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Anore

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About Anore

  • Rank
    Ex-GM Team Chairman

Contact Methods

  • Discord
    Basket#4977
  • Minecraft Username
    BasketWeaver

Profile Information

  • Gender
    Male
  • Location
    Midwest

Character Profile

  • Character Name
    High Butler Wilfred, Anore Stormhammer, Grubgoth Zug'Buub
  • Character Race
    Halfling / Dwarf / Orc

Recent Profile Visitors

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  1. With the new minecraft updates we have a much lower build limit, so the underground is about 150 blocks deep and mynebor encompasses the entire cave system of the map
  2. Staff has decided the placements, no changing or any additional terraforming. Final prebuilds are due in 2 week.
  3. Public Reminder that @rukio has still given more rep on the forums than anyone else.

    1. HurferDurfer1

      HurferDurfer1

      THAT has to be wrong

    2. Sorcerio

      Sorcerio

      Maybe more rep, but what abt ratio? 

    3. Anore

      Anore

      @HurferDurfer1at least as of a year ago, Ruko has given the most rep in the history of the rep system on LoTC.

  4. A Current Mapping of The Kingdom of Hanseti-Ruska ___________________________________________________________________________________________________ ((Click HERE for full scale)) As commissioned by his Royal Majesty Karl III, Wilfred Proudfoot IV, retired butler and freelance cartographer presents his mapping of the Kingdom of Hanseti-Ruska in the year 441 E.S. After a year of traveling the realm, visiting the castles, keeps and villages that scatter across the Attenlund and using previous documentation on the land. The map is published in the latest edition of the Proudfoot Politico and sent throughout the lands. Mr. Proudfoot has been placed on retainer for the next twenty years to maintain upkeep on the map and make updates as the lands of Haense continue to grow and prosper.
  5. Dead space is definitely a huge problem on Almaris. Whether it is dead because it is too far from regions that are typically active and desirable or even just dead space that is unbuildable or even just desirable to build on. If we look at the Northern Continent for example, we have the Volcano Biome, the Ice Spikes, Cloud Temple, Swamps, and to be honest that entire jungle biome taking up 40% of the map, and it is almost entirely unusable, non-traversable and undesirable to a majority of prospective settlements. That's not even taking into account the mountains that divide half of the map in a way that doesn't feel like a natural divider as the mountains are so wide and when an entire tile is taken up by a mountain the only reason any nation bought them is for their internal game of EU4 to create a border of separation between them and other Nations. This has definitely been the issue in the design for the majority of "plains" landscapes on the entire east side of the map, the only notable areas while traveling through the landscape are the settlements that are situated there. There are no key features in the landscape, even if we have plains, having no viable water features or interesting landmarks in there terrain leaves the map feeling empty and boring. There is a severe lack of thick forested areas on the map, with the only one at map launch (that wasn't in a jungle) was kind of here, And lets be honest, that wasn't put on the map by Junar while he was world painting, it was done by Grool and Esterlen after the fact. The core problem here is that trees were splattered around the map at launch and had impact on the map and how people traveled through it other than just filling the empty space. Without thick forests around various parts of the plains biomes they just feel like long stretches of flat land and relies too much on the players to make it look better. (just refering to all nations and settlements as settlements for consistency sake) They key here is going to be designing regions that can still have these exaggerated high fantasy elements while also accounting for multiple areas within each biome or region that a settlement could go on. Not having a single region on the new map that couldn't sustain a settlement because the terrain was world painted for screenshots and renders and not a roleplay server. We should know at this point what kind of terrain works for settlements at this point, we've seen builds on all sorts of terrain for 10 years now. One of the big improvements that needs to be made this time around at least at in the months leading up to map launch is more transparency once the map is world painted. Giving players and community leaders more view of the map so that they may better choose a location to settle and giving them more time to build their settlements (not during finals week hopefully). Two sort of ways to address corner syndrome, one is to have a more interconnected map that leaves these more interesting biomes to be more connected to areas of the map that are more active but also not just leaving the high fantasy elements to the edge of the map because you want things to be more centralized. Even in a simple plains biome you can still throw high fantasy elements into it. On Almaris is seems that any cool landscape that players would like to explore were either massive which then kills some of the uniqueness, on the edge of the map, or never utilized by story team. This ended up just creating dead zones as no one wanted to build on these zones because they were first, utilization second. With the new update and having more access to greater elevations, the new map should definitely utilize this and create elevation changes between biomes/regions but not just on the large scale, even within biomes there can be cliffs, ravines, cave systems, hell even floating landscape bits, Even those types of verticality implementations can be done with settlements in mind. I think many communities have a history of building flat square cities on the server but I think that is done for two reasons: Its easier considering the weird verticality and elevation changes we have on parts of the map are not super usable but more importantly most of the map is flat anyway, so why should players have to be any different. Next map definitely needs to go in a different direction with this. Huge flop with Almaris, it had character in the planning phase, but when the original world painter fell through and Junar stepped up, there was no further communication between world team and story team. Junar painted the continent shape that was previously drawn and then used concept art that was decided on before and the primary reference. We built colossal structures like the Tomblands but at map launch since ST was kept so out of the loop on map development we launched Almaris with no story, and no narrative elements for players to care about the map. This resulted in some nations continuing to play a bit of EU4 with their tiles and focus more on expansion and politics then the world around them.
  6. Anyone who ERPs on a Minecraft roleplay server is perpetuating this issue. Whether you're two consenting adults or not, your doing it in a community of minors. There is no need for it, if you can't roleplay without it there other places. If you have to know the other players age before engaging in a specific type of RP with them you should not be doing that RP whatsoever.

  7. Roads are a big hot topic on each map for many reasons. They can make or break a new players experience and can help or hurt the ease at which nations interact with each other. On this map the roads were very disjointed and were primarily used to get players from the hubs to the current nations, they did not lend themselves to inter-community travel and resulted in the map feeling bigger and more frustrating to traverse than intended. Taking a look back and the last three maps and their initial roads in red and the additional roads that were added later in yellow, what were some things that were done well? What flopped. Atlas Arcas Almaris What were some things that worked or didn't work on past maps? Increased speed on roads? Staff Built Roads? Freedom for Players to build their own Roads? How do you think maps should be done on the next map? Should the roads be placed prior to settlements choosing locations on the map or should roads be laid down after settlements are placed? Do we want a single stagnant road system or one that adapts with the changes on the map. It begs the question can any road system at the start of the map be perfect? In many ways the roads are either great at the start of the map but bad at the end of the map, or they aren't great at the beginning of the map and players need to bug staff to fix it or do it themselves. I think an interesting concept to bring up is that of desire pathing. You can read more about that HERE. But the general concept of it is no matter where the roads are, people will general find the best path on their own. Some universities and city planners in the past have adapted to this and laid down paths based on what users found most efficient. I think we can apply this to next map in a way that allows players to find the best path as they will, and even if the map launches with a set road in mind, it can and should change with the time and any speed bonuses should come with it. At the end of the day, we don't want taking the roads to be a burden, many players want to travel around the map and see the world, but more importantly players are just trying to get where the roleplay is. The road system should cater to that. What do you think?
  8. Hey, its Anore once again looking for free labor. I am currently in the process of mapping out Aegis and its pretty ugly and a lot going on, to make things easier I was hoping some of you could help me label a lot of these locations on the map below: (sometimes we forget that Aegis was the biggest map.....) CLICK LINK HERE FOR FULL SIZE VIEW: FULL IMAGE If you would like to take time out of your day to label the ones you know that would be greatly appreciated. I realize a lot of these locations are probably very insignificant. Did I miss something? Post a screenshot marking a significant settlement or landmark that was left off the numbering as I am sure I left out a lot, if two labels are referring to the same thing just say continued or whatever. I have lost a lot of memory functioning over the years, it is what it is. For my sake feel free to add details about the location such as Location Name, Settlement/City/Fort, Primary Racial Group (I will update this post as more is labeled) 1. Cloud Temple + that lil Camp thing 2. Laurelin (Malinor Capital) 3. 4. 5. Sanjezai (Krugmar Capital) 6. Whisper Isles (Human) 7. 8. Kal’Rog (Dwarven/Merchant Village) 9. 10. Kal’Urguan (Urguan Capital) 11. 12. 13. 14. 15. 16. 17. 18. New Terriko 19. Galahar 20. Alkhazar (Oren Capital) 21. Swarmhold? 22. New Alstion 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. Konigsburg (Hanseti) 33. 34. 35. 36. Winterfell 37. 38. 39. Talamh 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. 66. 67. 68. 69. 70. 71. 72. 73. 74. 75. 76. 77. LOCATIONS NOT INCLUDED IN NUMBERING BUT ADDED ON MY SIDE: Thanks yall, I hope this turns out half way decent.
  9. Draeris knew when he created Redenford that Oren would dissolve into a confederacy. Ahead of his time. Not even a perma ban could stop his vision

    1. Tiresiam

      Tiresiam

      imagine being this dense

    2. Anore

      Anore

      No imagination necessary

  10. Anore

    Acre vs Oren

    Mogroka will return with a rally of Brazilian contract PvPers led by Craotor along with a battalion of Eastern European Arma RPers.
  11. First google concept art. Then make in minecraft
  12. Since the fall of the Orenian Empire, Wilfred Proudfoot, fourth of his name, has traveled the lands of Almaris, displaced from his sworn duty to serve under the Emperor of man. While on his journeys he began working on the second eddition of the Proudfoot Politico. A map detailing the political entities that occupy the lands of Almaris. It has been seventy four years since the first edition and much has changed. Empires have fallen, settlements burnt to ruins with new civilizations built atop them. As he signs the map and lowers his quill, he wonders what the coming years have in store for this land and its inhabitants. He sends the map across the lands hoping it may serve others. ((Link for large viewing: click here)) On the back of the map there lists a catalogue of a few of the Proudfoot Works, with a way to reach Wilfred for commissions ((Basket#4977 on Discord)) Proudfoot Politico 1st Ed. Year 12 SA Regions of the Empire, 1842
  13. This mean's you'll actually have to respond to DMs, I know from my experience as mod admin we didn't have to. Are you up for that?
  14. I still don't know what to do about conflict, maybe switch to 1.8 pvp
  15. issues like these are often quite complex, I need another 2 years. You wouldn’t understand. i got kicked from the discord :(
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