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Evirea Mapping Thread [Custom Project 7.6 RPG]

Zarandiel

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Joined
Nov 23, 2008
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Evirea

Greetings, OTLand. After 18 years of silence (Joined: 2008), I am finally ready to share my passion project.
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"The world didn't break because of the gods' wrath. It broke because of our greed."



The Vision
Evirea is a custom project built on a simple premise: What if the game evolved differently?
I combine the unforgiving mechanics of Tibia 7.4 with the fresh, aesthetic visuals of 7.6 sprites.

The Pillars of Evirea:
  • Reverse-Engineered Engine: I didn't just download a distro. I reverse-engineered damage formulas, monster strength, and loot logic from the original files.
  • Zero-Lag AI: Most OTS monsters "think" every 1000ms, causing that sluggish feeling. My engine runs monster actions on a 100ms loop. They react instantly. They are dangerous.
  • Authentic Mapping: I reject the "modern OTS" style of over-detailing. I respect the "CipSoft Style" of the Golden Era. Square rooms, clean geometry, and readability over clutter.
  • Deep (Optional) Lore: The world has a rich history — The Breaking, The Echoes, The Factions. You can read dozens of books in the library to understand it, or you can ignore it and just grind. The choice is yours.
  • Sustainable World: 5 Major Cities planned (2 PACC). I am not releasing an oversaturated map. I'm leaving room for expansion.

Current Development Statistics (Global):
The project is far beyond the concept stage.
  • Map Progress: ~40% (Rookvale, Aeris, & Surroundings, Stonefall)
  • Scripted NPCs: 52 (Unique dialogues, no generic copy-paste)
  • Functional Quests: 20 (Scripted & Tested)
  • Lore Books: 30+ (In-game readable history)



Part I: The Heart of Rookvale

Rookvale is fully finished (100%). It serves as the tutorial island, but it is no playground.

The Old Keep
Every journey begins here. It’s a place of history and safety. In the Archives below, Seymour guards the knowledge of the old world.

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Beneath the Market
Tom the merchant is worried. He used to sell fine Brass Shields, but a thief stole his stock and vanished into the sewers beneath the marketplace.
The sewers are just like you remember them from the old days. No over-detailing, just pure 7.4-7.6 atmosphere.

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Next Update: The Merchants & The Ruins...
 
I respect the "CipSoft Style" of the Golden Era.
I reverse-engineered damage formulas, monster strength, and loot logic from the original files.
🤔
What if the game evolved differently?
To me it looks more like going custom content than a different evolved version. Anyway, don't take this the wrong way. It's refreshing to see a 7.x server that doesn't go the 1x exp real map route, looking forward to see more.
 
🤔

To me it looks more like going custom content than a different evolved version. Anyway, don't take this the wrong way. It's refreshing to see a 7.x server that doesn't go the 1x exp real map route, looking forward to see more.
When I refer to the "CipSoft Style," I am talking about the design philosophy of the Golden Era. Back then, maps were designed for playability first, aesthetics second.
Many modern custom maps suffer from "over-detailing"—they look like beautiful paintings, but they are cluttered and annoying to navigate. I want to keep the geometry clean and functional. Sometimes a square room is exactly what the gameplay needs. It’s about readability.

By saying the game "evolved differently," I mean avoiding the modern bloat like the Bestiary, Wheel of Destiny, or task points systems.
I am expanding on the classic RPG concepts we loved, like the Postman or Djinn factions. In Evirea, there are 3 major factions. You don't grind abstract reputation points. You perform a quest, and your reward is tangible: access to a new hunting ground, a discount at a vendor, or the ability to trade with a specific NPC.

It’s a balance. We are not 15 anymore. We have jobs and limited time. That’s why I added specific QoL features to respect your time, without killing the 7.4 spirit.
 
Part II: Trade & Eastern woods

Civilization & Trade
Rookvale offers moments of peace. The city park is a quiet spot to rest, but to survive the wilds, you need gear. Tom and Billy provide the essentials - if you have the gold.

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The Investigation
Not everyone is safe. Martha sits in her home, waiting for her husband. He went into the Whispering Woods to hunt wolves and hasn't returned.
Following his trail past Vane at the East Gate leads you into danger. The wolves here are hungry... and deep in their den, you find the hunter's fate... and perhaps a key he no longer needs.

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The Path East
Passing Vane at the East Gate, the King's Road fades into the Whispering Woods. The wolves here are hungry... and deep in their den, you find the first grim trace of the missing hunter.

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The Old Garrison
Further east, the road ends at the ruins. History books in the Library mention a paranoid Commander and a desperate alliance between Minotaurs and Orcs hidden beneath the earth.
The Garrison Commander, gripped by paranoia, has reactivated the ancient security mechanism of the Officers' Vault - the Colored Levers. He has locked himself inside with the regiment's payroll. Only those who know the Imperial Code (Blood, Nature, Water, Death) can enter his sanctuary.

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Part III: Decay & Shadows

The Greedy Orchard
Gregor, the retired knight, keeps to himself in the western district. His orchard used to be the pride of Rookvale, but something is devouring it from below. A book in the archives hints at an infestation of "Small Bugs" - a nuisance for most, but a threat to Gregor's peaceful retirement.

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The Mudlands
Before stepping past the West Gate, a visit to Lilly is mandatory. She sells Life Fluids, the only thing keeping adventurers alive in the toxic Mire. To the west, the land is swallowed by the swamp, hiding the remains of the Sunken Tower and the secrets buried in its depths.

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The Forgotten Grave
Not all history is found in the Keep. The archives mention a "Forgotten Grave" - a site of old power now reduced to a crumbling chapel. Beneath the moss and stone, the restless dead guard the path to the legendary Katana.

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Part IV: Steel & Heights


The Elder's Guidance
Before you can leave Rookvale, you must face the island's greatest mystery. Elder Arin in the Old Keep holds the knowledge of the "Echoes of the Past"—the final mission for any adventurer seeking to cross the sea.


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The Mountain Slopes
The northern range is divided into three distinct paths. To the West, the smaller hills are infested by minor troll tribes. To the East, the main ascent to the peaks begins. It is here that the hunter established his Hunter's Shack—a base for long expeditions away from his home in the city.

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Into the Depths
In the central part of the massif, the mouth of the Troll Mountain leads you deep underground. This is where the "Echoes of the Past" are buried, guarded by swarms of Trolls in a dark, multi-level labyrinth.


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The High Summit
Above the clouds, the North Mountain is a fortress. The Orks have claimed the entire peak, building an outpost at its base to block the path and a formidable tower at the very summit. Scaling these heights means fighting through their entire defensive line before you can sail for the Mainland.


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The Crossing
Rookvale is an isolated island. Reaching Level 8 is not enough. You must complete the initiation for the Wardens of Aeris to earn your passage on the ship. The mainland awaits.


Rookvale Region Stats:
  • 9 Unique Quests
  • 14 Fully voiced NPCs (Custom Dialogue)
  • Dozens of Lore Books


Your journey has just begun. Aeris awaits...
 
It may sounds strange for some, but after 22 years of tibia my brain cant handle a custom map. For ME, tibia has to be tibia and thats it.

Weird.
 
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