Am I the only one who things the world map is too big at this point and too empty. You can walk for hours not finding anything, let alone what your looking for.
Ruben
World Map - Too big
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World Map - Too big
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The New York Free Software Scene
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That is because:
A) The world map is one big continent, with out any real structure
and
B) because there are not enough maps to install into sections of the world map.
A) The world map is one big continent, with out any real structure
and
B) because there are not enough maps to install into sections of the world map.
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
To do that, you need to create about ~25 or so maps to fit the minumum reqs for restructuring the world map. And dont forget the cities.
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
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Maybe the nicer approach would be to have more maps surrounding cities, in the adjacent farmland.
Example: in scorn there is a smith's house, it could be argued that this should be placed a few screens away from the city, in the surrounding hills. (obviously there would also need to be a forge there too, so the smithery as it exists in scorn should budge out there too.
In times past a great many tradesman operated an hour or so walk from the nearest town and travelled in to trade.
In the game world one square on the world map is about 60 feet (I, know it is supposed to be a mile. It isn't, not unless CF has very big shops, to occupy 4 square miles).
one hour's walk is 3-4 miles, call it 2 for someone taking goods to market.
This suggests a development radius of 2*1720*3 ~= 12000 feet = 200 squares in any direction.
By having more maps in this supporting land of cities the amount of wilderness drops noticably.
Example: in scorn there is a smith's house, it could be argued that this should be placed a few screens away from the city, in the surrounding hills. (obviously there would also need to be a forge there too, so the smithery as it exists in scorn should budge out there too.
In times past a great many tradesman operated an hour or so walk from the nearest town and travelled in to trade.
In the game world one square on the world map is about 60 feet (I, know it is supposed to be a mile. It isn't, not unless CF has very big shops, to occupy 4 square miles).
one hour's walk is 3-4 miles, call it 2 for someone taking goods to market.
This suggests a development radius of 2*1720*3 ~= 12000 feet = 200 squares in any direction.
By having more maps in this supporting land of cities the amount of wilderness drops noticably.
You can also delete portions of the world map with water and gaps, to mold the existing continent into a defined shape(s). And you can also change distances.
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
I agree.
The solution is more maps... so men... start your mapping
.
The solution is more maps... so men... start your mapping

cavesomething wrote:Maybe the nicer approach would be to have more maps surrounding cities, in the adjacent farmland.
Example: in scorn there is a smith's house, it could be argued that this should be placed a few screens away from the city, in the surrounding hills. (obviously there would also need to be a forge there too, so the smithery as it exists in scorn should budge out there too.
In times past a great many tradesman operated an hour or so walk from the nearest town and travelled in to trade.
In the game world one square on the world map is about 60 feet (I, know it is supposed to be a mile. It isn't, not unless CF has very big shops, to occupy 4 square miles).
one hour's walk is 3-4 miles, call it 2 for someone taking goods to market.
This suggests a development radius of 2*1720*3 ~= 12000 feet = 200 squares in any direction.
By having more maps in this supporting land of cities the amount of wilderness drops noticably.