Monday, July 15, 2013

Exploring Guild Maps III - Dark Dragons

Notice: This is just a look at some of the guild maps that have been made for Eternal Lands. This blog provides no secrets.
The entrances to these maps and any secrets to get around them will never be posted, nor will I provide them so don't ask.

View all Guild Map exploration via the Guildmaps tag.

-DD-, Dark Dragons was once upon a time a large and active guild. These days however, only the current guildmaster seems to be active. Of the handful of other members that mercator recognizes, none have logged in for over a year as of this post.

Guard Bot: No

PK: No. One "well-hidden*" PK arena.

*Not hidden well enough for me to not find it, of course.

Well, here we go...

1) The entrance is all wet.


DD

2) And moving further in, the start of an incredibly long cave that made me glad I use speed hax 24/7.


DD

3) A scene along the way.


DD

4) And more cave scenery.


DD

5) Yet more cave scenery...


DD

6) OMG this cave never ends... More scenery.


DD

7) I'll spare you more of that, not that there was much more to look at. Oh hey, here's the end!


DD

8) Step inside. This map is odd with the sparseness of the caves but this one area was heavily detailed.


DD

9) Of course, I had to take the head seat.


DD

10) That area is surrounded by small rooms. Like these.


DD

11) And these.


DD

12) And... phew, I'm tired. I'll take a seat in this room.


DD

13) OMG, more rooms! It was once a large guild, but I'm thinking these serve no use anymore.


DD

14) For the rest of the people who couldn't get their own rooms, they shoved 'em all into this one big room. Many perished in here when their guildmates would boot them from the guild and kill them for snoring too loud.


DD

15) And to the other side, various rooms that seem to be devoted to several different skills, like magic, alchemy, potion, manufacturing...


DD

16) This would be for summoning, I'm assuming. No, despite the arena look, it's not the PK arena. We'll get to that.


DD

17) If you make it here, feel free to steal all the loot you want that past DD members seem to have just left behind.


DD

18) And here we go outta that place. Hey, you know that weird area in Vermor Castle in White Stone, where you walk around in a dark area with no floor and you take an odd path? Well, guess what we have here... only with a floor.


DD

19) Pick a door... all lead to doom except one.


DD

20) Oh here's another odd little door-filled place.


DD


21) Okay, okay... here you have it, the obligatory PK arena.


DD


22) That's all. Rest in pieces.


DD

Thursday, July 4, 2013

Exploring Guild Maps II - Bard

Notice: This is just a look at some of the guild maps that have been made for Eternal Lands. This blog provides no secrets.
The entrances to these maps and any secrets to get around them will never be posted, nor will I provide them so don't ask.

View all Guild Map exploration via the Guildmaps tag.

Bard, The Bard's Guild is a very old guild. These days only a very small handful of players are still playing in that guild, and doubtful any of them were involved with the creation of this map.


Guard Bot: No

PK: No. One clearly-marked PK arena so there's no accidentally entering PK areas.


Honestly, I'd have to rate this among one of the duller maps I've explored. Primarily because the overwhelming majority of it is trees. A few rare spots have some open space, almost all of which you can see in the pics below, but you can't really move around anywhere else without dealing with the incredible overkill of trees.

It's not a poorly done map, it just feels overcluttered and very little in the way of variety. Only to go inside buildings to find those only barely decorated, and a few buildings on the map you'd expect to be able to go in are, like Melinis, not accessible.

While I'm sure the trees were intentionally done that way for a "forest" feel, it just doesn't work in this case. I only took a few shots showing the outer map area... if you want to know how the rest looks, picture, well, AA's southwest forest, with more trees.

Anyway, on with the show:


1) Welcome to the jungle (literally) - This is where you appear on entering.


Bard

2) Inside the map's sparsely decorated tavern.


Bard

3) Here thar be veggies a'growing.


Bard

4) Map builder error - Buildings should be at least 20 tiles apart. You can tele-to-range between the houses for this part. Useless in that they're all within a few steps from each other outside.


Bard

5) Map builder error 2 - Where the hell is the floor for this place?


Bard

6) I thought the last one might just be a glitch, but then I saw this floor in the "guildmaster's home". The GM hasn't been seen in-game in years. I think he may have fell in here, lost forever.


Bard

7) And here we come to the obligatory PK arena. Simple but serves its purpose.


Bard

8) I see dead people... most of the guild, that is.


Bard

9) There's quite a few houses and tents to go into, none particularly special. There's two places you'd expect to be able to enter, but can't, and may have made for a bit more interesting interiors. First, a chapel.


Bard

10) and second, this tower.


Bard

11) And another field covers another of the rare open tree-free spots.


Bard

12) Oh something different, a circle of tents.


Bard

13) The tents have the same spacing issue as the houses on the inside. Worse, they're completely empty.


Bard

14) And finally, this small area was accessible via a cave path. Problem is, there's no reasoning as to why it's separated from the rest of the map, nothing different or unusual about it compared to the rest of the map. Seems like it was done just for the sake of putting a cave somewhere.


Bard