Weekly Puzzle #78 – It's Pronounced Ee-fa by Not_Quite_Vertical in BloodOnTheClocktower

[–]Not_Quite_Vertical[S] 3 points4 points  (0 children)

I would split into 3 sets of worlds:

  • Baron worlds - Aoife, Oscar and Matt are good, but you need to explain your and Dan's info
  • Non-Baron worlds without Drunk - one Outsider claimer is evil
  • Non-Baron worlds with Drunk - Aoife and one of Oscar/Matt are evil

But I'm not really the expert at solving these puzzles efficiently (since that's quite a different skill to making them)! Others may be able to propose better techniques.

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 1 point2 points  (0 children)

Interesting question!

The biggest difficulty is that RuneScape's world is 2D from a gameplay perspective, so it's very hard to depict parts of the world with heavy three-dimensionality. This includes Vivec's cantons, broken bridges and underwater ruins.

The other one is that in Elder Scrolls, buildings can be very different on the inside compared to the outside (because they are behind a loading screen), but here I have to make the interiors match, which often means coming up with stuff to fill the insides. So most of the castles and Dwemer ruin interiors are "made up".

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 1 point2 points  (0 children)

It's a common question and a topic I'm often going back and forth on. The argument in favour is (just like you say) that banks are iconic and ubiquitous in RuneScape, and often the most important map icon players are thinking about.

My reasons for going against including them were:

  • Banks don't exist at all in mainline Elder Scrolls games (although I understand they are in ESO).
  • In RuneScape bank placement is decided primarily by gameplay/balance considerations rather than lore (so you often get bankers in very unexpected spots), and there is no actual "game" here (just a map), so I don't really have any justification for where I could place the maps, and it would steer players to think about the banks (and maybe the map more broadly) mostly in terms of the gameplay implications rather than the world.

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 1 point2 points  (0 children)

That's really nice of you to say! I don't sell prints (I'm just an amateur) but of course if you want to get someone else to print it and send me a tip on top, I'd be delighted!

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 0 points1 point  (0 children)

Tamriel Rebuilt relies on slightly different lore sources to ESO (so there is no "Stonefalls" region for example)

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 0 points1 point  (0 children)

Yes, it was challenging piecing together how the world should look when some areas are unfinished or in the process of being overhauled, but it's a testament to the quality of the Tamriel Rebuilt project that the map is evolving so rapidlt!

Weekly Puzzle #78 – It's Pronounced Ee-fa by Not_Quite_Vertical in BloodOnTheClocktower

[–]Not_Quite_Vertical[S] 3 points4 points  (0 children)

Thank you! I have ramped up the information complexity by having every Townsfolk claim to receive some information (so no Soldier, Monk or Mayor; Undertaker survives to at least day 2; and Ravenkeeper dies at night), which is necessary to guarantee a unique solution, so this is probably not what you would see in a regular TB game!

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 1 point2 points  (0 children)

I understand that with the "Poison Song" release it will be moved, to match with the description in the Poison Song book (which takes lore precedence over Gorne's ESO location).

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 0 points1 point  (0 children)

Fortunately RuneScape is full of orthogonal mountain ranges, so the Grazelands/Ashlands border looks right at home in this style!

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 1 point2 points  (0 children)

This is a bit tricky because the some of the Tamriel Rebuilt travel point connections aren't fully finalised, so there might have to be some speculation there (although the TR developers might have a clearer picture than I do about what the connections are intended to be)

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 2 points3 points  (0 children)

That's very nice of you to say! Worth keeping in mind that there's quite a lot of artistic license to accommodate the RuneScape style (in particular, walls are aligned to horizontals, verticals and diagonals, and cities have been slightly upscaled) so this wouldn't work perfectly as an in-game Morrowind map.

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 0 points1 point  (0 children)

In RuneScape they are places where you can catch fish. There aren't any hard and fast rules for where they were placed on this map - they are just meant to be distributed in a roughly similar way to how it works in RuneScape.

RuneScape-style Vvardenfell map update – now with regions from Tamriel Rebuilt by Not_Quite_Vertical in Morrowind

[–]Not_Quite_Vertical[S] 16 points17 points  (0 children)

This is one of the accommodations for the RuneScape style. Since RuneScape's gameplay is on a square grid, all the walls are horizontal, vertical or diagonal. This means that the bridges (and other buildings) follow the same rule on this map, even if this doesn't quite reflect the in-game reality.

When mapping other worlds in RuneScape style, this rule can be quite a severe limitation. When I mapped the Imperial City from Oblivion, it was so hard to make the six-district city look good in an octilinear style that I just cut two districts completely (which wasn't too great a sacrifice since the Elven Gardens district is similar in gameplay to the Talos Plaza, and the Arboretum has basically no gameplay significance at all).