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10.0 - Beyond The Storm

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Josh3738

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Map looks great, please for the love of god do not draft tiles based on activity like you've done for the past 5 maps. This is a recipe for disaster; the 5 human nations scattered across the entire length and breadth of the continent, elves on antipodes, and highly active nations committing accidental suicide by cutting themselves off from everyone else.

 

Please consider a system of racial hubs, or at least a system that can centralize the map around a king's road. Consider blocking out areas where less active nations are/are not allowed to settle based on where the more active nations are, whatever you want to do. This looks like the most aesthetically pleasing map we've had on LoTC, and it's the transition to LoTC 10.0, we should build this one to last. 

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7 minutes ago, monkeypoacher said:

This looks like the most aesthetically pleasing map we've had on LoTC,

can't wait for the "This map looks like ass" posts only months into the new map, as it always happens

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24 minutes ago, MailC3p said:

can't wait for the "This map looks like ass" posts only months into the new map, as it always happens


No accounting for taste. I think it looks pretty, others may disagree, not really the point

 

But the fastest way to strip the fantasy out of any landscape is to have to commute through it. It's interesting to me that the "ugly" terrain people complain about the most (cheese mountains) are the ones you had to travel through to get to capitals. Would people still be bothered by weird looking terrain if they had to explore to find it? Probably, but maybe less?
 

I think there's a case to be made for squishing nations into a small part of the map at the start so that there's room to explore and go on adventures.

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10 minutes ago, MailC3p said:

can't wait for the "This map looks like ass" posts only months into the new map, as it always happens

Lotc maps don’t really look bad anymore so much as they play bad. There’s a lot more that a map has to do besides look pretty.

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53 minutes ago, NotEvilAtAll said:

Lotc maps don’t really look bad anymore so much as they play bad. There’s a lot more that a map has to do besides look pretty.

 

One of our central design criteria was to have as much of the terrain be usable/buildable, to avoid the problems we had in previous maps where sure there is lots of space but none if it could really support a city.

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is cloud temple going to remain detached from the main map, also keeping the soulstone pillar hub system? i beg of you to revert

 

otherwise YAY

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1 hour ago, monkeypoacher said:


No accounting for taste. I think it looks pretty, others may disagree, not really the point

 

But the fastest way to strip the fantasy out of any landscape is to have to commute through it. It's interesting to me that the "ugly" terrain people complain about the most (cheese mountains) are the ones you had to travel through to get to capitals. Would people still be bothered by weird looking terrain if they had to explore to find it? Probably, but maybe less?
 

I think there's a case to be made for squishing nations into a small part of the map at the start so that there's room to explore and go on adventures.

 

54 minutes ago, NotEvilAtAll said:

Lotc maps don’t really look bad anymore so much as they play bad. There’s a lot more that a map has to do besides look pretty.

Your concerns are justified and have are met with how it has been designed, but only time will tell if it’s been accomplished. The more niche areas are positioned as the label suggests; as niches that do not overstay their welcome nor dominate the landscape. we did all we could to create a situation that minimizes the amount of dead zones on map by prioritizing the size of habitable areas (ofc that also depends on where nations decide to live). We’ve also refined the more mundane/nonfantastical areas to have specific styles, color palettes, climates, and overall themes with use of some real geological phenomena to create further diversity between the low fantasy biomes.

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1 hour ago, Fimlin said:

 

Your concerns are justified and have are met with how it has been designed, but only time will tell if it’s been accomplished. The more niche areas are positioned as the label suggests; as niches that do not overstay their welcome nor dominate the landscape. we did all we could to create a situation that minimizes the amount of dead zones on map by prioritizing the size of habitable areas (ofc that also depends on where nations decide to live). We’ve also refined the more mundane/nonfantastical areas to have specific styles, color palettes, climates, and overall themes with use of some real geological phenomena to create further diversity between the low fantasy biomes.


I don't really mind if the biomes are high/low fantasy or make sense or not (I'm sure they do.) I have complete faith in the craftsdwarfship that went into generating the terrain. I think it's a great idea to make a central part of the map more buildable and get rid of dead-zones.

The problem has less to do with the terrain and everything to do with the activity scheme used to place the nations:

1) Activity data aren't representative; we don't know who's going to be inactive come the next seasonal swing or after this big player war.

2) Nations are going into this process with no information. You can't really pick where you're going in relation to other capitals, much less know whether you'll get enough traffic through your neck of the woods to sustain active RP. Different nations have different traffic needs independent of their level of activity. Some nations like Druids or Haelunor are fully sustained by a dedicated player group. Some human nations depend on people coming to their capital to RP. 

 

I think you guys should draw some roads in MS paint first, then let nations pick their location on the road, then make adjustments if people really want a specific spot.

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4 hours ago, Llir said:

 

One of our central design criteria was to have as much of the terrain be usable/buildable, to avoid the problems we had in previous maps where sure there is lots of space but none if it could really support a city.

thats a massive skill issue on the player side in my opinion

 

Attach me to any terrain and send me to a build server. I am ready.

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Looking at the trailer, trying to figure out Grimbol's future tree-home.

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3 hours ago, monkeypoacher said:

1) Activity data aren't representative; we don't know who's going to be inactive come the next seasonal swing or after this big player war.

2) Nations are going into this process with no information. You can't really pick where you're going in relation to other capitals, much less know whether you'll get enough traffic through your neck of the woods to sustain active RP. Different nations have different traffic needs independent of their level of activity. Some nations like Druids or Haelunor are fully sustained by a dedicated player group. Some human nations depend on people coming to their capital to RP. 

 

 

Past selection we will have to play it by ear of who’s around or not, nothing we can do can fairly account for prebuild and who may or may not exist past the aevos deadline.

 

Nations will have time to explore the map freely and unrestricted before selection times to look at and discuss with their builders where ideal areas may be

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AUTUMN BIOME. AUTUMN. BIOME. thank you, THANK. YOU. ADMIN. 
 

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