Wyrm's Crossing

Suggestions for Improving Existing Area Maps or for Altering Area Maps to Reflect In-Game Plots

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gjallahorn
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Wyrm's Crossing

Unread post by gjallahorn »

I just stumbled over this, via the Forgotten Realms group I am part of on FaceBook.

https://forgottenrealms.fandom.com/wiki ... c-enzGBCSA

I read the artikel, and then thought to myself: That would be AWESOME!

I have allways felt Wyrms Crossing was sort of a.. "the looooong walk across a bridge" map.

A very nice and handsome bridge, mind you.... but still a bit...negleted?

Just a thought... as I walk the long walk across said bridge like so many times before :D

(Updated as to actually have the suggestion in the first post. See below)

As Steve (Thanks) pointed out there is a timeline issue.
But perhaps it could serve as inspiration?

To me at least, the Crossing and the southen-farmlands/Maingate maps seem like they could be merged, saving a whole map and keeping more players on the same map, to interact.

I know it'll be a tall order, having worked with the toolset myself in the past, I have very high respect for the builders here and the quality work they do.

If the following steps where made, I for one believe it would bring a better cohesion around the crossing/gate arear as a whole.

1. Narrow the river to about half the widht, of course halving the otherwise awesome bridge in lenght. This should be done so the northen part becomes land.
2. Place the maingate and the tradepost for caravans in the northwest cornor, as in the original BG-game.
3. Place the RadiantHeart at the eastern side of the map, with some room in the northeast conor for the transions to fields of death and the other transionpoints that are there.
4. Have the old wizard and the basic-armor/weapon guy set up shop at the northen end on the bridge itself.
5. Place the farm with scarecrows and the rat quest at the north side between the gate and the radiant heart.

Leave the southen end of the Crossing as is, with the taven and the kobold ruin to either side of the road.
Last edited by gjallahorn on Sat Jan 25, 2020 12:32 pm, edited 2 times in total.
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gedweyignasia
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Re: Wyrm's Crossing

Unread post by gedweyignasia »

What is the suggestion?
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K'yon Oblodra
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Re: Wyrm's Crossing

Unread post by K'yon Oblodra »

I think idea is to add that building onto it ;).
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Theodore01
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Re: Wyrm's Crossing

Unread post by Theodore01 »

it's time to save server resources and destroy the bridge again :shifty: 0:)
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gjallahorn
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Re: Wyrm's Crossing

Unread post by gjallahorn »

Yes. Sorry if it was not apparent in the original post.

The suggestion was to make the bridge more in line with what the linked article descripes.

Add a bit more life to a map most of us simply dash right though on our way to somewhere else.
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BDobolina
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Re: Wyrm's Crossing

Unread post by BDobolina »

I do think that Wyrm's crossing (Southern Farmlands) could be amended some and shrunk down in size quite a bit. This may save server resources as well, right?

That hilltop ruins could be moved back into the tradeway as it was previously, the river narrowed, the bridge shortened, and things tightened up some so that it was a smaller tile size.

I like the idea of a fist garrison in the middle of the bridge, but at a certain point you have to start designing what we can handle.
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Steve
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Re: Wyrm's Crossing

Unread post by Steve »

The article linked in the OP references material published in 2013.

Doesn’t that make it 4e timeline?

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gjallahorn
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Re: Wyrm's Crossing

Unread post by gjallahorn »

(Updated original post in response to your remark. Thanks for pointing it out to me :D )
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Re: Wyrm's Crossing

Unread post by Lockonnow »

why was it build in the first time we shaw BG in 1998
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gjallahorn
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Re: Wyrm's Crossing

Unread post by gjallahorn »

Lockonnow wrote: Sat Jan 25, 2020 12:39 pm why was it build in the first time we shaw BG in 1998
You mean, why it look like it did in the original game? or?
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Re: Wyrm's Crossing

Unread post by Lockonnow »

yes in the OG game it didt have many house on the bridge
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gjallahorn
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Re: Wyrm's Crossing

Unread post by gjallahorn »

Lockonnow wrote: Sat Jan 25, 2020 12:53 pm yes in the OG game it didt have many house on the bridge
I guess it, like Steve mentioned, has to do with the timeline. Either that or the developers simply left it out. :)
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Re: Wyrm's Crossing

Unread post by Steve »

Image

If BGTSCC is anything, it should be a place where Role-play leads to affects upon the Environment. Otherwise...boo! So...GO FOR IT!

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Lockonnow
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Re: Wyrm's Crossing

Unread post by Lockonnow »

there is a reason it call Wyrm bridge
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