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The final map will be wider than this.
- Mines north of Hurnscald
- Hurnscald inn/tavern basement
- PVP area
- Desert mines (treasure level, via another cave)
The rest of the map won't be as busy as the upper right.
Eventually. This will connect with the cave snake cave.Ces wrote:General mapping thought
As quite a few of the ground-level maps have underground maps, perhaps some of them could be connected? That is, walking from point A to point B could then mean walking above ground, or walking below ground part or whole of the way.
Someone else is working on Dimond's Cove cave. We'll probably connect at the cave snake cave.Ces wrote:The thought above with regard to this map
Perhaps a passage could lead to Dimond's Cove... (With some history of why they are connected.)
This is partially natural, partially cut out by hand. Tunnel C is mostly unwalkable (the portal is close to the chamber).Ces wrote:This map
The map looks enjoyable so far! Though I personally dislike anything straight:
Well, I guess the "too regular/perfect/straight" impression I get is somewhat due to the cave tiles themselves.
- For instance the tunnel C could be less straight-line perfect, even (especially) if it's man made. (The same with the red carpet / coloured floor-tiles.)
- The vertical "river", perhaps widen the dirt between the water and the rock somewhat here and there, it feels a tad too regular at the moment.
This will have plenty of alternate passages, but not a whole lot of dead ends (and none that are significant).Ces wrote:Hint
I personally love the newest cave additions with dead-ends and alternative passages.