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  1. #1
    Join Date
    Jun 2011
    Posts
    2,269

    @Scenario List of needed zone connections/teleports (with locs)

    Please take a look, something to bookmark for the future. Most of these seem like they're fairly easy to implement and seem like perfect choices. I investigated the locations and provided the exact locs.


    I've been journeying across Middle-earth without any swift travels and there are clearly many places that suffer from the lack of connectivity. They just ask for functional world connections, mostly as teleports.

    Also, I've got a great idea how to fix the terrible After/Before version teleport navigation, which is something that's desperately needed too!




    LEGEND (so it's not as confusing)

    <--> Means a teleport portal back and forth, like the old one between Ered Luin and the Shire, so two portals on both ends.

    --> Means a teleport that leads only one way, without a portal to go back to previous coordinates - because you're teleported in the middle of traversable terrain, rather than at the border. In order to solve that problem I propose to use swift horses placed nearby exit points (or other interactable objects) that allow a player to go back to previous coordinates, which is especially crucial to allow lower level players to instantly go back to Before map if they unintentionally accessed a portal that teleported them into After version.

    |--| Means connection on both ends but only through interactable objects or swift horses. Could be used where a portal doesn't fit, or where there are prerequisites and other issues, like in Southern Mirkwood.











    THE MISSING TELEPORT PORTALS

    (these can be added with minimal asset & terrain work)





    East Wall on the Eastern shore, near Frodo's boat: r2 lx1031 ly655 ox145.15 oy144.84 oz356.08 h206.7.

    <-->

    to North-western Dead Marches: r3 lx1280 ly971 ox18.83 oy72.94 oz151.58 h308.0.


    We would be able to follow in Frodo's footsteps in this direction and allowed to take an alternate landscape path to Mordor and Gondor. Just lower this artificial looking slope a bit (which clearly looks like an old forgotten prep for a path!) and put teleport in here:









    Northern Limlight Gorge: r2 lx762 ly991 ox43.72 oy144.00 oz500.98 h16.9.

    <-->

    to the ruined gate of Amdân in Lothlorien: r2 lx691 ly1079 ox68.77 oy150.14 oz616.97 h174.4.


    It's only logical there would be old roads and passes that lead to this gate. Beside, these additional areas added into Lothlorien are wonderful, so let's open it up a bit.


    This slope in Limlight is perfect for a path with a teleport and leads precisely in the direction of Amdân, so it's real frustrating a wondering traveler can't go that way and emerge in the dwarven ruins:









    Thornholt: r2 lx999 ly1560 ox148.63 oy11.64 oz840.14 h195.5.

    <-->

    to Northern Eryn Lasgalen: r2 lx1025 ly1475 ox35.78 oy77.96 oz649.36 h9.8.



    The rocks here in Thornholt can be climbed a bit and almost create a pathway, so they would need to be rearranged a bit and a teleport entry point provided:







    This would make Mirkwood feel like it's less of a tunnel. Plus, this Mirkwood lake with the island is really such a charming, underappreciated place:








    So an exit point there, other than being geographically accurate, seems really scenic!
    Last edited by TesalionLortus; Feb 25 2023 at 03:29 PM.

 

 

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