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Update Issued at 2017-11-18 @ 17:05 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/0B5evRFXJXhXONkktVjE4MUJaYjA/view?pref=2&pli=1 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. 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
Gud'day folks, April 11th, 2014 @ 23:58 UTC For the record, this is an Unofficial Preview. Myself and Skyefox are NOT on the payroll of Club Code AB. Like our geography updates to the Indy map, this is a volunteer effort. 1st and foremost.......a big THANK YOU to Rolf, for the aerial tour he did while many of us were waiting for test server version of Xanadu to download. What we saw was a world of unspoilt beauty, just waiting for our shovels and axes!! After recovering from the visual shock and awe of this new world, in the time left before the test ended, Skyefox and myself did some exploring. It is unfortunate the sun had set by the time we got online and started our adventure, but we captured panoramic screenies from what Respawns we could visit before time ran out. Today I edited them in to seamless panoramas that we would like to share with our fellow Wurmian's... ....both those who were able to join us during the test.... .... and those who could not make it on because in RL time, it was the middle of the work and school day in North America. I am posting these as links to their Lightshot location, as including them in here would create a Hughmongus message.... ... so these are max width of 1900 pixels, made from from 6000 to 8000 pixel wide originals.... Hope you Enjoy them!! Kindest regards! Hughmongus and Skyefox (cartographer contributors to the Indy Map). http://prntscr.com/395gyv 2014-04-11 @ 23:38 UTC Mega Spawn 01 Left Side 160 degree Panoramic View http://prntscr.com/395hzj 2014-04-11 @ 23:42 UTC Mega Spawn 03 - 180 degree Panoramic View (Advisory Note: ... for these shots below, the Night Time Previews, Please Save to Disc then View Off Line, where you can Zoom In and enjoy the detail that shows when magnified). http://prntscr.com/395jyo 2014-04-11 @ 23:48 UTC Mega Spawn 06 - 360 degree Panoramic View http://prntscr.com/395kcc 2014-04-11 @ 23:50 UTC Mega Spawn 06 - 140 degree Panoramic Close Up of Angel Avatar http://prntscr.com/395kn5 2014-04-11 @ 23:52 UTC Mega Spawn 10 - 360 degree Panoramic View - end of Xanadu Test 01 previews - Enjoy!!!
It seems there is an issue with the kill zone around the oak trees. In this picture, the Old olive tree is sitting on the next tile (Diagonally) to the Overaged oak. According to the wurmpedia, it should have been killed when it tried to grow into the old state.