Xarkly 7896 Share Posted June 21 Re the colonization aspect -- this is what the 'map end event' should actually be. Needless to say, we're all tired of the ham-fisted trope of some 'unanticipated' disaster forcing us off our homeland, so why don't we borrow a leaf from real-world history and incorporate colonization as a more core concept that both (a) serves as a new, fresh, and immersive way to end the map; and (b) provide a better basis for how the next continent is settled. A - Map End: Like I said above, we really shouldn't perpetuate the whole calamity stuff. Like in real history, we should look at a narrative where we migrate not because we're forced to, but because we want to. As Almaris drags on, through the course of some eventline, various nations and factions learn about this new land overseas; a land rich in resources, a land of fertile soil, or maybe cultural significance, that serves as a beacon for the Descendant races to send expeditions that eventually come to colonize it, building up new cities and civilizations that eclipse Almaris and prompt the relocation of royal courts and capitals. Obviously, even as a preliminary concept, there are a lot of creases to iron out with something like this - i.e., why nations might fully relocate to this new colony - but nothing that can't be worked out with a bit of brain-power. B - Colonization RP: It's definitely true that it's a bit jarring when you step onto the new land and all the cities or whatever are built, but also because you know nothing about this new land except it looks a bit different in the sense that the plain, bland biomes are in a different pattern. We should have a narrative connection to the map, even just as a very broad, simple overarching concept, from the get-go, which goes hand-in-hand with a colonization event-line, which should ideally take the form of Descendant expeditions finding the new continent, exploring it, and setting it up for it becoming the main Descendant colony in the future. The process of this colonization RP - which should, as a base concept, take the form of the Athera eventline done right - would provide this narrative and immersive basis for when the Descendants move over to the new colony in full. 1 Quote Link to post Share on other sites More sharing options...
Kilgrim 347 Share Posted June 22 On 6/17/2022 at 5:36 PM, Mio said: It WOULD be cooler if 80% of it could be used with the altitude not changing every 5 blocks and all being mountainy ****-off areas. So, question here. I did the WorldPainting for Arcas and Atlas (meaning all the terrain for the map) when you say terrain changing every 5 blocks do you mean like it’s small rolling hills and it’s not plains everywhere so that’s a problem? I talked to SoulReapingWolf about this recently in discord but I couldn’t really get a firm grasp on what he meant. Did Arcas have the terrain change you’re talking about every 5 blocks? Also on the notion of “buildability” how much should aesthetics be sacrificed to ensure that someone’s can just plop a house down on a perfectly flat piece of land? I only ask because when you remove the variance in terrain it becomes very flat and boring very quickly. This is especially true when you consider lotc’s very short server render distance it restricts players to. 2 Quote Link to post Share on other sites More sharing options...
shiftnative 2869 Share Posted June 23 (edited) Haven't played in ages so can't speak on the OP but here's some more old map ideas that might help your imagination.. edit: yes i know rivers don't split IRL and whatnot ty Edited June 23 by shiftnative 4 Quote Link to post Share on other sites More sharing options...
DahStalker 1772 Share Posted June 24 10 hours ago, shiftnative said: Haven't played in ages so can't speak on the OP but here's some more old map ideas that might help your imagination.. edit: yes i know rivers don't split IRL and whatnot ty ty king 0 Quote Link to post Share on other sites More sharing options...
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