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Found 151 results

  1. This map is designed to link to other maps. Make a series of River maps that all link at the river, making a continuous river adventure. Read the books!! Toying with the idea of building near impassable mountain walls - mix of clay to prevent mining and lava to prevent climbing over? It would look a bit uglier though. I like the idea of an endless river cruise through multiple WU servers.
  2. My first map. Biomes are deployed by elevations. Sand/desert is lowest, Steppe next, Tundra at highest elevations. Clay is mostly along the shores, but a few random deposits at mid and high elevations (think mountain springs). Some of the water is hand carved. Max depth is 150. Mountains top out about 3800 above water level. Dropped dirt with max 40 diag slope, to make riding easier, since this map has plenty of water/mountain to hinder travel. Advice: Start making a boat! If anyone wants, I'm happy to upload the map. I'll likely make a version that blends the biomes better (less contrast between them), when I have more time to hand paint it. All created with WGen 2.x.
  3. Edit 6/2018: Project deleted (GitHub = sellouts). Hello, I'm working on a simple Google Maps generator for WU. It's actually continuation of my older project (Google Maps for WO). Current version: v0.9-beta.5 (2015-11-16) GitHub repository Download User guide Example maps (possible spoilers!) Generated maps are standalone (only HTML, CSS, JS and images), not connected to WU in any way anymore. Maps can be viewed locally (using any modern web browser) or uploaded to a web server (no PHP or Java needed). Generator is written in Java, so far working only on Windows (Linux fix coming soon). Future features: - more configurable options - bridges - walls, doors, fences, gates (only when zoomed enough) - in-game map annotations - altars - dens - source fountains - source springs - custom markers and labels (non database stuff: points of interest, road names, sea names, mountain names, canal names, tunnel names...) - tower zones (guards response, building restrictions) - settlement zones (deed, perimeter) - bigger zoom - progressive zoom - more... Any feedback or ideas are welcome.
  4. Now that I've seen the custom map generation tools and new skins on animals, I'll toss out an idea and see if anyone smarter than me wants to try making it happen. The reason for the idea is to add additional realism to an already beautiful (and impressive) set of custom maps. 1a. Blending of biomes in map generation. Today, we see too much of a hard line, when going from sand, to tundra, to forest. I'd like to see more blending happening between them. Call it a hybrid zone that looks part one type and part the other. For instance, if Steppe and Forest connect, have a buffer zone that is grassier than tundra & has smaller versions of trees and shrubs (force them to never mature and limit how many can spawn in that buffer zone? 1b. Making a special "wet look" tile of each landscape type, that helps add a touch of realism. 2. New rock & dirt skins, based on the dominant concentration of ore types below ground. If there is a higher percentage of iron in the area, make the dirt and rock more reddish. I'm not a geologist, so I'll let smarter people figure out what rock types and dirt colors go best with our other ores. 3. Elevation based snow. Is it possible to set the winter skin permanently for certain elevations? Better yet, it is possible to set it to move the snow line to higher and lower elevations, based on season changes, automatically? Finally, is it possible to add one more factor into the snow line: North vs south locations of the map? Winter is coming!!! 4. When generating a map, can different flora and fauna be auto generated as more likely at different elevations, near or far from water, etc? Not a huge deal, as we can just use our artistic ability to plant where we want. (?). Link to an idea for making some skinning changes to mines... http://forum.wurmonline.com/index.php?/topic/133971-mining-update-the-look-of-walls-floors-and-veins/
  5. Currently 2 servers with 1 more in development/testing. Interactive maps, cluster info and a tutorial on how to install the maps for our servers in to your client can be found with this link. We've been running VWT Home since 23rd of October 2015. VWT Home - 2048x2048, landing server, 8000 creatures (30% hostile), altars VWT South - 4096x4096, 16000 creatures - will be increased once population rises (25% hostile), has a couple of no-PvP zones, altars All new players have the option of 3 kingdoms to join: Freedom Isles (Freedom), Dragonsteel Militia (Mol Rehan based PMK) or Tenebrous Exiles (HotS based PMK) all with their associated newbie villages which have most newbie resources close by. We're currently looking for more active players to join Tenebrous Exiles and Dragonsteel Militia so as to balance the three kingdoms. There is even a spot for an active player to become the King/Queen of Dragonsteel Militia as we already have a King for Tenebrous Exiles. Game mechanic settings: PvP - yes Skillgain - 1x Characteristics start at 20 Fighting starts at 5 All other skills start at 1 Combat rating - 1x Action timers - 1.4x (subject to change) Upkeep is enabled Free deeds are disabled Minimum mining actions - 40 Breeding modifier - 1x Field growth - 8 hours Tree spread - 1x More active players are also needed to become priests and meditation leaders. We're hosting events every month (with prizes or loot) which are decided by polls so the players get to choose what we do that month. Silver (and gold) coins can be made available along with skill dumps from your Wurm Online character should people find playing on our servers enjoyable and wish to donate to the running costs of the servers. If you didn't check out the cluster info link above: to connect to the servers search for "VWT Home" in the server list. The Violent Isles waits for you...
  6. Was hoping there might be someone out there who knows it well enough to consider this a small task. I made a paint version of a map i would really love to have created. If someone knows how to do it, id be villing to give them a copy of their choice between these (Xcom+2 DLC,Sid Meiers Civ 5, Landmark, The Line, Life is Feudal) games. Im not asking for a hand drawn biome system, just the landmasses. All i care about the biomes are that they are all present. Same with all resources, all ores, animals, tree types should be available. Some of the custom maps ive seen have had 2 clay spots, a swamp here and there, etc. Making it quite ♥♥♥♥♥♥ for a server map with many settlements, cant really get to far without clay or the like. Link to the fab paint map i just used 7 hours designing (*cough* 2 and a half min) at the bottoom and that should be used as a template. The mountains and bodies of water inland (swamp,sand, etc) are all just there for show. I want a few rivers running in and some water inland aswell, but they dont have to be in the same positions. I dont wanna miss out on anything the default maps have to offer, or gimp the game by not having copper f.ex. Small cap here: -2 main landmasses. Big enough to support many large settlements. -some islands. -All ore and resources available. -All biomes. (all standard biomes) -All treetypes, spread. Not just in one spot. -Somewhat wide river between landmasses, with a large body in middle. -God altars? If possible. I really hope someone can do this! http://images.akamai.steamusercontent.com/ugc/647750614516597110/98326812F73CC7402D0D1159B1EFC935A7A73F52/ Should the creator go out of his way to make great landmarks or other similar things, he can choose two or more of the games mentioned.
  7. 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
  8. Here's my first decently-well generated map, at 4096x4096. Westfall, as I call it, is a map that has land types for all people. There are grand steppes, lots of forested areas, and even lots of little islands all around for those who like their small plot of land. There's also a grand mountain towards the middle/eastern part of the map, giving those who want the chance to explore or settle on a giant mountain the opportunity to. The biome placements are done "realistically". The tundras are at high altitudes, and the steppes are on relatively easy to traverse landmasses. Trees were spawned in places that made sense, such as firs high up in the hills, and willows down near marshy waters. Ore placement is a bit different than most maps, but iron is still the most dominant. Tin, Copper, Zinc, etc are all about .5% chance, with Gold and Silver being at .1%. There is also a .05% chance to find Glimmersteel or Adamantine veins, which could create strategic outposts in a PvP scenario. If you want to use this map on your server, please let me know. I'd be excited to see it! Download: https://dl.dropboxusercontent.com/u/1365803/Games/Wurm/Wurm - maps etc/WurmMaps/Westfall.rar (I'll update OP with some in-game pictures soon!)
  9. working on this in Development what do you think
  10. I have been making maps but i have discovered that part of the thrill for me is exploring unknown maps. When you make them yourself you already know what they look like so i decided to make this thread for people to post up mystery maps that others can download and try out themselves. I will get us started with a 1024x1024 mystery map. http://s000.tinyupload.com/index.php?file_id=08326388391829367723 Note: I have taken all the image files and map actions out of the file so the only way to see the map is to load it into your server and explore it yourself. Sure i guess you can use a gm account to fly above to see but i encourage you to just take the time and explore it yourself. I encourage others to add a mystery map to this too so others can enjoy exploring and maybe playing them too.
  11. Closed

    Edit: Map file was deleted so closing this down.
  12. I tried out the new map generator and had a little fun with it sadly I don't have wurm unlimited myself, but if someone wants to test my map feel free to post some screenshots here I tried to create some form of climate zones meaning north: more fir, pine trees and tundra, while more south are cherry trees, olive trees, deserts and steppe. I'm not sure how much I succeeded with it, since the trees have all the same coloring on the map :/ so I could just change where it was "visible" change and it might have changed trees that I didn't want to. Else than that, there are also some swampy areas with willowtrees and marsh, aswell as big Kelp/reed underwater growth and beaches near coastlines there should be clay/tar/peat spread over the map (clay is near water and tar/peat is higher on the map) in overall the map is 2048x2048, so if I'm correct, it's about the size of independence it's size is deliverance apparently download link: https://www.dropbox.com/s/k2kmv9xiyrisztz/farellesfirstmap.zip?dl=0 download link of server files and resaved maps (30.10.2015) : https://www.dropbox.com/s/cnt6t2g4we9tk73/FarIslands.zip?dl=0 topography:
  13. Hello fellow wurmians! Wurm unlimited just came out one day ago and as a total programming noob I already have some trouble regarding being a GM and altering the server so it suits me better. As an example: - I made a map, using Budda's WGenerator. However I have absolutely no clue on how to use the map. That means: making it so that I can use the map in my server and play on it. I looked for a maps folder in the wurm folder located in steamapps > common > wurm unlimited dedicated server, but it wasn't there. Only the creative map and the adventure map. I put the map I made inside the dedicated server folder just to check and see if I could choose that map on the dedicated server tool but (like I actually expected) it didn't work. Also I could not find a tutorial on how to use maps and if I did I didn't understand a single ###### from it because I suck at programming. So to make having and altering a server easier for everyone (mostly the noobs out there): The basic server GM package This includes: - A text file with recommended tools that you can download that already exist. So like Budda's WGenerator and WesncIsme's Character Importer. - A text file with basic info on running a server and info on the dedicated server tool that you got when you got wurm unlimited. - A map importer: For putting your custom maps into the server and managing your maps. - A GM tool for spawning items and using commands: (anyone who remembers invedit from minecraft? Sort of like that) With this you can: spawn in items, change the weather, spawn creatures, set your skills, remove follower or priest restrictions etc. If anyone knows anything else, please tell me. For everyone who says: Just learn how to use the computer! I get that but not everyone has time to learn how to code and some people read instructions (that include coding and not: put it in this folder located here and run it - instructions) as if it were chinese (when they are not chinese). This is for noobs and the most nooby noobs of all, like me d: Thanks for reading, if something already exists, like the map importer, comment it.
  14. Hoping these maps work well on WU! Fingers crossed for release. Spent some time making up this 2048x map, which unless I missed something, includes everything (incredibly rare glimmer/addy). ZIP: https://drive.google.com/open?id=0BxcZRLd3WWEDRVBpeVhEaUlzamM World View; Cave view; http://i.imgur.com/WuA4fTM.png
  15. Closed

    Edit: Map file was deleted so closing this down.
  16. Closed

    Edit: Maps were deleted so closing this down.
  17. Here is a decent (imo) map I've created for myself or anyone else that would like to use it. Has all the biomes and I've tried to make it as close to WO as possible with the current map editor/api. Map Image (zoom-able) Map Download (Dropbox) version 1.1 - Just wanted to make an update. If you've been getting an error when trying to tunnel saying it "sounds hollow" or "you're to close to another tunnel." (also, any tunnel/mined tiles creates a drop shaft.) I've regenerated the map files and it appears to be fixed. I don't know what might have happened but it may have been a bug with the generator version I used.You can download version 1.1 and replace everything but the top_layer.map. If you've already mined into the stone, may want to keep the map_cave.map as well. (Make sure you backup first!) Finally, thanks Budda, who made the program allowing me to make this. WGenerator
  18. 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.
  19. Hey everyone, I made a small (1024x1024 tiles) survival map for singleplayer or a small group of players. There is one big volcano island near the center, and 2 smaller islands out in the water, near the map borders. The small islands each contain 1 clay spot and peat or moss. They are both pretty high, so you can mine on them. I use them for the WL and BL, but thats up to you. The main island contains serval clay spots, some tar fields, a steppe, a desert, a tundra and the volcano. There are 2 versions with different rock layer depths, one with 55-65, the other one with 85-95. The zip is including the map dump, the cave map (with and without water), the terrain dump and the topography map. Download (ZIP Archive): normal version - version with more dirt/deeper rock layer
  20. Inspired by the original map of Treasure Island drawn by R.L. Stevenson. UPDATE. 1024x1024 version of this map is available: (dump view, 516 kb png image): http://blog.postcardgallery.net/i/wurm/ti_1024_dump.png You can download map files for the new version here (zip archive, 2.1 Mb): http://blog.postcardgallery.net/i/wurm/map-1024.zip For installation, make a copy of Creative directory (which should be in C:\Program files\Steam\steamapps\common\Wurm Unlimited\WurmServerLauncher) with new name (for example, "TI"), extract map files from the zip archive and overwrite existing files in the TI folder. Then, go to Ti\sqlite directory and wipe database by method described here: http://forum.wurmonline.com/index.php?/topic/132663-x1024-custom-maps-do-not-work/page-2#entry1363950 Finally, start Wurm Unlimited, click Manage Server, and select TI in the list of game databases. I quickly tested the 1024x1024 map on my laptop with 4 Gb RAM running both client and LAN server. Everything was fine, but once I was disconnected while disembarking a horse.
  21. (Updated as of September 9th, 2016) I have taken over maintaining the community map from Capi. Please post your deeds in this thread, also for now I will take submissions via PM. If you send your submission this way I cannot guarantee I will remember it Please read the following rules/guidelines before you post: You may only submit deeds that belong to you, and that you have explicit permission to submit. Submitting purposely erroneous entries will result in me ignoring anything you submit in the future. Tar and clay pits that are submitted to the map must be usable by newbies and the general public (Generally at least 2x2 tiles, and flat.) Mailboxes must be accessible by anyone who wants to use it. Please submit changes using the community map X/Y grid. Images pointing out the exact location on the map are welcome. You are encouraged to: Report disbanded deeds that are still on the map Report spelling errors. (I speak american english, don't pester me about spelling "harbour" as "harbor." Although deeds will be however you spelled it in the game ) Submit newly constructed public highways for inclusion on the map. Submit public tar and clay pits. Map updates will now just be in .jpg using the updated map dump. http://www.karthcraft.net/pristinemap/CommunityMapPristine.jpg
  22. It must have been, god, like 5 years ago now. It was a village called "The Place". I remember someone inviting me there on my first day. The long walk from Freedom Market to The Place was so intimidating in this large new world, where even a rat could kill me. It was right off the water, I remember that. Perhaps Crystal Lake? I'm not sure. Good people, good friends. Who put up with all my noob questions and mistakes and helped me out of my many misadventures. I'm thinking of going back there, if anyone here can help jog my memory. I look at the map and just draw a blank. Feeling nostalgic and just wanting to visit that spot again. Also is anyone still around from there reading this? I know the deed isn't there anymore, but the memories remain :-)
  23. how should adding deeds to community map work? as i see it there is 2 options: the way i used to do it,you add all deed locations anyone reports and then remove only if the mayor asks you to remove it(which lead to much more accurate maps) the "rule" people use now,only mayor can report his/her own deed,nobody can add deeds they dont own,less accurate maps but makes shrimpie happy. seems clear that i support the first one. there is also a little problem with using the second one.when i remade the current deli map from scratch,using the locations of all the deed in the old deli map,i never asked anyone for permissions to add their deeds,so if you really want to follow the second "rule" you should remove them all,or be a hypocrite. give your opinion or if you think there is another option,speak up,
  24. hello its me !!. so since the new map dumps came out i been considering doing something to update the old map dump with the terrain changes the new one has, without adding all the roads and other useless crap that new map dump has. so now i made a small piece of the map as a test for people to see. so i dont waste my time doing the whole map if its not going to be used. old map dump new map dump my test dump so give your opinion about it