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Showing content with the highest reputation on 09/16/22 in all areas

  1. What up. The Map GOAT is back. Izlude is probably the ugliest, shittiest town map that Gravity has ever made so I decided to do it better. This is a lot bigger than the original, but I think it would've been missing something if I made it any smaller. Original Izlude doesn't have much character besides "Prontera but small and surrounded by water," so I tried to give it a little bit more of a nautical sorta theme with blue buildings, a lot of cargo/seafaring supplies, and a bunch of cute little piers and fishing spots. One of my goals was to make a town with little to no wasted space, so there are all sorts of little landmarks to see and seating areas to hang out in too. I hope you guys like it.
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  2. This is a project that I made back in 2019. Including the three maps, these were my 5th, 6th and 7th RO maps >w< Shrine of the Vanir This is a city conceived as a Shrine of the Gods of Nature, or Vanir. It's a very big map, with plenty of details and places to visit, walk around and sit to take a break and relax. It's got several custom-made and modified models and textures. My goal was to make a beautiful place that felt magical and awe-inspiring, but different to places such as Splendide, as this city is more focused on stonework. When I designed it, I based plenty of the city by observing ancient Norse symbols that appear in runestones, and the very shape of the city is based on them. Additionally, there are "city blocks" that have shapes of animals when looked from the sky (although this detail is somewhat hidden by the various plant models). Interiors 1 This map is designed to be underground, under the city itself, which is the reason why the entrance is the stairs (In the main city map, there's a small building that serves as the entrance). The design includes areas with their respective themes, so that different NPCs can be added according to them, whether they're Quests, Shops or Event NPCs. Although it's a mid-sized map, it's close to being big, and it's relatively big for an interior map. It's got several details and resting areas, which were made with care. It's also got certain custom-made models and textures that aren't present in the original RO. Finally, it's got several custom effects, as well as sound effects in the proper places. My goal was to make a very peaceful and relaxing place to not only visit NPCs in their respective sections, but to also sit around with your friends or guildmates around the tables or benches, or even AFK peacefully by yourself as much as you want, maybe even next to a waterfall! I wanted to convey a feeling that there were several different activities, either fun or relaxing, that you could do in this somewhat hidden place underground. Interiors 2 It's made up of three rooms: Floor 1, Basement 1, and a Small Room. This map is designed to be partly underground, partly inside the structures of the city, which is why there are stairs leading further underground. Moreover, it's meant to have a door leading to "Interiors 1" In the Main city map, and in Interiors 1, there are doors that correspond to the various entrances of these interior rooms. The rooms are very detailed, and they've got several custom effects, as well as sound effects in several places. My goal was to make a smithy or area for forging weapons, that fit neatly as the interiors of "Shrine of the Vanir". This city is meant to convey a feeling of "not entirely made by humans, but also by the gods", thus these rooms had to convey a special feeling as well. So, as the city has huge plants growing in different places, the branches of Yggdrassil have also grown inside the buildings themselves! And the forge had to be big as if to say: the weapons crafted here are unique. Putting aside the design, ellaboration and custom-made elements of this work, all of the official Ragnarök Online content belongs to Gravity and the creators of kRO, jRO, twRO. +=+=+=+=+ Detailed Previews +=+=+=+=+ City Interiors 1 (Main Underground Area) Interiors 2 Smithy F1, Smithy B1 and Small Room Smithy - F1 Previews Smithy - Basement Since this area has certain "uncommon" effects, I'd like to show a video of them first: Previews Small Room Previews And that's it! for now! I hope you liked these maps ^^ Please let me know what you think!, and thank you ^^ Until the next mappinos~
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  3. Compiled with no errors but not tested. use @gotm in-game non-gm chars: direct warp gm chars:brings up gm menu credits: Emistry for map validation - script GOTM -1,{ OnInit: bindatcmd "@gotm", strnpcinfo(0)+"::OnAtCommand"; set .gmlvl, 99; //gm level access end; OnAtCommand: if(getgroupid() < .gmlvl) { if ($gotm$ == "" || getmapusers($gotm$) < 0 ){ dispbottom "No Guild of the Month Map has been set yet."; end; } else { warpchar $gotm$,$gotmxy[0],$gotmxy[1],getcharid(0); } } else if (getgroupid() >= .gmlvl) { set .end, 0; while (!.end){ mes "[Guild of the Month]"; mes "Hi, What can I do for you today?"; Switch(Select("Warp to GOTM:Set GOTM Coordinates:Cancel")){ Case 1: if ($gotm$ == "" || getmapusers($gotm$) < 0){ mes "No Guild of the Month Map has been set yet."; } else { warpchar $gotm$,$gotmxy[0],$gotmxy[1],getcharid(0); set .end, 1; } break; Case 2: mes "[Guild of the Month]"; mes "Please enter the map's name"; input $gotm$; if (getmapusers($gotm$) < 0){ mes "Sorry, the map you entered is invalid."; } else { mes "Enter the X Coordinate"; input $gotmxy[0]; mes "Enter the Y Coordinate"; input $gotmxy[1]; next; mes "[Guild of the Month]"; mes "Guild of the Month Map successfully set."; mes $gotm$+": "+$gotmxy[0]+","+$gotmxy[1]; } break; Default: set .end,1; break; } next; } } end; } //edit changed something. please retry. added screenshots //edit Didn't work for him, he's using 3ceam.
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