Clan maps, grid, and customizations.
Posted: Fri Aug 26, 2016 7:27 pm
The current clan locations are neatly packed in the various corners of the the game. Which is all well and good. But I was thinking of a separate map all together. Reached via a portal. Or even multiple portals close to The beginning area that connects them for easy transport to other clan locations.
The goal is to have more interaction between clans, and to make traversing the main map a bit less tedious. An open map with resource sections that are tightly packed but mostly empty, for max amount of building space. (Think of this map as a separate Continent/ island that doesn't have to be added to the main map. Or it can be a an open dungeon space)
Second is the ability to move and rotate certain buildings (walls mainly) after they have been built. A lot of trouble with the clan areas are the clustering and general poor planning; as clans scramble to obtain what ever space they can before some one else gets it. Being able to rearrange buildings after they have been built would make for a cleaner and easier to traverse map. As nearby clans can discuss building space and eliminate clutter and standalone islands.
A lot of the buildings are angled and its not readily apparent how the boarders interact with the boarders of nearby resources/textures like trees, bushes. Leaving gaps that look passable but aren't.. And gaps that are. So a grid system that shows how these boarders interact would be nice. (Especially if you allow them to be rotated and moved about)
Yours to some limited extent.
Dejahlia. Fae of the F.T.
The goal is to have more interaction between clans, and to make traversing the main map a bit less tedious. An open map with resource sections that are tightly packed but mostly empty, for max amount of building space. (Think of this map as a separate Continent/ island that doesn't have to be added to the main map. Or it can be a an open dungeon space)
Second is the ability to move and rotate certain buildings (walls mainly) after they have been built. A lot of trouble with the clan areas are the clustering and general poor planning; as clans scramble to obtain what ever space they can before some one else gets it. Being able to rearrange buildings after they have been built would make for a cleaner and easier to traverse map. As nearby clans can discuss building space and eliminate clutter and standalone islands.
A lot of the buildings are angled and its not readily apparent how the boarders interact with the boarders of nearby resources/textures like trees, bushes. Leaving gaps that look passable but aren't.. And gaps that are. So a grid system that shows how these boarders interact would be nice. (Especially if you allow them to be rotated and moved about)
Yours to some limited extent.
Dejahlia. Fae of the F.T.