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Request maps you need here!

Im looking for rookgaard 12.87 map
Did anything on rook changed since like 7 years? and tibia 10.98? you should import it easily from real map:

EDIT:

Here I've found it for You:

just open new project in your 12.87 map editor, file->import map, resize it yes, find rook
Rook temple is on X32097 Y32219 Z7
mark all floors on zoomed out (good to mark: "hide details when zoomed out")
by holding pressed ctrl mark whle floor and roll to next flor still holding pressed ctrl
then copy and paste to Your map on the floor you ended copying
that is why I start with bottom and end on 0 floor

PS: it is version with rookie quest => orc camp, wolf cave, cementary, spider queen hive,
but without santiagos tutorial
seen terror bird that shouldn't be there 32143 32125 7
 
Last edited:
does anyone have the actual .map files for tibia 7.1? The files you would find in your client folder that would make the minimap visible when using the client?
 
I'm looking for a map 8.10, anyone got one?
 
I forgot to say, any map except Aries, Yurots, or Realmap
 

MAPPING VENO TO SECT CAMP (SWAMP CAMP)​

IDEA:
Rework the existing Venore into a fortified swamp cult settlement — Myrion's Sect Camp — heavily inspired by the Swamp Camp / Sektenlager from Gothic 1, built into and around Tibia's existing swamp city.

LORE​

Venore is one of three permanent camps in Myrion. After the world was broken by "the Devastation" and sealed off by an eternal fog, a faithful few followed the visions of a prophet — the Chosen One — and rebuilt Venore's ruins into a holy place. They believe the catastrophe was a divine trial, and that deep beneath the swamp an ancient power slumbers, waiting to rise. It's run by Gurus (the priesthood) and defended by Templars (their zealot warriors); newcomers start as lowly Novices and earn their place.

So the tone is: a secretive, ritualistic cult in a rotting swamp — devout, a little sinister, but a real home to its people. Not evil-for-evil's-sake; think reverent, mysterious, and lived-in.

Visual​

  • Primary: Gothic 1 Swamp Camp — wooden palisade walls in the marsh, a central temple, swampweed/herb fields tended by novices, communal fire, huts, robed figures.
  • Base: Tibia's existing Venore (already swampy, has a depot, docks and the classic depot square) — we're reshaping it, not starting from zero.

Key​

  1. Outer palisade & gate — wooden/bone fortifications ringing the settlement, one guarded main entrance (Templar post).
  2. The Temple / Sanctum of the Sleeper — the centerpiece. A large temple, shrine or half-sunken pyramid dedicated to the sleeping god. Dark, candlelit, ritual atmosphere. This is where the Gurus preside.
  3. Swampweed / sacred-herb fields — flooded plantation plots on wooden walkways where Novices labor. Signature Gothic-Swamp-Camp element.
  4. Living quarters — huts and shelters for the faithful; a separate, nicer area for the Gurus.
  5. Communal altar / bonfire — a gathering point at the camp's heart.
  6. Templar posts — guard positions at the gate and around the temple.
  7. Docks / harbor (atmospheric) — Venore's port, but under the curse no ship leaves the sea alive — so make it a half-abandoned, fog-bound harbor rather than a working trade port.
  8. Functional spots to keep/place — the depot must stay usable, plus clear placement points for camp NPCs: a recruiter (handles joining), skill trainers, a healer/priest, and a shop.

Atmosphere​

Murky water and mud, rising fog, torches and braziers, wooden walkways over the marsh, bones and totems, cult banners/symbols, gnarled dead trees, mushrooms. Green-brown palette with warm firelight pools. It should feel damp, hushed and holy.

Technical​

  • Format: Canary / OTClient protocol 15.11, .otbm edited in Remere's Map Editor (RME) — I'll send you the current map file and the RME setup.
  • Keep everything within the game's sealed-world bounds and don't break existing town teleports, depot, or spawn logic — happy to point you to exactly what must stay intact.
  • Creative freedom on layout and detail is welcome; the beats above are the anchors, not a rigid floor plan.
 
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