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  1. I would first and foremost like to thank @jackjonesfor giving us all the Xanadu Community Map which we've used for the last 4-5 years. His map system is also one of the founding blocks of the newer maps developed by @Yagaand @Substr. Thank you Jack, we miss you. Jack has been preoccupied with RL issues the last year or two, and as such has not had time to help maintain the map and upload the new map dumps. So, I have been working with @Yagaover the past few days to provide a new Xanadu Community Map. @Yagaand @Substr have developed a system which they implemented for the Deliverance server initially and which we have now updated for Xanadu. New Xanadu Community Map Features 1. Map coordinates The map offers a common type of map grid (as an optional overlay), using the same denotation as the in-game map (for example "E 24"). However, to place and find locations in a much more detailed way the new map is based on "tile coordinates" (x, y), making it possible to narrow down locations to a single tile on the server! This allows us to place deeds and landmarks much more precisely than before. (Map coordinates are explained in the next post.) 2. Zoom The map provides various zoom levels, allowing you to zoom in from a view of the entire server to close-ups of single deeds. 3. Layers Deeds, Tunnels, Canals, Bridges etc. are actually map layers which can be toggled on and off. You can also choose among two map types (Terrain, Topographical). Note that the Isometric map is not available on this map due to the extreme distortion of tile location caused by mountains and other terrain, thereby preventing an accurate placement of deeds, tunnels, bridges, etc. 4. Finding settlements The map offers an easy-to-use search function for deeds. 5. Selecting locations and copy coordinates You are able to select any point on the map and save the coordinates for future use. Colours and Symbols Map Information This new map has been reproduced based on the previous map data and as such some elements may not be 100% accurate since we are using a completely different system. To this point, if you notice anything missing or in the wrong place in terms of settlements (deeds), highways, tunnels, canals and landmarks, please post in the thread below using the Adding Data guidelines provided. In particular, Tunnels and canals are handled a bit differently on this new map. There are Tunnels - which are foot traffic only, there are Canals - which are boat traffic only, and there are Tunnel+Canals - which allow passage of both boat and foot traffic. Please post in the thread below any discrepancies you see so we can get these accurate. Also, those tunnels that are knarr-depth only will need to be named as such, as that data-driven designation is not supported in the new map. Adding Data Please post in this thread to report new or changed data. (Do not send PMs, either on the forum or in-game! Do not use Discord to add data either!) Please use tile coordinates (x, y) to report new map data. (Hover your mouse pointer over the location you wish to report, click once to see the coordinates in the "Selected" field, copy the coordinates.) Deeds: Please report the settlement name and the coordinates of the settlement token. Example: "Serendipity Bay [1650, 1384]" Highways: Please report the coordinates of all points describing the highway (start, "corners", end). Please use this format: "[[5229,2327],[5543,2328],[5547,2332],[5577,2332],[5588,2321],[5614,2321],[5623,2312],[5684,2313],[5692,2321],[5790,2321]]" which is the actual coordinates of the highway that stretches across G20. Tunnels, Canals, Bridges: Use the start and end coordinates. These elements can also be given a name. Please only add fully completed Tunnels, Canals and Bridges. Fully completed tunnels are those with both walls reinforced along the entire length, all veins in the roadway/canal gone and with the floors mined down to their final depth. Other: You can also report guard towers, mission structures, and special named landmarks (like names of lakes and mountains, as long as those names are agreed upon among the local community.) Note that Xanadu is an Opt-In map, meaning that you must ask to have your deed posted on the map. We encourage you to do so as the more deeds that are shown on the map the easier it is for people to find their location when they're out exploring and lost , or when they're trying to come pick up that cool whatchamacallit that you offered for sale or check out your totally awesome deed. However, only a Mayor or an authorized villager can request that a deed be added. THANKS! I'd like to thank @Yagafor his very fast help in setting up this map and for him offering to host the actual map and input files. Also, I'd like to again thank @jackjonesand all of the previous Xanadu Community Map editors, without whom this new map wouldn't have been possible. New Xanadu Community Map
  2. Update Issued at 2024-03-24@ 17:00 GMT (UTC) Greeting fellow Wurmians, After two and half years as Keeper of the Indy Community Map, Archead had been promoted to Wurm's Public Relations Department and he has stepped down as Keeper of the Map. Our congrats on the promotion and best wishes to him in his new position. So once again the torch has been passed. As of July 5th, 2016 the Albia Roads Map of Indy has taken over from the retiring Indy Community Map. To view or download the Latest Version of Albia Roads Map of Indy please go to... https://drive.google.com/file/d/1kHuvWv-8Sha5nsRgow9LSLrNxwYbHFpL/ We are hosting it on Google Drives, which lets you "zoom in" right there on line, as well as downloading it if you wish to use a picture viewer to enjoy it in Hi-Rez. Adding Villages or Submitting Road Changes... If you want anything to be added, post your request in here, with the X-Y map coordinates, and if possible a little image to show exactly where you want it to be placed. (You can use an image host such as imgur.) Only a Mayor can make a request to have their deed put on the map and it has to made here in this forum. So all you hermits out there, your secret location is safe! BTW, we do NOT reveal any "off Map" places we come across during our road and geography surveys or add them to the map. BTW ... If a Mayor wants their deed removed, send me (Skyefox) a private forum message and I will remove it. Although we make every effort add what is submitted.. how much information we can display in a given area is sometimes is restricted due to font size limitations, amount of local roads a name would obstruct or we may be aware of lots of new deeds in an area and adding a road or feature name may not be possible as it would prevent adding those new deeds when they apply to be on the map. So there are times when we will say No to a submission and if we say No, it is Final and we will not enter into debate on our decision. Finally, a big thank you to those who have helped with the old Indy Map in the past, including Darkmalice, Mystecore, Mammadarkness, Maximusi, Huserx, Wraithglow and of course Archaed. A special thanks to Maximusi for hosting the old Map download site for the past few years. Indy is a lovely world with a great road system awaiting tourists. We hope this makes your travels and adventures safer and more enjoyable. Best wishes! Skyefox and Hughmongus Co-leaders of the Albia Consortium Co-Administrators of The Albia Roads Map of Indy New Features and further information about how the Albia Roads Map of Indy was created. Back in October of 2012 we started work on the Albia Roads Map of Indy. Initially we did it as a private resource, when we found it was easy to get disoriented or lost using the old Indy map, when we were out exploring. The map was created from a compilation of the original Community map by DarkMalice, Project FRAM data from the early years of Wurm, Rolf's map dumps and actual travelling of the roads by Hughmongus and myself. It took Hugh a year in his spare time to intergrate all the geography data. Then we started tile counting the roads and highways in October of 2013 with the North East Praires and north coast. Any road that can be travelled on by foot or horse and cart is on the map. When we encounter roads that were behind locked gates/gatehouses we indicate what roads we can see. Where we were permitted access to map a settlement's roads, Gates and Gatehouses are indicated by a pixel gap in the road or side road. Where time allows, we are constanting updating the terrain and adjusting the coastlines, though in Wurm the landscape can change very quickly, so don't be surprised if some of it isn't exactly right. Thus, We do not guarantee accuracy due to the ever changing nature of a sandbox world. You will notice a few extra items on our map as well as some changes to icons, such as the new Tar icon, a smaller version of the Guard Tower and Mailbox icon's. The new Markers for Shrines, Temples, Obelisks and Pillars that were added in May of 2016 with more to come. The hollow Orange outline boxes surrounding the Guard Tower icons indicate the calling range for the guards - get the mob inside the boxed area and guards will respond to your call of "help" in Local Chat. Towers without the orange box we do not have an accurate position for yet, so only the GT icon is placed in an approximate location. The legend on the top left has all the information. Enjoy! Skyefox Co-Administrator of The Albia Roads Map of Indy Co-Leader of the Albia Consortium Mayor Albia Estates, Indy
  3. IS MARCH WHERE MAP DUMP
  4. Dear Releasians! It's my honour to be the new cartographer of the Release map. I will continue the great work of Pandalet and before her Akaryd. A great thanks to you guys! The method will be the same as before, so nothing much has changed. 😇 Edit: Except we just added the Yaga Map as well 🥳 Current Maps Original Map: https://www.dl.dropboxusercontent.com/s/jnv65yd3ejnujaa/RELEASE%20MAP%20DUMP.png?dl=0 🗺️ Updated Map Dump (Feb 2022) https://www.dl.dropboxusercontent.com/s/jnv65yd3ejnujaa/RELEASE%20MAP%20DUMP.png?dl=0 🗺️ Topographical Map: https://www.dl.dropboxusercontent.com/s/hspxl1dj36l8ybe/RELEASE%20MAP%20TOPO.png?dl=0 🗺️ YagaMap (NEW✨): https://release.yaga.host/ General Instructions Adding a Deed If you'd like your deed added, please post it here with your deed token coordinates (with an image of exactly where your deed is if you wish - using the maps above) or use the Yaga Map and send the coordinates that way. Just post the following information. Settlement name Location (x,y) / yaga map link And if you wish you can add: Has mailbox (yes/no) Has merchant (yes/no) etc... Please only post settlement locations that you own. And do not PM your update requests. Only requests made in this post will be added to the map. Thank you. Adding a Road, Tunnel or Canal If posting new roads, bridges or tunnels then please 👉 include an image with your post. Use an image hosting service such as imgur.com and enclose the image link in [/img]. 👉 If your canal or tunnel has a name; remember to write that too. 👉 Please include if boats can use it / if there is a walkpath / both Disbanded Deeds Besides that I am gathering a list of abandoned deeds, so if you do archeology and find a lost deed please send me the yaga link and name of the deed so I can add it to my list. Likewise if you have a hard time finding an old abandoned deed on your map, please PM me to see if I can help you by searching the list Always feel free to send me updated and changes you notice such as moving epic structures or a deed disbands etc. Just remember a deed can only be added to the maps with the consent of the mayor of that deed.
  5. I have been working with @Yagaover the past few days to provide a new Celebration Community Map Service. @Yagaand @Substr have developed a system which they implemented for the Deliverance server which I have now updated for Celebration New Celebration Community Map Features 1. Map coordinates The map offers a common type of map grid (as an optional overlay), using the same denotation as the in-game map (for example "E 24"). However, to place and find locations in a much more detailed way the new map is based on "tile coordinates" (x, y), making it possible to narrow down locations to a single tile on the server! This allows us to place deeds and landmarks much more precisely than before. (Map coordinates are explained in the next post.) 2. Zoom The map provides various zoom levels, allowing to zoom in from a view of the entire server to close-ups of single deeds. 3. Layers Deeds, Tunnels, Canals, Bridges etc. are actually map layers which can be toggled on and off. You can also choose among two map types (Terrain, Topographical). 4. Finding settlements The map offers an easy-to-use search function for deeds. 5. Selecting locations and copy coordinates You are able to select any point on the map and save the coordinates for future use. Colours and Symbols Map Information This new map has been reproduced based on the previous map maintained by me and as such some elements may not be 100% accurate since we are using a completely different system. To this point, if you notice anything missing or in the wrong place in terms of settlements (deeds), highways, tunnels, canals and landmarks, please post in the thread below using the Adding Data guidelines provided. Adding Data Please post in this thread to report new or changed data. (Do not send PMs, neither on the forum nor in-game! Do not use Discord to add data either!) Please use tile coordinates (x, y) to report new map data. (Hover your mouse pointer over the location you wish to report, click once to see the coordinates in the "Selected" field, copy the coordinates.) Deeds: Please report the settlement name and the coordinates of the settlement token. Example: "Serendipity Bay [1650, 1384]" Highways: Please report the coordinates of all points describing the highway (start, "corners", end). Please use this format: "[305,1453], [305,1415], [226,1415], [226,1383], [156,1383]" Tunnels, Canals, Bridges: Like highways. These elements can also be given a name. Please only add fully completed Tunnels, Canals and Bridges. Fully completed tunnels are those with both walls reinforced along the entire length, all veins in the roadway/canal gone and with the floors mined down to their final depth. Other: You can also report clay and tar resources, guard towers, and special named landmarks (like names of lakes and mountains, as long as agreed among the local community.) Note that Celebration is an Opt-In map, meaning that you must ask to have your deed posted on the map. We encourage you to do so as the more deeds that are shown on the map the easier it is for people to find their location when they're out exploring and lost , or when they're trying to come pick up that cool whatchamacallit that you offered for sale or check out your totally awesome deed. However, only a Mayor or an authorized villager can request that a deed be added. THANKS! I'd like to thank @Yagafor his very fast help setting up this map and for him to offering to host the actual map and input files. Also, I'd like to thank all the previous Celebration Community Map editors, without which this new map wouldn't have been possible. New Celebration Community Map
  6. I have created another map generator, building on the work of Budda and Eitr, this time writing it in Java FX. I've added a few new features and fixed a number of bugs (probably added a few as well). New features: - Ability to randomly seed specific regions that you define. - Changed actions files to XML format to make it easier to make changes directly. - A little more streamlined interface. - A few other minor things. Fixes: - Fixed the problem where maps weren't completely saved until you exited the program. - Fixed flower seeding. - Fixed biome UNDO that didn't always remove the last biome completely. - Fixed the biome growth directions. - Probably a few others. You can see the documentation and installation instructions at: https://bsuttondc.us/apps/wMapGen/docs/index.html The installation uses a Java Launcher application (that I also wrote) that keeps the program updated to the latest version. Note: You do not need to have Java installed on your computer to run this. It has its own trimmed down Java code embedded.
  7. hello I'm looking for a few people to help in building our server spawns on a 4k map with 2 kingdoms, I have a deed plan you can build from we also have a discord server you can join. If you or a team of friends are interested let me know, I might also be looking for admins/mods to help in running the server.
  8. WGenerator Map Generator for Wurm Unlimited Servers Download Here | View Source on GitHub | WGenerator allows you to generate maps for Wurm Unlimited with a large amount of flexibility. Generate a heightmap to suit your tastes, erode it to smooth out the rough edges, and drop dirt on it to build up your desired dirt layer. From there you can add as many biomes as you want for all tile types, restricting biomes to certain height ranges, certain sizes and rarity. Generate an ore map with your desired ore distribution, and save it all with a history of actions taken, map dumps and actual map files needed for servers. If you need to edit or load a previous map, simply edit the text file of saved actions, or load the actions file back into WGenerator and keep working on your map from where you left off. Detailed Instructions HeightMap Generation: Map Size: Map width and height in tiles, defaults to 2048. (Deliverance sized maps are 2048, Independance sized maps are 4096, Xanadu sized maps are 8192). Seed: Seed used to randomize heightmap generation. #: Automatically generate a new seed. Res: Resolution of the heightmap. Higher numbers for large land mass, smaller numbers for smaller islands and archipelagos. Iterations: How many times to pass over the heightmap adding more details. Lower iterations will leave a smoother, less detailed map. Min Edge: The minimum amount of tiles between the borders and first bits of land. Border Weight: How steeply the land will taper off near the borders. Higher number for steeper edges. Max Height: Maximum height for tiles (measured in dirt). More Land: Increases the base height of everything to create more land. HeightMap Erosion: Erosion Iterations: How many times to pass over the map eroding the heights. Erosion Min Slope: Erosion ignores all slopes below this value (measured in dirt). Max Sediment Per Iteration: Amount of sediment that will be moved for each iteration, higher will cause smoother lands faster. Dirt Dropping: Biome Seed: Seed used for random generation in dirt droppng and biome seeding. #: Automatically generate a new biome seed. Dirt Per Tile: How many dirt to drop on each tile total. Max Dirt Slope: Dirt will start flowing downhill above this slope. Max Dirt Slope (Diagonal): Dirt will start flowing diagonally downhill above this slope. Max Dirt Height: No dirt will be dropped above this height. For a few tiles just below this height, a smaller amount of dirt will be dropped. Water Height: The height of the water level (measured in dirt). Biome Generation: Dropdown: What type of tile to place with the biome generation. Tree and bush types will only be placed over other trees and bushes, or on grass tiles. Seed Count: How many initial seeds of the biome to place, each seed will spread to a certain size. Size: How far each seed can possibly spread to depending on growth percentage. Max Slope: Biome will not grow if the slope to the next tile is above this. Min Height: Biome will not grow below this height. Max Height: Biome will now grow above this height. Growth % N/S/E/W: Percentage rates that any tile will spread in a given direction. 100/100/100/100 will make every biome spread in a diamond pattern skipping no tiles. Add Biome: Adds the new biome. Undo Last Biome: Removes the last biome added - only stores the last biome, so can only use this once at a time. Reset Biomes: Reset all biome changes. Ore Generation: Each entry box holds the percentage of tiles that will be a given ore type. Rock is automatically calculated so everything adds up to 100%. Note: Default ore generation values may be very dense, you may want to test this. Saving & Loading: Text Box: Name of the map. All files saved and loaded will be saved to the "./maps/name/" folder from where WGenerator is launched. Save Actions: Saves all actions taken for the current map generation to a text file. Text file can then be edited to remove certain lines, or shared with others etc. Load Actions: Loads the actions file from the current map name directory. All actions will process through the UI in order, so may take a fair bit of time to load and generate everything. Save Image Dumps: Saves the map dump, topography map and cave map to the map name folder. Save Map Files: Saves all map files to the map name folder. If you want to test those maps with WGenerator still running, you may have to click this button twice before copying the maps, else it doesn't save the files completely. Show Map View: Shows the map dump view in the WGenerator window. Show Topo View: Shows the topography map view in the WGenerator window. Show Cave View: Shows the cave view in the WGenerator window. Show Height View: Shows the heightmap view in the WGenerator window. Tips & Tricks Heightmap Erosion and Dropping Dirt both take a fair amount of time to complete. Keep in mind that we're dealing with 4.2million tiles for a 2048x2048 map, and both erosion and dirt dropping are making around ~50 passes over every tile, maybe more depending on your settings. Don't be surprised if everything is taking a long time to complete, especially with large maps. With a (fairly) top end PC, erosion and dirt dropping still take 7-8 seconds each on a 2048 map for me. With older PCs and laptops, that can be at least 30 seconds each, if not longer. If you've clicked a button and the program is hanging, just wait until it completes - the button will stay pressed while everything is working. If you're clicking a button and something isn't finishing properly, e.g. clicking Drop Dirt and it finished in a few seconds with no change, you may be running out of memory. You can run from command line to confirm that. In order to fix that, run the jar from command line specifying how much RAM to use: "java -Xmx2048m -jar WGenerator.jar" where 2048m is how much RAM to use. Remember to check your maps folder fairly often. Map files tend to be saved a fair amount, so if you're generating a lot of maps, a lot of files will be created. Be sure to delete any folders for maps you no longer require, otherwise your storage drives might start getting full fairly quickly. That should be everything. Any questions feel free to ask here. Thanks to Xyp, Vardoj, Keenan and Tathar for testing, changes and feedback over the last few days helping to get this out in time for the WU release.
  9. Breath of the Wild Map: 2048x2048 with ores, including Adamantine and Glimmer at a chance of 0.01%. If you don't want those ores, I have added all files needed inside the download to edit or recreate the map to your liking. Just a bit of a warning, Not sure what is up with the edges of the map, but there is a huge wall surrounding all sides... 😖 Credit to: u/IfTheG1oveDontFit for the Height Map, Brian for Wurm Map Generator FX, and Gimp. Download from Dropbox: Here
  10. ****Please see 1st comment for all update information postings**** Just a heads up, I am taking a break from Wurm to get my business off the ground - Jackjones will continue on with the map updates & is currently revamping it all together. So please be patient while he does so >>>>>XANADU MAP HERE<<<<< How do you get a deed added or removed? Adding your Deed You must be the mayor or have permission to request deed be added. Map updates will be made every month if not more often just depending on amount. Single click anywhere on the map. Your clicked map coordinates will appear in the lower left hand corner on your screen. This will be your deed's coordinates throughout time, map dump to map dump. Post these coordinates below and we will add them to the map asap. Check out full instructions here : How does this work? Removing Disbanded Deeds We will update the map every other week with any disbands, if you know of any who are on the map as of now please post so we can get rid of them. (It should be up to date with any posted on the forums since May) Adjusting a Deed If your deed is currently on the map, but the coordinates are off please post that it is an update "To deed name" and not an add so we can just adjust the current mark. Adding Market Annotations Markets are now able to be seen by a white border around their marker. In order to qualify as a market there needs to be a minimum of 6 stocked merchants. While small sales areas are lovely and a great assest to traveling players, at this time only those deeds who offer multiple merchant options will be marked special. This will possibly change in the future with coming updates/colors. Adding Bridges Coming soon Adding Guard Towers Coming soonish Adding Highways Coming soonish Xanadu Community Map Contact: Aniceset Technical Support: Jackjones
  11. Hey guys, Up till now, the only thing I've been using Unlimited for is to play around with the god tools so I can test out house and environment designs for WO. Playing around with the magic god wand has become so enjoyable that I decided I'd like to recreate the Ultima Online map. As mentioned in my previous thread, this is going to be a "look but don't touch" server and the whole server will be one gigantic deed. So I will not be opening it up for other people to live on as I just don't have time or energy to get into community management at this point. I just want to relax and enjoy building. For now, the server will be offline. Once it's ready though, I will make it public so all you old Ultima fans out there can come and visit as a tourist if you like. In this thread, I'll be documenting the whole process as I go along. I know there have been some previous Ultima related projects out there, and as far as I can tell, they have died off and are offline. But I just want to reassure those people that my project is not in competition even if y'all decided to restart up your servers. Again, the reason being because my server will not be a community, just a tourist attraction. The most nostalgic MMO players I know (myself included) are old Ultima Online players. So I've named the server accordingly and will do my very best to set it up, build and decorate just like good old UO. When the day comes that it's ready to be made public, I hope you'll share a little moistness in your eye, remembering back to the good old days in the lands of Sosaria!
  12. We are setting up a Community Map, just like the one we manage on Xanadu (and Pristine). http://wurmonlinemaps.com/harmony We can start collecting data points now! Find your deed, Hover mouse over your deed location, Post your deed name and the coordinates found in the upper right hand corner of the map. Example: (my deed is at 719, 1018) Let's get this thing started!
  13. Got bored decided to make a Xanadu size map, liked the look, figured I would release it to the public. Created in World Machine. Includes all image files, and actions file. Download Link https://www.dropbox.com/s/slx5h4qav3ots1j/Aus_Titan_8192.zip?dl=0
  14. Latest release: Requires Java 8. The map and a render of the surface will be saved to a map_<seed> directory in the same location as terraingen.jar. Features: Mountains (smooth & ridged) Rivers/lakes Deserts/tundra/steppe Clay/peat/moss Tar pits Flowers Regional forests Regional ores Fairly uniform iron distribution Example maps: http://i.imgur.com/ccAuJNz.png http://i.imgur.com/LjFSJJ6.png http://i.imgur.com/igm0ozW.png Source code: https://github.com/jonathanedgecombe/wu-terrain-gen
  15. This took way longer than I admit to make. So, I finally finished this map, which we've linked to our current server (The Adventurer's) as players move over to it. It's a good map for hunting, exploring, with amazing views from some of the mountain peaks. The zip contains; World Machine TMD (2.3.6.3) I used to help create this (with notes) - maybe it can help with designing your own map for those struggling with WM(?). Height-map (for those who want to re-design some of the attributes) Ores-map Topology map Biomes-map In-game grid-based map to help navigate. All the .map files required to play this world, etc. There is no actions file, the sheer list of actions (undo/redo/undo/redo etc) would likely kill lower end computers, due to old age and I keep forgetting to hit save actions before closing the program... *TMD/Map is free to use, manipulate, create your own maps, no need to ask, just go and have fun! This map contains glimmer/addy ores (0.001%). Download; https://drive.google.com/open?id=0BxcZRLd3WWEDNEs4d0RMRFlkblE Edit: Updated with flower fix.
  16. WGenerator 2.9 - Wurm Unlimited Map Generator Download Here | Contribute on GitHub This map generator has been completely redesigned to give increased usability and platform support. Thanks to Budda for the original program. Major features include: multi-threading, progress bar, import/export heightmap and biome images, biome and river painting, map markers, and tons of new inputs for creating varied maps. Out-Of-Memory Error Improvements So Far Biome Color Pallet [r,g,b]: Options Menus 2.0
  17. Biggest map I have made to date. Probably best to have a decent server to run this beast. If not expect lag, much lag. Comparing with Xanadu superimposed https://photos.google.com/share/AF1QipO_iS6cBKc5Hk8ZjvMe9g-s-lpSHvNE2lP15-kAyUkmOUPNwQPLzRZ3qd_jEiU2kQ/photo/AF1QipO-EbqBqVs5bSj12IvKVXh9_Ntd-J-yWfc38IXY?key=N0hEWGRMTjNhQkI2RUNXUjlqZlp2Y09HZ25xYm13 Download https://drive.google.com/file/d/11YRsaunVjohnmRmD5UfyKbJi28X8PaPN/view
  18. Hi Ya'll Not sure if this has been suggested before but I would like to suggest a new profession or feature to Wurm Online, dynamic map making (not a unique idea). The idea would be that an individual could create a small paper map that represents 1 single map tile, say N17. The paper map would get updated as the person journeys and travels within the N17 tile and would be based on view distance. As the person walks around the local area, the map would become more detailed showing the houses, roads and landscape. Locations far away within N17 would be less detailed until the person walks over. The single map tile could be duplicated, a copy feature, and traded to other individuals and joined together to create a huge detailed world map. Map makers all over the continent could trade, copy, maps with each other. The map could have restrictions where only if you have a higher map making skill then the original map maker could you update the map. If the map was made by a level 65 then only a level 65+ could add more detail to the map. This is to create an incentive for the map making skill and creates value for higher quality maps. The maps would then need to be updated by map makers as the landscape and towns evolve. This helps keep the profession "alive". Make mappers could add unique logos, lore history, town names, road names, and other map symbols to spice the map up. "Old maps" could have some historic value as they have updates/information that can no longer be created because of the landscape changes. Maps could be turned into villages to update a global map outside of the video game. This could be linked to wurmonline.com/maps or something. That way the community has an influence on updating the maps instead of devs creating a map (ruining the immersion).
  19. [Server] Zoned PvE

    Latest release This mod provides a convenient way to customize PvE zones in PvP Wurm Unlimited server Color scheme Create a colored image to specify PvE/PvP zones for your Wurm Unlimited server: Color(r, g, b) Description Green(0, 255, 0) Always PvE Yellow(255, 255, 0) PvE with scheduled PvP Pink(255, 128, 128) PvP with PvE at deeds Orange(255, 128, 0) PvP with PvE at deeds. Scheduled PvP at deeds. Red(255, 0, 0) Always PvP Map format The map must be 24-bit BMP image named "map.bmp" and located in "%SERVER_FOLDER%/mods/ZonedPVE" directory. The image size must be equal to server map size. Top left corner of the image corresponds to the north-west corner of the server. Example image: This map is created for a very small (512x512) server. There are peaceful north and south with little PVP at the center. The yellow zone will have PvP only at certain times. The pink zone has PvP outside of any deeds. Orange zone is the most complicated - PvE on deeds with scheduled PvP (and constant PvP outside of any deeds). The red zone has always enabled PvP. Schedule format The schedule can be set in the configuration file using UNIX cron format. Very good site for creating schedules is here. Here are some examples: UNIX cron format Human readable format * 20-21 * * SAT Every Saturday between 20 and 21 hours */2 * * * * Every second minute Put your schedule string to "%SERVER_FOLDER%/mods/ZonedPVE.properties" file with key "pvpschedule". Example: pvpschedule=* 20-21 * * SAT
  20. Another large map, I tried to bridge the gap between plenty of water for boats as well as plenty of land to traverse via horse. Made in World Machine, and MeshGenGui. Download https://www.dropbox.com/s/tlss2rpohrevdwh/Aus_Avalon_8192_NMM.zip?dl=0
  21. Celebration Community Map I will handle future updates to the map. I will try to update every one to two weeks on the progress of the map. Click on this link for the updated map. https://dl.dropboxusercontent.com/s/9x60q48nnanaisz/Celebrationmap.png?dl=0 Last updated 22-August-2019  General Instructions: Just post the following information. Do not PM your update requests. Thanks Settlement name Location (x,y) If posting new roads then please include an image with your post. Use an image hosting service such as imgur.com and enclose the image link in [img.][/img.] (remove the periods).
  22. Updated: 19 July 2018 Interactive Map - (recommended) exodus.nesgamepro.com Map Image File /map.jpg Map Dump Image File /mapdump.jpg Flat Map Image File /mapflat.jpg Globe Just for fun Help Page How To Contribute Please submit all deeds you find that aren't on the map and any deeds you find disbanded in this post. Recently disbanded deeds don't need to be submitted as there is now a system in place to alert me to it. The deed will be removed in the next map update. If you own a deed that was added but you don't want it on there PM me and I will remove the name but for the sake of accuracy leave the deed marker. Be exact as possible using the X/Y coordinates (not in game coordinates) or preferably the map pointer link from the interactive map. For new roads or canals an image with an example will be most helpful. Also include if you would like a mailbox, merchant or public trader icon by your deed name. Unlike mailboxes etc. which are just placed by the deed name, guard towers will be placed where they actually are on the map. When I 'like' your submission post it means I've updated the master file and it will appear in the next map update. Deeds needing to be checked if they still exist: Thanks to everyone who has contributed to this map over the years, it would not be possible without the support of the community.
  23. Hello, after chatting with Yaga I'd like to create a new poll, recently a `special places` layer was added to our community map, these sites are comprised of Epic mission structures that are results of the missions. I would like to propose an idea, heritage landmarks, there are many interesting sights across deli to visit.. how do we feel about adding them to the map? (landmark name not deed name) Yaga is keen if it receives enough support and encouragement from the community. The question is, how would such a thing qualify to be added to the map, deeds fall, landmarks disappear. speaking for myself, my deliverance settlement is home to The Deliverance Wishbone. has been for years and will be for years more. Maybe the amount of upkeep in the coffers should be a variable for qualification. (mine has 3 years in it but perhaps requirement should be 1 year) Landmarks that don't rely on a deed to exist need not worry about that. Most of all we need an inspector or a community voting system that can discern whether or not a landmark is deserving of said status. (a visit isn't required, a few pics would do) The term `heritage` is merely an option, to qualify the landmark would have to be over a certain age. I figured that if we simply added `landmarks` there might be far too many. Those are my ideas, feel free to present your own.
  24. Hello, Sheet’-ká X'áat'l is the name given by the native people of Baranof Island, to part of the Alexander Archipelago in Alaska. This map was built using real elevation data from the USGS, as well as bathymetric data from the NOAA for most of the underwater depths. I've added some islands from nearby areas to fill out the map. I had a lot of fun creating this map and hope others will enjoy playing on it. Map is ready to play right out of the box. Just unzip the file directly into the WurmServerLauncher directory. I've hand placed altars and starting point, though these would change if you rebuild the database. https://drive.google.com/open?id=0Bx-UomoDDL0TSEFHSEU3ODJzTHM Happy Wurming!