Author's Note: If anyone wants to help modify, finish, write, script, etc. I'm open to altering, changing, working with anyone, as the point of my work is for all of us to have fun. All of my work can be considered gplv2 unless covered by a previous license & author then it retains what ever rights the original author prescribed to it. I'll never say any of my ideas are my own, as I've not been kept in a vacuum from others. I am the mere interpretation of the collective story.
As the playing field ManaFests, as general location ideas are "allowed to pursue there current direction" with improvements on tiles and mapping;
The Noble Quarter: 068-1
-- NW Exit from 021-1
-- New Noble house style being demo'd
-- map is Concept only. Needs heavy overhaul.
-- NW Exit leads to Lighthouse Beach
-- SW exit back to Central Tulimshar
-- Southern Exits lead to palace of the wizards.
-- Hoping to plant Tortuga here
-- Roads should be paved but sand covered? (possible)
The Lighthouse Beach: 070-1
-- Home of the Treasure map quest
-- Hoping to plant Tortuga here
The Palace of the Wizards: 069-1
-- Council of Wizards will be here
--- The Council will be offset by the Magistrates (mage school leaders?)
--- basically Lawful Good vs Chaotic Good
-- Western exits head back to Central Tulimshar
-- Northern Exist to Noble Quarter
-- Pump House
--- Connects to sewers
--- What impenetrable fortress is complete without a way to escape the dungeon or jail without sewer access?
###Unapproved Start###
-- Unless you went dark path.
--- I think the well needs a sagatha make-over.
--- you Sagratha love level should play into well level plus the quest lines should continue to separate you.
--- I think old and new monsters could be scripted into Tulmishar content for quests getting the Nature spells Good has that Dark lacks, possible with some edits? as chipchip should be changed to work on a different subset of monsters, i'd suggest snakes & scropians for venom and add posion. (I know that's madness)
###Unapproved End###
The Foot of Gispaa Mountains: 072-1
-- Tileset in use is not going to be used see this thread ->
http://forums.themanaworld.org/viewtopi ... 13&t=17221
-- Sand warriors go in caves that will be head west and be underground along with lava slimes.
-- Sand Pirates spawn here to raid Caravans
Tulimshar Sewers: 023-3
-- Sewer entrances added
-- Tileset work in progress
-- Hoping to place Evol's rats down here.
-- Entrance to smuggler's house NE of central Tulimshar (quest line progress needed first.)
-- NW exit 73,3 leads to under a dock and back onto a pier (in progress not in my git)
-- NWW exit 39,46 leads to mage school
-- both NE exits feed castle and noble. Thinking of cutting the NEE exit.
-- Southern exit feeds the southern part of city (needs one more IMO)
-- other unfinished loop will is entrance to government building.
-- If you peel off layers you will see a layer with just single black tiles, it's too mark secret entrances for "The Dread Pirate Marley" questline.
So new monsters & items have entered my content. (Sorry, my development ADHD has no end.) For review. Mobs with range, including Mage range, hope you brought some vit & def and Mdef (type=magic) I hate myself for them already. (all of this still tentative.)
Monsters:
Main Questline new mobs for Tulimshar line.
Lava Slime - Taw content, but the image is the mainline slime base.
Sand Golem - UFB content, but image is modified player base.
Sand Golem is the base for my Sand Mobs
-- Faceless Sand - Warrior
-- Biting Wind - Archer
-- Burning Sun - Mage
All three mob spawns overlap. So that you are fighting mixed mobs. During defense of tulimshar mini-battle all these mobs spawn.
From my chats with MadCamel, these images are safe. I would love the artist to be known.
In any case, please reserve using the above monsters outside my dev as there may yet to be undetermined complications.
In the sewers, I'd like to use Evol's Rats and Turtles. They did a bang up job. I'd like reid blessing or I will pull them even though they are GPL, it's a respect thing.
I would however, if he would let us use them with his blessing, like to use him as a NPC. I want him to be on the docks. (dialogue should be written by Reid for Reid.)
But I'd like Reid to open with something about The monsters accidentally falling into transdimensional rift, mystic vortex, a.k.a. some comic event and escaping into our world. (Shameless Evol Online Plug). We are an open source collaborative project. I think it's a shame most people land in our world because we are default.
Tortuga & Ratto - Artist Reid - Evol Online
-- Unsure of drops as of yet so they drop like maggots and scropians.
The Black Scorpians (Sand Pirates) (skinned npcs for now, was more trying to get a feel for diffucutly)
-- Thug - Brawler
-- Marksmen - Archer
-- The Dread Pirate Marley -- Currently he's a mob, but I'm going to really muck with this. I think I'm going to make him a mob and side spawns. Plus a bit more interactive of a map then the one they are on now for testing. (Think Goonies) (Also looking at a new cave template. for this, Argeas caves don't belong in Tulimshar, and due to o11c's ladder/staircase needs) As there should be sandy/sea Cave tiles.
Items:
- The Dread Pirate Marley
-- Pirates now drop Strange Coins
--- X Coins will gain you entrance to the Swashbuckler's Den below the sewers.
Treasure Map quest
- Added Treasure Map from LoF (nice job here on this map, would like to know artist to credit them.)
- using the easter event script as template for pirate crates. Changing rewards.
Mining Idea, Pull ore drops and replace with Rock drops. Rock drops are converted at smelter (Jehdia, make the forge more forgy instead of smelting metal in a mud hut). This way if we want to change amount of ore we change it only on smelter instead of every mob that could drop that ore. It also gives us a place to penalize farming if we want. We could then add veins and populate the world quite well and keep the ore drops level based on what VARs are set for conversation in the Smelter. Veins should be like mine cave, but based on level and cooldown_timer, then spawn a mob. I'm thinking this would also allow us to introduce a new basic character skill, Mining. Plus veins should be placed in leveled areas near dangerous mobs. (Deep Mine north of Hurnscald, Terranite Cave, Yeti Caves, Gispaa Mountains)
Mining Items:
- Mining Pick
-- Weapon +25 Dmg, 2000gp, Axe Model, 600 weight.
- Mining Veins (missing)
--Drops:
--- Sandstone
--- Granite
--- Basalt
- The Smelter Drops:
- Copper Ore (sandstone)
- Iron Ore (Granite)
- Gispaan Ore (Basalt)
also included is a concept idea about Mining.
- Working on smelter (NPC Jheada) & tiles
- vein spawns.
-- whole need class of weapons & armor.
--- a chance to work out thinking tiers of armor.
-- needs to match and have equal increase from clothiers, leatherworkers, blacksmiths & smelters.