Torment of Velious Beta

In year’s past, by this stage in beta I would still be struggling to complete the first few zones. I am very pleased to say that my maps for ToV are essentially finalized. The ports directly to any of the zones from Old Man Thorren allowed me to focus on getting all the maps done, versus working on progression to get access to the zones.

For this expansion’s ToV maps, I am very pleased with the results. I spent quite a bit of time 3d modelling the geometry and the additional time in beta helped quite considerably.

Since late October, I have made repeated visits to all the zones and pleased with the quality of the maps. I continue to work on hunters/collections, but I will tip my lute to the EQResource folks for sleuthing the spawns.

Click here for: Torment of Velious Maps (Work in Progress)

2019.12.01
* Kael Drakkal – added secret area on western side of zone and the way in. Also added considerable amount of rocks and ice giving the zone a bit more ambiance. Cleaned up NPC’s.
* The Eastern Wastes – Added some hunters. Cleaned up NPC’s.
* The Great Divide – cleaned up some of the caves. Added some hunters. Cleaned up NPC’s.
* Velketor’s Labyrinth – added some hunters.

2019.11.04 24:00 EST
* No updates since 10/26. Maps still look great.

2019.10.26 23:45 EST
* Overall, only thing left to map are the upper floors of Tower of Frozen Shadow.
* Crystal Caverns – final map. Very pleased with details and how the layers are colored to help find around the zone.
* Ry`Gorr Mines – minor touch-ups.
* The Great Divide – minor touch-ups.
* Velketor`s Labyrinth – spent quite a bit of time cleaning up geometry and modifications for this version of the zone. Many of the icy areas had moved and some of the ramps and bridges were altered slightly. Final version of map is included that takes all the changes into account and I walked it multiple times for accuracy.

2019.10.23 8:00 EST
* Crystal Caverns – almost finished with Coldain city at the heart of the zone. Very pleased with color scheme splitting the city levels and tying it into the matching caves. The geometry is dwarf size and difficult to get straight lines and I’m having to spend quite a bit of time cleaning up the in-game mapping. Hoping to have this zone wrapped up in a couple days.

2019.10.21 17:20 EST
* Ry`Gorr Mines recolored. Top level has black walls. If you are in a black hallway, it leads to the exit. Green is layer below, and Cyan below that. Blue leads to dead end hallways. Dark green and dark blue layers at bottom leading to Crystal Caverns. So, if at bottom: Cyan > Green > Black.



2019.10.21 9:30 EST:
* Great Divide – added Coldain mine in SE corner. Spent way too much time doing it, but very high quality.
* Ry`Gorr Mines – mostly complete. I’m going to clean it up a bit more and recolor the layers to get them to make more sense for the directionally impaired
* The Eastern Wastes – added more details
* Tower of Frozen Shadow – Entrance level at high quality.

2019.10.20 11:40 EST:
* Crystal Caverns – partial zone map.
* Great Divide – more details. Quest/Raid NPC’s added. Line optimizer took file from 15,656 lines down to 2,688.
* Ry`Gorr Mines – partial zone map.
* The Eastern Wastes – more details. Quest/Raid NPC’s added. Added the ring patches coming out from Sleeper’s Tomb area. These areas usually contain see-invis Dracoliches. Line optimizer took file from 12,590 lines down to 2,706. Number will go back up as I add houses and other fixed features.

2019.10.19
* Great Divide – outline of zone and various caves.
* Kael Drakkal – first draft of zone.
* The Eastern Wastes – outline of zone.
* Velketor`s Labyrinth – same geometry as prior zone. Glad I cleaned it up a few years ago.

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