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  1. NOTE: This server is up and now Live. Refer this thread for further updates. Detailed server information can be found at britannia-wu.weebly.com I welcome comments and suggestions. My desire is to make this the most Ultima like world I can, but bear in mind that this lore is different from that represented in Ultima IX: Ascension (which itself was inconsistent with Ultima lore). Updates: 1 Feb 2016: I've settled on a map size of 16384, which as I've discovered is HUGE! It biomes still need some work and I will be rebuilding the server. 2 Feb 2016: The server will be coming down 4 Feb at 6am (UTC) for a few days. I'll be using this time to rebuild the server files. Changes will include: Variations to forests (not just Birch as the default tree type) Some additional biomes placed for campaign reasons, including some leading into some epic in-game quests. Attempt to raise dirt from 40 to around 80 to allow for greater terraforming. If all goes well, I hope to have the servers up some time before the weekend, but I can make no promises. In the meantime, feel free to scout the countryside. 4 Feb 2016: The server has come down for rework. No ETA. I'm aiming for the weekend 7 Feb 2016: I've hit a snag. Mycelium is not being imported by the map generation tool. I need to get this sorted. 8 Feb 2016: The server in now Beta 1. I'm not anticipating any server wipes anymore (barring world breaking bugs or balance issue). 9 Feb 2016: BLARGLE! Beta 2 incoming. Server wipe. No choice. The author of the map generator found a solution to my Mycelium problem. Unfortunately, it means regenerating the map. (It would be nice if we could import working maps, modify them and put them back in, but currently that's not an option). 10 Feb 2016: Up. Running. Happy with it. Going live. Enjoy. Original Post: It's still very much work in progress, but here's a sneak preview of a map I plan to produce as 32768x32768. I worst comes to worst, I guess it could be done as a 16384 map, if I can't get a server that will run the 32k version. It's still rough around the edges (literally). The northern and eastern coastlines need to be cleaned up and I need to put in some logical constructs, such as drainage and natural river valleys. For the most part however the main features are in place.
  2. Hey Lichbane! Thanks for popping in. You know I actually drooled over all the work you had done with Britannia Reborn. So much love and dedication and I had even watched some players testing the server out on YouTube. Had I realized the existence of your project at the time, I'd have probably rushed over to take part in it. Alas, I've been mostly playing Wurm Online instead. In any case, I'm sorry you were having such troubles with lag etc. Thank you so much for your gracious offer on the map, but I've already created a map for this project. At first I played around with a heightmap I happened to find online, but it was not matching the Ultima Online version of Britannia, so I decided to make my own height map. I used the map below as a base, starting with the blue area, which was super easy to select thanks to having such a sold color. Turned that black for the water areas. With the mountains, since they're just a flat plateau, I hand painted them into the veiny shapes you need for mountain to give them height (as they are completely flat in this map) For the rest of the ground, I let it be relatively flat with very little height variation since that would give it that "ultima online" feel. And made the mountains stick up suddenly, like they do in UO (versus a more gradual progression of height like in mother nature). I did paint in some slight differences in height though, very very slight. With the hedge maze, I painted a white square to mark the spot where the little house and garden is in the middle, otherwise I'd never be able to "find" it once I go in to terraform. As for scale, I made a grid of the whole map into 1024 tiles and measured to see if that would match the scale of building stuff in Wurm, and it (by complete chance and coincidence) was a perfect match. And I've now been building Britannia and my measurements turned out absolutely perfectly. I couldn't be happier with the size and scale. Our projects serve a different purpose thankfully, as mine is only going to be a "look but don't touch" tourist attraction. (I've deeded the entire server haha). Where as your's is all about building a community and people setting up homes and working together like in a true world. I know there are many people out there who would love to play on a server like that, so hopefully you start up Britannia Reborn some day and solve the technical issues. I might just come and play there myself when you do!
  3. Hi Malena. It's good to see someone having a crack at getting an Ultima server going again. I just saw your project on Massively Overpowered and thought I'd check it out. While Britannia Reborn was set in a different period from UO (many generations after the Armageddon of Ultima IX) and has some slight changes to some islands, if your interested, I still have the original maps used to generate Britannia in WU. The landscape was originally taken from the UO map and them modeled using World Engine so it could be realised as a fully realised world sized map. I was way too ambitious, trying to do it as a 16k map, but it was a lot of fun creating it anyway. The lag issues I had were, I believe, because of the map size during the earlier stages of WU. A lot of people warned me a map that size coyld have problems, but I tried pushing the boundaries anyway. Latency issues were because I had to host it at home ... because a commercial server of that size would have cost way too much to run and it needed a very beefy server (32Gb RAM minimum). I'm not sure if 16k maps are better supported, but I'm sure the WU folks have the fog spider bug licked by now. With some work, the map could be scaled back to 8k and could possibly retain its original feel. If you wanted it to be more precisely reflecting UO itself, the map would need some rework. It's extremely close to the original Britannia though. Let me know if you're interested anyway.
  4. A full 4k map of Britannia really wouldn't work. It's screaming out for full 32k. But .... ... what I can do is release an 4k basic heightmap of Occlo. If people like they can run that through WGenerator and give me some feedback as to how it work out? Below is a quick-and-dirty of a full sized Occlo as viewed from the West. Note that the island is a little bit shattered .... and there's a reason for that. I'm not sure how much people know about the original plotline for Ultima IX. (this from Wikipedia .... apology for spoilers): I'm adopted my own variation on that one. The Spell of Armageddon doesn't destroy Britannia, as she's tougher than that. It does however leave her scarred and a bit broken in places. Once the stasis veil protecting Skara Brae (powered by the Runes of Virtue) has lifted, Britannia has regenerated and is wild but again. No one really knows how much time has passed, but it is open to recolonise.
  5. my top 2 fav maps ended up being Tamriel and Britannia, both of which probably had hundred of hours poured into the heightmap creation before being crudely imported to wurm xD i think in Taumriels case it has so much caricature to it, there is alot of areas that are somewhat unique to themselves like the deserts, marshes, mountains and volcano, which also acted as landmarks landmarks are very important you should be able to tell where you are on your map by looking around, that has been slowly ingrained in us with wurms iconic hill and peaks in Britannias case it was the sheer vastness of it , the 16k size allowed for these massive true mountains that gently sloped down ever so naturally into the rolling hills and then the beach it was a true sight to see but not entirely sustainable cost and hardware wise, maybe some day tho. i think a good flattish coast is important, a large landmass that takes up about 2/3rds of the water with a large mountain or 2 that kind of breaks up the land and provides landmarks, perhaps some interesting peninsulas and some smaller outlaying islands
  6. action timer is very enjoyable , skill gain seems perfect imo, with epic code anyways, which means you skills are effectivly 20+ this leads to getting 50ql gear pretty quick which in turn makes exploring a pleasure if the views werent already enough x). it will be nice for people who start and want to get far away, you are able to attack and skill up fighting right away, so long as you choose you target wisely, aka dont go for that champ lava spider... looting / deeding / freedom/gl chat is fixed for new players (showing up as Britannia) my old player still has no kingdom so he is in enemy lands, (wont matter after wipe x) my lowest pinging server is 650 and britannia is at around 850 yeah im not the best person to answer this question... im on satellite internet in the US tho im pretty used to it so i dont even notice a difference there is some desync after traveling for a while but thats kind of standard for larger maps, and i dunno if thats just me or what but its not a big deal for me personally just relog like regular wurm x) ,
  7. Perhaps TOO epic. I think I may have to take a couple of steps to the drawing board. I’m glad that I didn’t attempt this as a 32k map because after a weekend of attempting to do modelling within the world, I’ve come to the conclusion that a 16k map is simply too big!. Moving the altars to more logical positions took close to 4 hours of flying (at GM flight speed). As an experiment, I flew from Skara Brae to Britain and it took me over and hour and a half …. over terrain that was hideously samey. I don’t believe the itself terrain is the problem here. I did identify that despite using the TREE biome in the world builder, which should give a random distribution of tree types, all the forests ended up being composed of birch trees. While that looks pretty, lacks variation and ends up being a bit boring with kilometres of rolling hills and birch forests. I’m going to have to go back and rework them all so there is some variation. This means manually placing specific forests types and using noise generation to add in the occasional random variants to make things interesting. The other thing I need to so is shrink the world down to 8k. I realise now why this is the largest size chosen by the Wurm Online team for their maps. It’s still going to be very big, but at least it would be stupidly big. A 16k map will probably sustain a population of thousands. An 8k map will probably be too big for a Wurm Unlimited server, but my vision of a life sized Britannia needs to be tempered with what’s actually playable. An 8k map will still feel epic in size … even at 32k a side. To be honest, I think people would end up setting Skara Brae and the mainland coast just beyond that, but once you look over the first ridge, it gets dauntingly huge. (It really puts into perspective the explorers Africa, Australia and the Americas of old. MAN!) To actually change the size, I’m still tossing up whether I need to regenerate the heightmap from scratch in World Machine or see if can just resize it in Photoshop. I’m hoping I only need to do the latter because I don’t want to have to hand paint rivers again, but I have to make sure I don’t get any weird artifacting. That’s going to affect how I redo the biomes; It took me close to a month and a half to manually paint. If I can simply shrink the biome map, then all I need to do is some serious touch-up work. It’s not a decision I’ve taken lightly, but I think it’s for the better. I’ll leave the server up and running. Feel free to jump on (it’s the “Britannia Reborn (PvE)” server) and you can get a taste of what it’s currently like. Then imaging the distances halved. You’ll see what I mean. Ouch!
  8. Some more texture modifications to match up with UO: Slate Shingle Roof Needed a more blue tint, also lightened up the darkest shingles. Artist's Easel Wurm has no concept of artistry, no easels, no paintbrushes etc. My guess for why that is is probably because the wurm team want to make everything that looks functional actually be functional as well - something I think is amazingly cool about the game. So, if there was an easel and paints, the would want it to do something cool. And whatever that cool is, would probably be too complex and too much work. In any case, I tried to think of what could be made into a substitute and decided to reskin one of the tapestries. :-D Throne room of Castle Britannia So far, this has been the most problematic place to "ultimify". I was going to have to do some reskinning to give it that regal royal look that it has in the game: Tapestry becomes curtain: Large carpet become a "piece" of a long carpet: And the only way thought of getting the Silver Serpent emblem up on the back wall: Before: After:
  9. As seen in the post above, I also decided to do some work on the shop sign. I went for a style that fuses together the colors and items you see in the UO signs, with the wooden texture and pillow bevelled style of the wurm shop signs. Again, I think I'm going to have to down down the richness of the color and contrast at some point, as I think I went a little overboard there. And like I mentioned above, we have less signs than UO, so I had to pick and choose which ones I'd take from UO. I got almost all of the normal signs, but had to leave the guild signs out. I did leave one though (top right) which I'll use for all guild houses then. And here they are in action: (please note that these are still missing decos, npcs etc)) The Hammer And Anvil Here you can also see how I replaced the stone slab pavement with the classic tiled equivalent in UO. Lord British's Conservatory of Music Sweet Dreams inn and Healer of Britain off to the left By the way, does anyone know if there is a way to make a wide staircase coming down out of a building into the street without having to build walls around it? So like below, but just omitting the walls on the sides and to the front of the staircase. The Lords Arms within the grounds of Castle Brtiannia Stables within the grounds of Castle Britannia Oh and I don't think I've properly shown the map change I did either. Replaced the reduntant freedom map with the UO map. Will have to add some "mappy" details like longitude and latitude lines etc later. But for now, this will do!
  10. Hello friends! So I haven't posted here for a couple of days because I've actually been modifying some of the textures to better match UO. Some of them turned out nicely, others will still need tweaking later on (I will need to tone most of them down as now they're too rich and saturated). But sharing at this point anyhow! Customs office + Docks But before we look at those, let's check out how the Customs office + docks in SW Britain turned out: So here's before building the roof, so you can get a nice overview of the insides: Here you can see a sample of some of the changed textures too, the sign, the tables made to be more golden, the high chair made lighter to match the table, the red (small) carpet made to be more similar with the UO carpet. Also check out the necromancer's spellbook on the floor! When it became night time, I was left in darkness as the original UO customs had no light source inside - so added a few candelbras. Here's after putting the roof on: A view from outside, where you can see how the colors of the large barrels and planked pavement has been deepened to a dark rich brown to match UO. I think I went a little overboard though and will probably have to take it a notch back at some point. By the way, when I spawned ships into the port, they stayed there just fine but had vanished when I logged on today. Anyone know why that is? And yes, I did make a mooring anchor and moored them. Can we not spawn boats? And would the same thing happen if we built ships from scratch, but in god mode, so spawning the raw materials and building it with 100 skill? For the sign, well there are not enough shop sign types in Wurm to make every single UO sign, so I had to opt for 1 nautical sign to go for. So although the customs building has a sextant sign, I'm using the harbour sign for anything nautical related. One thing I really love about Wurm is the fact that we can see in and out of buildings through the windows. So much nicer than the textured claustrophic "fake" windows seen in most MMOs!!! I remember one time when I had just started Wurm and was busy cooking something inside my humble little house. Then I turned to look and a guy is staring at me through the window. Oh my god haha, I nearly had a heart attack. I think all wurmians have experienced this!! And one final picture, as those water reflections are so pretty. In the UO docks, they have those wooden pillars which I guess are used to tie the boats to IRL? In any case, tried using "tree stumps" as a replacement. But upon creating tree stumps with the god tools, they spawn as very tiny ones, (perhaps from the earliest age of a tree) so the only one that really seemed to fit the purpose was the olive tree stump, but it's texture doesn't really work for this purpose. The color and shape of some of the other tree stumps would be much better. I wonder if there is a way to set the data for the tree stump to make it "old" so it'd be bigger... Now for some texture modifications... Loom & Spinning Wheel Our loom obviously has a different shape from UO's vertical kind, but the least I could do was try to match the colors for both the loom and spinning wheel. Magincia Style Throne If you have UO, you have to have cushy and comfy Magincian throne! Took the pillow decoration from the Fine High chair, removed the dots, toned down the red color and slapped 'em onto the royal throne texture. Below you can see it in action in the unfinished throne room of Castle Britannia. Thatch Roof + Armory Sign It's great that we just happen to have thatch roofs in Wurm, however to match UO, I needed to warm up the color a bit. This is a view of the "Strength and Steel" armory shop in NW Britain. Wood Shingle Roof To match UO, this also needed some warming up. Like the UO roof has - I also desaturated every second shingle to give that variation in color.
  11. Seeing the familiar britannia in wurm style brings a smile on my face. The countless order vs chaos fights we fought running circles under that wall.
  12. Castle Britannia is almost completely done, I've just left the top part unfinished as I'll build it while making a video about this project on the weekend. Also started fleshing out Britain. And of course, a custom in-game map was needed! Here are a couple of gigantic screenshots with the in-game map in action. Can anyone guess which spots these are from (considering the info above)?
  13. Well met m'lord! Well, I must say this is an honor to have you chime in Runesabre! I was playing the single player Ultimas back in the 90's, so when UO came out in 97 I was aching to be a part of the fun. Alas, I didn't get a good enough set up and connection until '99 which was when I started. Played UO for 13 years straight and my old UO website is still up and running. There seem to be lots and lots of old UO fans out there, because actually it's my UO site that seems to still bring me the most traffic out of all the things I've ever done online! Astonishing, the lasting power that it has. But is it any wonder? Surely UO was the best MMO ever created? I'm not sure if it's just because it was my "first love" of MMOs or what, but I declare that no other MMO to this day, has been capable of fully offering the wide array of experiences and emotions that UO did. So far, only Wurm has come the closest. Last year a funny thing happened that just goes to show how small this world is. A friend brought to my attention a conversation on Reddit regarding the UO fan art I used to do. My friend said excitedly: "Even Raph Koster commented on it, go check it out!". The funny thing was that little did he know that I happened to be the same starry eyed lady who pulled him aside and thanked him for his contribution to UO, only months earlier when he had visited Finland to hold a presentation. It is with those same starry eyes that I'd like to thank you Runesabre! I'm sure you don't need me to tell you, but I'll say it anyhow - UO has made a huge impact on a lot of people and was an astounding technological achievement for releasing something that demanding at that point in time. Without the engineers, it would have never been possible, so my hat off to you and the rest of the team that pulled that miracle off. It was an impossible feat which laid down the path for all the MMOs to come. Oh and so cool that you ended up playing Wurm. The developers insist that UO was not a source of their inspiration (or so I have heard), but the similarities are plentiful and whether or not that is coincidental or not, I'm so glad that they exist as it's part of what makes me love Wurm so much! Now back to finishing up Castle Britannia! I think Vesper will be next!
  14. Now that the deed token is good to go, time to start building the first thing on the map. Castle Britannia, of course!
  15. The server has some laggy periods, I believe a mixture of being a 16k server along with the early lag issues faced by WU servers (fog spiders and such) I know lichbane was originally recreating britannia in UE, but upon hearing about WU started looking at that. Some commands can be keybound, a mod you absolutely NEED to use is the keybind any action mod, it makes things much easier, and can really streamline the boring processes. If you have any questions or need any assistance feel free to poke me, I'd love to help in any way I can.
  16. Okay wow, this is amazing. Back when WU first launched, someone by the name of lichbane began a project for a UO map called Britannia reborn. It was an insanely large server (4x xan!) and didnt come with the cities, so I'm super keen to see this come to life, you better make some videos about it too!
  17. Big? 16k big enough? Http://britannia-wu.weebly.com
  18. Server's down. Work continues. Shell of a website is up at britannia-wu.weebly.com.
  19. That's actually deliberate. The further south you go, the more temperate the climate. The same applies the further north you go. Snow begins to settle at lower altitudes on peaks. You are right though. The southern peaks need something. Steppe is an appropriate ground cover for temperate high level peaks at lower latitudes. I plan to have vegetation change depending on latitude. Hardy pines and firs are in the north. Those associated with warmer climate (like olives) more common to the south. I really wish there were palms and jungle plants, but we work with what we have. And having snow during winter in tropical climes wouldn't work. That's where I guess this version of Britannia differs from that in the original Ultima series. Put it down to a change in climate invoked by whatever forces brought it back after the Armageddon a millennia ago. Who knows? Perhaps there will be hints in game? The exception to those general rules are the small patches of desert in odd places, but those are there for very specific reasons (and again I'll leave hints about that in game too ... ). I'm glad your enjoying it. More to come.
  20. From what I understand, the essential difference is that Adventure has a questline and is PvP ... and creative doesn't and isn't. However can't you also put in NPCs that give quests into creative? If you can, how do you do it? I'm in the process of creating a "creative" version of Britannia from Ultima. It will essentially be a repopulating of what has become a wilderness (over a thousand years after the events of Ultima: Ascension). But I would like to put is some basic NPC interactions to at least point players off in different directions to explore ruins of the "old world". Is there a guide on how this can be done?
  21. wow Lichbane that is really awesome of you We would gladly use the Occlo one and test it out while we waited for the entire thing, but alas, we would not even know where to start, nevermind get a finished product using Wgenerator hehe. But thankyou so much for replying and giving us this offer, one day we shall once again walk the paths of Britannia !
  22. Really awesome work so far Lichbane Although I have to admit, I so wish you had made a 4k one first of all, I would love to play a good Britannia map with my wife to build the old towns
  23. Just to give you an update, it's coming along, slowly. I'm probably about 60% "terraforming the map" itself. The main features are in place, but details like logically placed river valleys and mountain ranges are very fiddly. Then I need to use something like WGenerator to place all the biomes, rocks minerals and so on. The tool is really good so far but (last time I checked the thread) it puts down features (biomes, rock, sand, etc) randomly. I'm hoping that at some point the developer will implement overlays or painting of resources. I'm also hoping he implements support for 32k maps. The really big issue that I'm facing right now is being such a large map, I'm having to build a whole new server to generate it with hte software I'm using (World Machine). What you see there is only 8k pixels a side, which is about 32km x 32km in landmass. That takes about 3 hours to generate with my current server. A 16k map (64kmx64km) I need to do overnight. Due to memory constraints I can't even generate a 32km (128km x 128km) yet ... but I'm working on that. Then I need to expand that server to actually run the map. I'm hoping to solve this issue soon .... ... and in the meantime I'm still working on "terraforming" the land. As to when this will be avaialble, I can't make any promises yet. It still may be several months before I get there. But I'm really keen to see what the community can do with a big Britannia map.