the game; power gaming, power abuse etc, and none of the good.
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Got some more updates for Orc land. It's amazing how much one can learn from a single screenshot, if it's the right one. Check this out:
Compared to what we had:
Let's start with the minimap, where we can see that the "elf prison" had a different roof, since the stalagmites and the ground would appear in a different colour on the minimap. I forgot to take a screenshot of this before I changed it, so you'll have to verify that yourselves.
In the bottom right we can see that the house has a different wall and roof. Notice also that this house is much farther to the left than in later versions, and that wall that has been stretched out, has a door. We also see this stretch by the fact that there's a larger patch of grass in the top left, as opposed to the river. And we also see the stretched room itself underneath the corridor leading left in the first image.
We can also see this by zooming in to the 7.1 map from Tibia.com that I just shared.
Here we can even get the tree placements of that patch of grass, since one pixel = one tile.
We also see that the house that got new walls and roof also had a counter that stretched all the way across the room. I actually remember this now that I see it. There would be 1-2 shamans behind the counter that could shoot you, which was very frustrating for knights, who couldn't really fire back. The shamans are still there now, but the spawn is outside of the counter and zerks are inside, so that needs to be changed as well.
We can also see that the outstretched room has a door that can be closed to the left and that the same is true for the next tower to the left, which has two doors.
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The farm area also seem to have different placements of the fence gates, at least compared to v6. And you can also see that the house to the right of it is different:
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Forgot another thing on the zoomed in map. Notice that the wall to the north east had no openings. There was however a door in the north eastern tower, I'll get back to that in a while.. Here's how I made this area based off of these changes.
I also put some more poles in the water near the harbour. They can be seen on a minimap that I'll share in a bit, though I'm not sure of the material.
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Just realised the two northern lamp posts should not be there (according to the zoomed in map), and I can't edit the last image since all my posts have been merged and it does not allow for more than 5 images. Here you go:
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Aaaand I missed the walls here...
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Here's another tile that's off, under the south western warrior.
Also, a lot of the doors, if not all of them, have incorrect tiles underneath:
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Some more changes
The wall that's visible on Bubble's screenshot shows that the area below has changed as well. I'm not sure about how it should be yet. But you can definitively see that there's a wall there, and on the zoomed in map from Tibia.com, it looks like this goes behind the mountain, between it and the corridor.
There's also a different ground that starts under the tree in Bubble's screenshot. It appears green on the minimap here:
Zoomed in:
And you can also see the wall cutting off that building that has changed roof in the top right.
Here's my attempt to fix this area so far:
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Here's a minimap that I found on tibia.de (7.0):
Zooming in to Orc land you can see some of the features I mentioned:
Open doors at 1, 2, 3, 4, 5 and 9. Extended counter at 6. Extra poles (I assume) at 10.
You can also see the wall going behind the mountain at 8. I'm not sure how it should connect to the thicker wall at 5. The only reference I have found is Bubble's level 100 screenshot where you don't see much, other than an extra column of tiles at 7 for some reason. But it looks like you can walk down there. And I seem to recall that there was some place you could diagonal push yourself into the corridor from somewhere down there. But maybe my memory is playing tricks on me.. Anyone remembering this?
I started digging a bit at 7 and found that the extra column of tiles is still there underneath, only the ground has changed. There was also a bit of grass up there for some reason..
as cool as this is, im not sure people would prefer it!
as an option i like it, but i wouldnt want to play with this format personally!
Either way very original and excellent work!
The quests and daily spawns are probably the most difficult thing to find reliable information on. Please share whatever you find.
Regarding these specific ones:
Ornamented shield quest area was around I think. And even in the 7.7 map, you can see the shield spawning on top of the corpse, so it was probably a daily spawn even back then? Not sure if what was in the corpse was the same though.
I think vampire shield area was around as well, but I'm not sure what the reward was. If it was a vamp shield, I doubt it was a daily spawn.
You need better understanding of tibian refresh system here, cause it actually never was "daily" spawn.
There are tiles that are refreshable, and non-refreshable. Those refreshable tiles are refreshed on SS and several times during the day (depending on whether there are any players nearby). So it technically isn't "daily". Non-refreshable tiles are not refreshed at all, not even during SS. Those would only refresh when the new map was loaded (the so called "big map reset").
That being said, in pre-quest-system era, there were two types of quests: smaller, in which reward would respawn even a few times a day; and bigger, in which it would only respawn once every big map reset (usually once every few months).