Search the Community
Showing results for tags 'rivers'.
Found 3 results
Introducing Riviera! (Image: Rivia, Central City) A giant island-cluster separated by rivers and lakes, can you survive it? You will wake up in the capital and it's up to you where it goes from there. Will you take the random spawn portal to put you in the wild, or will you stay near the safety of the guards? Server Info Name in Serverbrowser: Riviera PvE - Free Deed - Epic - Bounties - Modded Address: 22.214.171.124:3724 Est. since 09. February 2019 General Server Settings Map Size: 4096x4096 PvE (No PvP) Epic Skill Curve (Increased Skillgain & Skill Scaling) Skill gain rate multiplier : 3x Action Timer multiplier : 3x Max Creatures : 35.000 Aggro Creatures : 35% ==> Homepage and Forums (wu.thahenry.de) <== ==> Alternative Livemap <== ==> Discord <== ==> wurm-unlimited.com (Voting) <== use /vote in chat to claim a coin reward for voting Mods and custom features An up-to-date list can be found here (wu.thahenry.de/index.php/features) Quick tutorials and guides This section may expand over time Images / Other Media Original map dump Join us today!
A new map! worked the whole day on it, just to find out that the dropping dirt is quite fiddly when it comes to high detailed maps, so there are still some jagged dirts here and there. But I wanted a high dirt layer this time, so I sticked with it and smoothed out the Heightmap instead, which sadly lost alot of detail inbetween. I hope someone likes it anyway I think it's quite special for a wurm terrain ^^ so have fun with it Map stats: 2048x2048 dirtlayer 120 water lvl 400 adamantite and glimmersteel 0,01% Good Spawn point, near lake and center of the map: 1086, 719 updated link with proper cave layer: https://www.dropbox.com/s/9nk8qgzc5kv9k5g/Berithana8.zip?dl=0 Screenshots: my next project is probably something less mountainous XD
Sometimes, while sitting there waiting for my favour bar to fill, I often wonder how the devs would implement rivers and lakes into wurm. Looking at wurm mechanics the basic components for fluid flow seem to be there (elevations etc), but any solution would be very server heavy. There have been a few suggestions over the years: But these have all been either limited or underthought in a mechanics sense. What are people's thoughts on how fluids could be introduced to wurm in a more dynamic way? Has it been done really well elsewhere at all in a similar 2d environment? Is it possible without completely reformatting the way maps work?