Reaching Woods - Talis

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

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Snarfy
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Joined: Sun Jun 12, 2011 12:14 pm

Reaching Woods - Talis

Unread post by Snarfy »

I've been to this map maybe a half-dozen times, usually only out of curiosity to see if it's changed at all... and it never is, and I am left with the same question each time I visit it: why does this map even exist? Was it intended to be used in some sort of plot? Or did the creator of the map just not get around to finishing it?

And I'm not trying to sound rude, but it really has some glaring issues:
- an ABSURD amount of slowing traps... so many in fact that at times it becomes near impossible to find a patch of land to mouse-click move to.
- a discrepancy between the walkmesh and the traps in many spots that results in them being under the walkmesh and undetectable.
- foliage is too dense, and finding camera angles is a chore.
- three map landmarks, all of which have nothing of note to see, and one is just an unexplorable mess surrounded by traps.
- some undead wandering around, including one that trigger-spawns with the ability to level drain, but no sense of why they're there.
- two or three doors/grates that aren't connected to any interior.
- zero containers or treasure (just some harvestables).

Has anyone else found anything different from what I've described? I wish I could come up with some pro's, but I'm struggling to think of anything other than the area has a semi-spooky look, but it could be way cooler. :? I've also encountered/seen on scry a grand total of zero characters visiting the area. So, my original question stands, why is this map a thing, and what, if anything, am I missing here?
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Steve
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Re: Reaching Woods - Talis

Unread post by Steve »

When put in the Server, it was stated that the map wasn’t finished.

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Lockonnow
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Re: Reaching Woods - Talis

Unread post by Lockonnow »

well you can jump right i have bene in some caves of it
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Ashenie
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Re: Reaching Woods - Talis

Unread post by Ashenie »

Hello there,

The map is first and before any challenge or mechanical encounter a lore location.
I thought interesting to have this location within the reaching woods. The foliage is supposed to be dense, because it covered the former city of the Talfir.

If this map was a bad idea, then I do apologize, I am very sorry that it did not meet your expectations.

It can be removed.

Thank you for your feedback,

Cheers,

Ashenie
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Snarfy
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Joined: Sun Jun 12, 2011 12:14 pm

Re: Reaching Woods - Talis

Unread post by Snarfy »

Ashenie wrote: Sat Jan 27, 2024 10:06 am The map is first and before any challenge or mechanical encounter a lore location.
I thought interesting to have this location within the reaching woods. The foliage is supposed to be dense, because it covered the former city of the Talfir.

If this map was a bad idea, then I do apologize, I am very sorry that it did not meet your expectations.
Ashenie[/color]
I wondered if it was a lore location. Absolutely no need to apologize. I can live with the challenging camera angles, but it would be a MUCH better map without the 500 slowing traps alone :lol: It is just too much to deal with, or navigate around, especially where they don't jive with the walkmesh. And this coming from a player who loves traps! I think if maybe the traps were brought down to a reasonable amount, and maybe some descriptive/lore friendly clickable props were added, then that might inspire players to visit it.
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