The various places of ToME 3, (there will be more but those are vital, or not :) )

Towns

Less friendly locations

Main locations

Side locations

Ponderings

NeilStevens: I'd put Barad-dur and Orodruin as their own dungeons reachable from Mordor on the world map. Just make mordor inacessible except through Cirith Ungol or through the Gate if you hit a quest point to enable it. Oh, and make the plains of Mordor just be a wilderness terrain type with lots of ambushes, heh.

FedericoOdorizzi: Is the list of side locations set in stone, or can we give suggestions?

DarkGod: Give suggestions :) Anyway as you can see the side locations do not have dlevels yet

RavenRed: Just a quick sugggestion about the end of Mirkwood...

Yes. Very crude, but it at least provides some sort of reason to not just charge into Dol Guldur. Apart from the fact that the player would very likely be chewed up and spat out. ;)

DarkGod: That's not bad actaully, at least until I can make new quests to "fill" the gap this will do fine for the first version :)

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KhymChanur: Are the Orc Caves a principal dungeon? If so, their mindpeth should be 11 instead of 12, since right now there doesn't appear to be any dungeon (besided the Halls of Mandos) that have a dungeon level 11.

Also, I note tome/data/dungeons/dungeons.lua has both an orc caves and an Orc Mines. Are these two different things?

NeilStevens: I think the concept of a 'principal' dungeon doesn't make sense in ToME.

DarkGod: Yeah principal does not mean much :) Oh and orc mines are a barrows-down-like dungeons for orc players(in the future)


NeilStevens: Players with ideas are asked to use the IdeaArchive, thanks.

Sirrocco: My apologies. Fixed.

Developers Corner/3.0.0 Places (last edited 2007-11-01 15:43:37 by DarkGod)