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Map Layout Discussion

xsaint

ʜᴀᴜɴᴛᴇᴅ
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Looking for some insight and/or how people have planned out their maps in the past.
So my current thought process is that I'm spending 8 hours creating a spawn but because my map is so large and goes in 4 directions the spawn may be missed, ultimately wasting 8 hours on something that could have been autobordered and made in 1 hour.

Another issue I'm having is the fact that "beginner" areas, say chakoyas/frost trolls/larvas/swamp trolls/crocodiles/smugglers. Would practically be missed by the time the player ventures that far out, but I'm also against having a town in each area since I'm building for 30-50 actives.

How would you personally go about navigating these two issues? I do have a wagon/travel system that goes between town and "outposts" so this may be solved if I build the areas around the outposts and then outwards?

Thanks in advance. :)

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I'm all for highly detailed areas.
What could help is making those beginner spots attractive even for higher level players.
For example, you could add creatures that drop creature products for imbuing (or similar system). That way, even advanced players have a reason to visit.

To speed up accessing the deeper areas, you could also add shortcuts unlocked by (or after) quests. Like a boat, teleport, or secret passage (similar to the soil tunnels in Yalahar and scarab coins in ank).

There are so many possibilities.
 
its already in tibia, direct boat access just like the ice islands from carlin
so your idea with the wagons is perfect
 
Looking for some insight and/or how people have planned out their maps in the past.
So my current thought process is that I'm spending 8 hours creating a spawn but because my map is so large and goes in 4 directions the spawn may be missed, ultimately wasting 8 hours on something that could have been autobordered and made in 1 hour.

Another issue I'm having is the fact that "beginner" areas, say chakoyas/frost trolls/larvas/swamp trolls/crocodiles/smugglers. Would practically be missed by the time the player ventures that far out, but I'm also against having a town in each area since I'm building for 30-50 actives.

How would you personally go about navigating these two issues? I do have a wagon/travel system that goes between town and "outposts" so this may be solved if I build the areas around the outposts and then outwards?

Thanks in advance. :)

View attachment 91734
If the respaw is efficient people will hunt it. If you put everything in peoples face you kill the experience for those that like the discovery and the exploration. As long as you avoid putting early game spawns far away or after dangerous zones I don't think you can go wrong. If you overthink and try to make the experience too linear the map will lack depth and looks non-organic or too gamie. Also I think make a map with too many cities (hubs) while the game is not online and have a huge player base a bad design, you will spread the player base when you actually want the cities to be a player hub where people that are not actually hunting can gather.
 
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