Page 1 of 1

Clan maps, grid, and customizations.

Posted: Fri Aug 26, 2016 7:27 pm
by maleficence
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.

Re: Clan maps, grid, and customizations.

Posted: Fri Aug 26, 2016 7:56 pm
by Ryaca
I definitely like this post. Great ideas here. I hope this gets looked at by someone more important than me ;)

Re: Clan maps, grid, and customizations.

Posted: Sat Aug 27, 2016 12:30 am
by maleficence
The most challenging thing about the idea.. Would be moving all the current clan buildings to a new area. The best option would probably be to close off one section at a time. (To prevent anyone from making any new additions to their guild.)And then prohibit that area from further clan building after everything is moved. Then begin on the next portion. (The downside is that players wouldn't have access to their clan for a few days or weeks depending on how its carried out)

For example.
Let's say the new clan map is the same size as all the other clan maps put together and that its divided into coordinates/sections corresponding with the current clan maps on the main continent.

1.Create the open clan map separate from the the main map.. With working portals, (diasabled) and disable the ability to create clan building in it.
2. Close off coordinates -2,-3.(moving the buildings of this map first) while keeping 3,-3 -1,2 and 3,2 open.
3. Once moved, Open the section of the new clan map that the buildings of -2,-3 were placed into, while keeping the other three sections of the new map closed.
4. Repeat the process when its convenient to do so.

This allows for a gradual move that doesn't disrupt the game too badly and keeps clans functioning rather than a large overhaul.


The other thing to consider is what to do with the old areas after. Event grounds? quests?. Instead of adding to the map and making it bigger.. These areas could be reinvented and built up.
Perhaps some rampant magic got loose and tore a rift into the fabric of reality and poof! A piece of another reality fused itself within the area or some sort of demi plane altered the features. (Maybe Cthulhu did it)

Its a lot to consider. And would probably take a while to flesh out. I wouldn't hold my breadth as the current maps are working just fine and aren't in need of a complete shift.
But its something to consider if new ideas are needed and some space is necessary for them.

Re: Clan maps, grid, and customizations.

Posted: Sat Aug 27, 2016 3:57 pm
by Ryaca
Very detailed and very thought out explanation. I like the portal idea and the event idea with the old clan maps. Well, really, I like it all. Love the H.P. Lovecraft reference :ugeek: