Here is the casting of locations in the NNN project. As one can see the game for convinience does provide a common way of growing - by killing mobs and collect experience and money. But as one could note it is neither main element of the gameplay nor important. Usual quests are boring so we decided not to implement them at all. The main feature the game does provide is a possibility to TRAVEL. Tons of specular places, thousands miles of pathways (or even light years). Different types of vehicles to help You to make it through. Racing, sports, economy and beauty contests instead of conventional 'beat Your face' PVP type (the last variant is possible too though). In addition to mentioned in map description items there should be - at least one market (player-to-player shop) per world not bad if it is placed in the largest city of this world - at least one info board in each town (for player to know where he is) - a number of SPAWNERS randomly dispersed over locations (that ones will give skills, stat points, etc.. etc) in order to stimulate player to TRAVEL. The described ingame world is going under the special 'WORLD' license. (see world.lic file in docs\world subfolder of nnn project files set) A. GAME ENTRANCE ZONE 00. char_create_room PURPOSE: to create player character DESCRIPTION: simple room with special interface default exit to map 01 - interdimensional train ITEMS: none PORTALS: none SHOPS: none 01. interdimensional_train PURPOSE: to greet new player, and to provide transport to beginning towns of each world (user can exit to the world of choice) DESCRIPTION: looks like a conventional underground electric train but goes through the space and hyperspace ITEMS: portals only PORTALS: a) to map 02 - fairy_world_entrance_movie b) to map 03 - border_world_entrance_movie c) to map 04 - star_empire_world_entrance_movie SHOPS: none 02. fairy_world_entrance_movie PURPOSE: to greet new player, first time coming to the fairy worlds DESCRIPTION: map of movie type movie describes a type of world and shows the entry point EXITS_TO: map 99 - Alpinia 03. border_world_entrance_movie PURPOSE: to greet new player, first time coming to the border worlds DESCRIPTION: map of movie type movie describes a type of world and shows the entry point EXITS_TO: map 60 - TOWN_ON_THE_ROAD01 04. star_empire_world_entrance_movie PURPOSE: to greet new player, first time coming to the Confederation of the United Suns DESCRIPTION: map of movie type movie describes a type of world and shows the entry point EXITS_TO: map 07 - verzandi_seven_starship_port B. CUS_STELLAR_SPACE 05. outer_space(map_of_galaxy) PURPOSE: to cover the interstellar space of the Confederation of the United Suns (CUS) provides portals to all planet surrounding locations (star ports or orbital space zones) intended to be used with starship or starfighter macro vehicles DESCRIPTION: Huuuuge, really huge almost empty location something about -1 000 000 000... +1 000 000 000 cube with starfield debris on the skybox, several thousands of stars dispersed inside it dispersed stars should form a kind of Milky Way near the middle plane of the cube Other eyecandies: - asteroid field between Pexion and Calderra - Dark Matter Cluster between Calderra and Ivory - Pirates Site between Calderra and Axis starfleet base - Black Hole and Super Nova Pair between Axis starfleet base and Uliss corridoor entrance The space warps must be decorated with visible halo of violet color All habitable stars must be decorated as so that user can find entrance to inner (orbital) space of correspondent planet without any extensive hints ITEMS: possibly some starship upgrade parts carefully spread around and requiring a hard pixelhunting possibly some carefully hidden skillbooks PORTALS: outer portals a) to map 07 verzandi_seven_starship_port b) to map 06 verzandi_orbital_space c) to map 18 pexion_zero_starship_port d) to map 17 pexion_orbital_space e) to map 26 IVORY_orbital_space f) to map 31 Calderra_orbital_space g) to map 35 Calderra_starship_port h) to map 44 Axis_Starfleet_Spacebase_orbital_space i) to map 49 ULISS_corridoor (border_worlds_space) inner portals (space warps) a) from point near Verzandi to point near Pexion b) from point near Pexion to point near Verzandi c) from point near Pexion to point near Asteroid field d) from point near Asteroid field to point near Pexion e) from point behind the Asteroid field to point near Calderra f) from point near Calderra to point behind the Asteroid field g) from point near Calderra to point near Dark Matter Cluster h) from point near Dark Matter Cluster to point near Calderra i) from point behind Dark Matter Cluster to point near Ivory j) from point near Ivory to point behind Dark Matter Cluster k) from point near Calderra to point near Pirates Site l) from point near Pirates Site to point near Calderra m) from point behind Pirates Site to point near near Axis starfleet base n) from point near Axis starfleet base to point behind Pirates Site o) from point near Axis starfleet base to point near Black Hole and Super Nova Pair p) from point near Black Hole and Super Nova Pair to point near Axis starfleet base q) from point behind Black Hole and Super Nova Pair to point near entrance to Uliss Corridoor r) from point near entrance to Uliss Corridoor to point behind Black Hole and Super Nova Pair SHOPS: none MOBS: a) Light Pirate Bomber01 b) Light Pirate Fighter 01 guarding Light Pirate Bomber01 c) Light Pirate Fighter 02 guarding Light Pirate Bomber01 d) Light Pirate Bomber02 e) Light Pirate Fighter 03 guarding Light Pirate Bomber02 f) Light Pirate Fighter 04 guarding Light Pirate Bomber02 g) Heavy Pirate Bomber01 h) Heavy Pirate Fighter 01 guarding Heavy Pirate Bomber01 i) Heavy Pirate Fighter 02 guarding Heavy Pirate Bomber01 j) free Light Pirate Fighter 01 k) free Light Pirate Fighter 02 l) free Light Pirate Fighter 03 m) free Heavy Pirate Fighter 01 n) free Heavy Pirate Fighter 02 o) free Heavy Pirate Fighter 03 06. verzandi_orbital_space PURPOSE: to cover the near planet space around Verzandi provides portals to all Verzandi terminal points (star ports or direct landing zones) intended to be used with starship or starfighter macro vehicles DESCRIPTION: Huge cube, but not so huge as interstellar one something about -10 000 000... +10 000 000 cube with starfield debris on the skybox, contain a planet in the center planet looks like dark brown sphere with lights on night side considerable part of planet surface is covered with steel hexagons of city domes are very noticeable there are six main cities along equator and two polar cities each one has an orbital lift (rainbow looking tube) and correspondent starport rather high over the city dome (they are named sequentially: from Verzandi_Zero to Verzandi_Eight correspondently There are also several smaller towns on the surface. Also covered by steel domes. In art puposes the proportions will be distorted - the planet will be not so big as it should be Also the starports made bigger than they should be in reality. Starports are set at ~ 1 planet radius from the surface Starports have size ~1/10 of planet radius One starport is enterable (Verzandi 7) and the city just beneath it is also enterable (Verzandi city) ITEMS: maybe some loot PORTALS: a) to map 05 outer_space (map_of_galaxy) - should be placed above the 3d mesh of the port (also map 05 should be written as a default exit map from this map) b) to map 07 verzandi_seven_starship_port - should be placed around the 3d mesh of the port c) to map 10 VERZANDI_capital_city (should be around Verzandi city dome) SHOPS: -none- MOBS: -none- EXITS_TO: map 05 outer_space (map_of_galaxy) 07. verzandi_seven_starship_port PURPOSE: to provide area for starships to income and depart intermediate location between outer space and planet provides direct descent to city provides transport links to other planets DESCRIPTION: A huge metal construction around a force field transport channel (glass tube or either orbital lift) The orbital lift is placed as a central axis of all location. Around the orbital lift several platforms (floors) are placed Each floor has four depature platforms. Those are connected to the floor with long thin props. The props carry a footway and a fuel feedind tubes below it. Some cables hang there too. All the location is enclosed into force field bulb that keeps air from dissipation. A moving and animated stellarbus spaceship should be provided to carry player from the departure platform to the portal to pexion port (movie) ITEMS: a) SWITCH (taxi1) - placed directly on derarture platform b) SWITCH (taxi2) - placed on a floor near the orbital lift c) air footway (flyway) from floor 03 to observation platform PORTALS: outer portals a) to map 05 outer_space(map_of_galaxy) - should be placed as ceiling of all location b) to map 06 verzandi_orbital_space - should be placed underneath of all location c) to map 08 port_to_capital_city_movie (should not be accessible other than by using taxi switches) d) to map 15 Verzandi_to_Pexion_movie (should not be accessible other than by moving on the StellarBus ship) inner portals a) warp from floor00 to floor01 b) warp from floor01 to floor00 c) warp from floor01 to floor02 d) warp from floor02 to floor01 e) warp from floor02 to floor03 f) warp from floor03 to floor02 SHOPS: two stalls with items of the 1st necessity, one stall with a basic navigational skillbooks a) stall with a health and mana potions (place it on floor 00) b) stall with a newb suit, newb gun and radio (place it on floor 01) c) stall with basic skills (place it on floor 02) MOBS: -none- EXITS_TO: map 06 verzandi_orbital_space 08. port_to_capital_city_movie PURPOSE: to give the player an idea how the flying taxi mobile carries him through the orbital lift to the planet surface and to inside the Verzandi City Dome. DESCRIPTION: Should show the departing taxi mobile, its entering to the rainbow tube, its fast descent, Then it should show the sky of the Verzandy city. Suddenly a black hole opens amidst the blue sky and a taxi mobile jumps out of it Then the taxi mobile drives to the 2nd platform of Verzandi Empire Tower. ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS_TO: map 10 VERZANDI_capital_city 09. capital_city_to_port_movie PURPOSE: to give the player an idea how the flying taxi mobile carries him through the orbital lift from the planet surface up to the orbital platfrom of starship port. DESCRIPTION: almost direct inversion of sequence of map 08 movie Taxi mobile starts from the 2nd platfrom of Verzandi Empire Tower, rises to the skies, Then a black hole opens amidst blue sky and the mobile dives into it Then it flies along the rainbow tube And then it arrives to the starport platform ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS_TO: map 07 verzandi_seven_starship_port 10. VERZANDI_capital_city PURPOSE: The main city of the Verzandi capital planet. The capital of the capital so to say. It gives the player sense of the Confederation of the United Suns greatness. Also there are shops end potals to training locations DESCRIPTION: Adminitrative center of the galaxy. Produces mostly documents and laws. Thousands of buildings floating in the air. The city rises about 200 miles above the planet surface and goes down about 200 miles deep into the planet body. Diameter of the city dome is around 1500 miles, so it feels like infinite city from the inside. The central and the most beautiful building of the city is the Verzandi Empire Tower. Centuries ago it was an administration and trade cetner. Nowadays its a museum. The outer surface of the building has the topmost platform (rooftop) and several platforms on lower levels. Also there are some ring platforms floating in the air at different levels. Floating ring platforms play the role of town squares since the buildings are flying themselves. The transport system of the city consists of Flying Mobile Routes (echelons), Pedestrians can walk using zero gravity pathways (fly roads) or instant move elevators (air lifts) or either walk by feet when on the hard surface of platforms ITEMS: a) switch (TAXI01) controls portal a) b) switch (in Kidders Training Center) controls portals b, c, d c) flyroads as needed PORTALS: outer portals a) to map 09 capital_city_to_port_movie (controlled by swicth a) b) to map 11 novice_starship_troopers_training_ground(war_zone) c) to map 12 advanced_starship_troopers_training_ground(war_zone) d) to map 13 master_starship_troopers_training_ground(war_zone) e) to map 14 VERZANDI_capital_lower_levels(war_zone) f) to map 06 verzandi_orbital_space (should be placed as ceiling) inner portals a) airlifts as needed SHOPS: a) medicine shop (potions) b) weapon shop (mostly guns and energy blades) c) armor shop (kidder suit parts, other hi tech armor), novice airboard d) vehicle shop (jet airplane, star mobile) MOBS: -none- 11. novice_starship_troopers_training_ground(war_zone) PURPOSE: training ground, where the user can kill some mobs, and get some loots and items from them difficulty: EASY DESCRIPTION: Stone field with some scrap. A few stones and scrap pieces are large enough to hide behind Among stones some rabbits walk around. In some places skin of rabbits is broken and one can see metal moving parts inside rabbits. Map is rather small. ITEMS: -none- PORTALS: a) to map 10 VERZANDI_capital_city (kidder training center) SHOPS: -none- MOBS: a) small roborabbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive b) small roborabbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive c) small roborabbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive d) small roborabbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive e) small roborabbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive f) large roborabbit HP 300 ATK 10 DEF 20 MDEF 0 not agressive g) large roborabbit HP 300 ATK 10 DEF 20 MDEF 0 not agressive h) large roborabbit HP 300 ATK 10 DEF 20 MDEF 0 not agressive i) large roborabbit HP 300 ATK 10 DEF 20 MDEF 0 not agressive j) large roborabbit HP 300 ATK 10 DEF 20 MDEF 0 not agressive 12. advanced_starship_troopers_training_ground(war_zone) PURPOSE: training ground, where the user can kill some mobs, and get some loots and items from them difficulty: MEDIUM DESCRIPTION: Stone field with some scrap. A few stones and scrap pieces are large enough to hide behind Among stones some rabbits walk around. In most places skin of rabbits is broken and one can see metal moving parts inside rabbits. Eyes of rabbits are glowing red. Map is rather small. ITEMS: -none- PORTALS: a) to map 10 VERZANDI_capital_city (kidder training center) SHOPS: -none- MOBS: a) small rabbidroid HP 1000 ATK 200 DEF 0 MDEF 0 agressive b) small rabbidroid HP 1000 ATK 200 DEF 0 MDEF 0 not agressive c) small rabbidroid HP 1000 ATK 200 DEF 0 MDEF 0 agressive d) small rabbidroid HP 1000 ATK 200 DEF 0 MDEF 0 not agressive e) small rabbidroid HP 1000 ATK 200 DEF 0 MDEF 0 agressive f) large rabbidroid HP 3000 ATK 100 DEF 30 MDEF 0 not agressive g) large rabbidroid HP 3000 ATK 100 DEF 30 MDEF 0 agressive h) large rabbidroid HP 3000 ATK 100 DEF 30 MDEF 0 not agressive i) large rabbidroid HP 3000 ATK 100 DEF 30 MDEF 0 agressive j) large rabbidroid HP 3000 ATK 100 DEF 30 MDEF 0 not agressive 13. master_starship_troopers_training_ground(war_zone) PURPOSE: training ground, where the user can kill some mobs, and get some loots and items from them difficulty: HARD DESCRIPTION: Stone field with some scrap. A few stones and scrap pieces are large enough to hide behind. Texture of the field has explosion craters. Among stones steel rabbit skeletons walk around. Eyes of rabbits are glowing blue. Map is rather small. ITEMS: -none- PORTALS: a) to map 10 VERZANDI_capital_city (kidder training center) SHOPS: -none- MOBS: a) small steel_rabbit HP 5000 ATK 1000 DEF 0 MDEF 0 agressive SKILL: fireball b) small steel_rabbit HP 5000 ATK 1000 DEF 0 MDEF 0 agressive SKILL: fireball c) small steel_rabbit HP 5000 ATK 1000 DEF 0 MDEF 0 agressive SKILL: fireball d) small steel_rabbit HP 5000 ATK 1000 DEF 0 MDEF 0 agressive SKILL: fireball e) small steel_rabbit HP 5000 ATK 1000 DEF 0 MDEF 0 agressive SKILL: fireball f) large steel_rabbit HP 9000 ATK 500 DEF 50 MDEF 50 agressive SKILL: slow walk g) large steel_rabbit HP 9000 ATK 500 DEF 50 MDEF 50 agressive SKILL: slow walk h) large steel_rabbit HP 9000 ATK 500 DEF 50 MDEF 50 agressive SKILL: slow walk i) large steel_rabbit HP 9000 ATK 500 DEF 50 MDEF 50 agressive SKILL: slow walk j) large steel_rabbit HP 9000 ATK 500 DEF 50 MDEF 50 agressive SKILL: slow walk k) boss steel_rabbit HP 99000 ATK 1000 DEF 50 MDEF 50 agressive SKILL: fireball, lightning, ice needle DESIGNER NOTE: locations 11, 12 and 13 should have the same mesh. Difference in texture only. Also roborabbit, rabbidroid and steel_rabbit mobs should have the same meshes and different textures. Size of mobs should be set by scale. 14. VERZANDI_capital_lower_levels(war_zone) PURPOSE: advanced hunting ground, where the skilled user can kill some mobs, and get some precious loots or rare items from them difficulty: VERY HARD DESCRIPTION: lower ring platforms around buildings. Sun light doesnt reach here. Here is twilight. Floating buildings around, floating buildings above and floating buildings below. Kinda dark wood of floating buildings. Ring floating platforms are rusty and partially broken. Light sources are unstable. Some are blinking. Sparks are in places with short circuits. Also one can see hills of junk. Mobs are hiding inside dark hulls of buildings. ITEMS: a) flyroads as needed b) ladders as needed PORTALS: a) to map 10 VERZANDI_capital_city (lower ring platform site) SHOPS: a) one semibroken stall with potions and (maybe later) with forbidden stuff such as night vision drugs MOBS: a) drunk blue niga HP 9000 ATK 1000 DEF 20 MDEF 90 agressive SKILL: fireball (animated as drink and then outbreath over lighter) b) sick mutant worker HP 9000 ATK 1000 DEF 20 MDEF 20 agressive (high moving and attack speed) c) mad paildroid HP 9000 ATK 1000 DEF 90 MDEF 10 agressive SKILL: lightning d) drunk blue niga e) sick mutant worker f) mad paildroid g) drunk blue niga h) sick mutant worker i) mad paildroid j) drunk blue niga k) sick mutant worker l) mad paildroid m) boss retired mariner HP 99000 ATK 1000 DEF 50 MDEF 50 agressive SKILL: shot, auto-shot, explosion 15. Verzandi_to_Pexion_movie PURPOSE: to give the player an idea how the StellarBus spaceship travels between planets DESCRIPTION: the movie should contain scene of the spaceship departure, scene of the hyperspace jump scene of hyperspace flight scene of drop out from hyperspace scene of arrival to the starport ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS_TO: map 18 pexion_zero_starship_port 16. Pexion_to_Verzandi_movie PURPOSE: to give the player an idea how the StellarBus spaceship travels between planets DESCRIPTION: the movie should contain scene of the spaceship departure, scene of the hyperspace jump scene of hyperspace flight scene of drop out from hyperspace scene of arrival to the starport ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS_TO: map 07 verzandi_seven_starship_port 17. pexion_orbital_space PURPOSE: to cover the near planet space around Pexion provides portals to all Pexion terminal points (star ports or direct landing zones) intended to be used with starship or starfighter macro vehicles DESCRIPTION: Similar to map 06 verzandi_orbital_space planet looks like a bright yellow sphere with signs of depleted oceans and seas of course there are many lights on night side planet surface is covered with steel like Verzandi but less city domes are not hexagonal but round there are four main cities along equator and one at northen pole each one has an orbital lift (rainbow looking tube) and correspondent starport rather high over the city dome (they are named sequentially: from Pexion_Zero to Pexion_Five correspondently There are also several smaller towns on the surface. Also covered by steel domes. As in case of Verzandi for art purposes the proportions are distorted - ports are enlarged and planet is made smaller than it should be in reality One (polar) starport is enterable (Pexion zero) and the city just beneath it is also enterable (Pexion city) (The CUS has a tradition to name main city on the planet by the name of planet itself) ITEMS: maybe some loot PORTALS: a) to map 05 outer_space (map_of_galaxy) - should be placed above the 3d mesh of the port (also map 05 should be written as a default exit map from this map) b) to map 18 pexion_zero_starship_port- should be placed around the 3d mesh of the port c) to map 21 PEXION_capital_city (should be around Pexion city dome) SHOPS: -none- MOBS: -none- EXITS_TO: map 05 outer_space (map_of_galaxy) 18. pexion_zero_starship_port PURPOSE: to provide area for starships to income and depart intermediate location between outer space and planet provides direct descent to city provides transport links to other planets DESCRIPTION: Looks mostly like Verzandi star port, however with differencies in details More soft forms, less number of floors and less number of departure platforms per each floor all those things make completely different contour from verzandi's port ITEMS: a) SWITCH (taxi1) - placed directly on departure platform b) SWITCH (taxi2) - placed on a floor near the orbital lift c) air footway (flyway) from floor 02 to observation platform PORTALS: outer portals a) to map 05 outer_space(map_of_galaxy) - should be placed as ceiling of all location b) to map 17 pexion_orbital_space - should be placed underneath of all location c) to map 19 port_to_city_movie (should not be accessible other than by using taxi switches) d) to map 16 Pexion_to_Verzandi_movie (should not be accessible other than by moving on the StellarBus ship) e) to map 37 Pexion_to_Calderra_movie (should not be accessible other than by moving on the StellarBus ship yes, at least two moving StellarBuses needed) inner portals a) warp from floor00 to floor01 b) warp from floor01 to floor00 c) warp from floor01 to floor02 d) warp from floor02 to floor01 SHOPS: two stalls with items of the 1st necessity, one stall with a basic navigational skillbooks a) rotostall with a health and mana potions (place it on floor 00) b) rotostall with a newb suit, newb gun and radio (place it on floor 00) c) rotostall with basic skills (place it on floor 00) MOBS: -none- EXITS_TO: map 17 pexion_orbital_space 19. port_to_city_movie PURPOSE: to give the player an idea how the flying taxi mobile carries him through the orbital lift to the planet surface and to inside the Pexion City Dome. DESCRIPTION: Should show the departing taxi mobile, its entering to the rainbow tube, its fast descent, Then it should show the sky of the Pexion city. Suddenly a black hole opens amidst the blue sky and a taxi mobile jumps out of it Then the taxi mobile drives to the taxi mobile landing platform at the center of playable zone of the city. ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS_TO: map 21 PEXION_capital_city 20. city_to_port_movie PURPOSE: to give the player an idea how the flying taxi mobile carries him through the orbital lift from the planet surface and to ithe starship port. DESCRIPTION: Inverted sequence of the previous movie. Taxi mobile departs from a landing platform at the center of playable zone of Pexion city. Then it climbs higher to the sky. A black hole opens in the sky and the mobile dives into it. Then it races through the rainbow tube. In starship port the mobile comes out from the tube and softly lands on the middle platform ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS_TO: map 18 pexion_zero_starship_port 21. PEXION_capital_city PURPOSE: The main city of the Pexion capital planet. Player should feel that the Confederation has two capitals. And one can hardly say which one is greater. Also there are shops end potals to training locations DESCRIPTION: Trade and industrial center of the galaxy. Produces much less paper than Verzandi. More oriented to hi tech manufacturing and trade deals. Thousands of buildings floating in the air. The city rises about 200 miles above the planet surface and goes down about 200 miles deep into the planet body. Diameter of the city dome is around 1500 miles, so it feels like infinite city from the inside. Unlike Verzandi capital here is no such a fetish as the Empire Tower. The central and the most beautiful building of the city is the Verzandi Empire Tower. The center of the city is jst a set of an ordinary buildings and several floating ring platforms around them on different levels. The platforms are bound together by _material_ roads and form something like central quarter or in other words "central network square" of the city The transport system of the city consists of Flying Mobile Routes (echelons), Pedestrians can walk using zero gravity pathways (fly roads) or instant move elevators (air lifts) or either walk by feet when on the hard surface of platforms If looking to the east of the city one can see a permanent smog, which can't be dissolved even by powerfull ventilation and air conditional systems. There is an industrial zone Deep down is a mining zone. They mine calcite for quantum processors and silicone for rude electronics. However the main cybernetic barebone - Aldenite, the key material for nucleonic processors (quark computers) is totally syntethic and artificial. It is produced in INDUSTRIAL_ZONE at the eastern border of the Pexion city. ITEMS: a) switch (TAXI01) controls portal a) b) c) flyroads as needed PORTALS: outer portals a) to map 20 city_to_port_movie (controlled by swicth a) b) to map 22 PEXION_MININGS c) to map 24 PEXION_INDUSTRIAL_ZONE d) e) f) inner portals a) airlifts as needed SHOPS: a) medicine shop (potions) b) weapon shop (mostly guns and energy blades) c) armor shop (kidder suit parts, other hi tech armor), novice airboard d) vehicle shop (jet airplane, star mobile) MOBS: -none- 22. PEXION_MININGS PURPOSE: To provide a smooth transition between the city and training locations To give player an idea how the huge minings look like. (LOL no drills growing directly from the bottom of buildings - just pipes, columns and light chains) Also the location is not of 'direct path through type. It is kinda puzzleous or labyrintic. It is to give user a time to stop and look around, to interrupt his rush for items and lvl. DESCRIPTION: Pexion Minings is a Down-East zone of the city. Here is always twilight... It seems that lower buildings are standing on the planet surface being supported by a kind of props, but it is wrong impression. The 'props' appear to be mining tunnels, where the ore is transported and processed. The population of the area consists mostly of droids. Human beings are rare guests here. Visually the area reminds the lower levels of Verzandi, however the disorder and wastes here show the industrial work, not abandonment. ITEMS: a) flyroads as needed PORTALS: outer portals a) to map 24 PEXION_INDUSTRIAL_ZONE b) to map 21 PEXION_capital_city c) to map 23 Pexion_abandoned_minings(war_zone) inner portals a) airlifts as needed SHOPS: a) medicine shop (potions) (rotary stall) MOBS: 23. Pexion_abandoned_minings(war_zone) PURPOSE: advanced lvling ground, where the user can kill some mobs, and get some loots and items from them. Prize at the end of path. difficulty: HARD to EXPERT DESCRIPTION: Complex battlefield. The area is elongated area from up to down. Many platforms on different height levels. Moving pods and ladders in assortment. Each platform is Small battle zone. Upper zones are easier. Lower - hard. If the player completes path to the lowest level he finds some prize. It may be some pretty rare skill, weapon, or vehicle upgrade part. ITEMS: a) prize at the end b) ladders as needed PORTALS: a) to map 22 PEXION_MININGS SHOPS: -none- MOBS: a) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive b) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive c) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive d) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive f) mutant_digger HP 5000 ATK 2000 DEF 30 MDEF 30 not agressive collective g) mutant_digger HP 5000 ATK 2000 DEF 30 MDEF 30 not agressive collective h) mutant_digger HP 5000 ATK 2000 DEF 30 MDEF 30 not agressive collective i) mutant_digger HP 5000 ATK 2000 DEF 30 MDEF 30 not agressive collective j) mutant_digger HP 5000 ATK 2000 DEF 30 MDEF 30 not agressive collective k) mutant_digger HP 5000 ATK 2000 DEF 30 MDEF 30 not agressive collective l) mutant_digger HP 5000 ATK 2000 DEF 30 MDEF 30 not agressive collective m) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive n) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive o) brigade_leader (android) HP 10000 ATK 3000 DEF 50 MDEF 50 agressive p) mutant_digger HP 5000 ATK 2000 DEF 30 MDEF 30 not agressive collective q) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive r) brigade_leader (android) HP 10000 ATK 3000 DEF 50 MDEF 50 agressive s) mine_rat HP 10000 ATK 3000 DEF 10 MDEF 10 agressive (fast moving and attak speed) t) mine_rat HP 10000 ATK 3000 DEF 10 MDEF 10 agressive (fast moving and attak speed) enoug for the time... more comes later... 24. PEXION_INDUSTRIAL_ZONE PURPOSE: To provide a smooth transition between the city and training locations To give player an idea how the huge plants forming a continuous industrial zone look like. Also the location is not of 'direct path through type. It is kinda puzzleous or labyrintic. It is to give user a time to stop and look around, to interrupt his rush for rares and lvl. DESCRIPTION: Floating buildings connected one with another with many pipes, corridoors and cables. Buildings are dirty from dust and smoke. Red sky. Droids, carrying something somewhere. Sparks, flames and smokes escaping from inside buildings from time to time. Metal clunge sounds and so on. Web of roads and pathways fill the air between buildings. ITEMS: a) flyroads as needed PORTALS: outer portals a) to map 22 PEXION_MININGS b) to map 21 PEXION_capital_city c) to map 25 abandoned_robot_plant(war_zone) inner portals a) airlifts as needed SHOPS: a) medicine shop (potions) (rotary stall) MOBS: -none- 25. abandoned_robot_plant(war_zone) PURPOSE: lvling ground, where the user can kill some mobs, and get some loots and items from them. Prize at the end of path difficulty: EASY to MEDIUM DESCRIPTION: Complex battlefield. Elongated area with curwed path. Many crushers and moving pods. Small battle zones between places uneasy to go through. Zones closest to town are with easy mobs. The far zones more hard. If the player completes path he finds some prize. It may be some rare skill, weapon, or just lvlup. ITEMS: a) prize at the end b) ladders as needed PORTALS: a) to map 24 PEXION_INDUSTRIAL_ZONE SHOPS: -none- MOBS: a) small robbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive (looks like undamaged roborabbit) b) small robbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive c) small robbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive d) small robbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive e) crazy paildroid HP 500 ATK 100 DEF 20 MDEF 20 agressive f) crazy paildroid HP 500 ATK 100 DEF 20 MDEF 20 agressive g) crazy paildroid HP 500 ATK 100 DEF 20 MDEF 20 agressive h) crazy paildroid HP 500 ATK 100 DEF 20 MDEF 20 agressive i) angry robojanitor HP 2000 ATK 400 DEF 20 MDEF 20 agressive j) angry robojanitor HP 2000 ATK 400 DEF 20 MDEF 20 agressive k) angry robojanitor HP 2000 ATK 400 DEF 20 MDEF 20 agressive l) angry robojanitor HP 2000 ATK 400 DEF 20 MDEF 20 agressive 26. IVORY_orbital_space PURPOSE: to cover the near planet space around Ivory provides portals to all Ivory terminal points (moon and direct landing zones) intended to be used with starship or starfighter macro vehicles DESCRIPTION: Similar to map 06 verzandi_orbital_space planet looks like a green/blue sphere with low signs of civilization planet surface is like earth or venus no city domes nor starports planet has 2 moons and a dense ring of space junk There is a smal town on the surface. Floating buildings over the fried spot in jungle. ITEMS: maybe some loot PORTALS: a) to map 05 outer_space (map_of_galaxy) - should be placed above the 3d mesh of the port (also map 05 should be written as a default exit map from this map) b) to map 27 Ivory_moon_scrapland(war_zone) - should be placed near the 3d mesh of the moon the entranse SHOULD BE VERY HARD TO FIND! HEAVY PIXELHUNTING needed c) to map 28 IVORY_town (should be around the noticeable brownish spot in the jungle some simplified mesh of buildings should be seen too) SHOPS: -none- MOBS: -none- EXITS_TO: map 05 outer_space (map_of_galaxy) 27. Ivory_moon_scrapland(war_zone) PURPOSE: Bonus location. Not very interesting for conventional player. GM's headquarters. If someday a jail for abuse players will be necessary it will also be placed here. Direct landing zone. And PVM battle location too. Not so hard though. DESCRIPTION: A huge scrapland with parts of crushed starships. Steel masts are instead of trees here. Empty barrels and chemical wastes. And evil droids lurking around. EASTER EGGS: - if not careful enough You may step into Raffy's shit. - if lucky enough You may meet Raffy himself here. He's a good boy and may give You something. However keep in mind that he's also GM and Developer of the game. ITEMS: a) maybe some ladders PORTALS: outer portals a) to map 26 IVORY_orbital_space (set as ceiling) inner portals a) Entrance to GM's headquarters b) exit from GM's headquarters SHOPS: -none- MOBS: (the sense is that all ingame droids are presented here usually single unit of each type) a) small roborabbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive b) large roborabbit HP 300 ATK 10 DEF 20 MDEF 0 not agressive c) small rabbidroid HP 1000 ATK 200 DEF 0 MDEF 0 agressive d) large rabbidroid HP 3000 ATK 100 DEF 30 MDEF 0 not agressive e) small steel_rabbit HP 5000 ATK 1000 DEF 0 MDEF 0 agressive SKILL: fireball f) large steel_rabbit HP 9000 ATK 500 DEF 50 MDEF 50 agressive SKILL: slow walk g) mad paildroid HP 9000 ATK 1000 DEF 90 MDEF 10 agressive SKILL: lightning h) small robbit HP 100 ATK 20 DEF 0 MDEF 0 not agressive i) crazy paildroid HP 500 ATK 100 DEF 20 MDEF 20 agressive j) angry robojanitor HP 2000 ATK 400 DEF 20 MDEF 20 agressive k) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive EXITS_TO: map 26 IVORY_orbital_space 28. IVORY_town PURPOSE: Town location amidst battle locations. For rest and minor shopping. Also it gives player an idea how a provincial agricultural planet may look like. DESCRIPTION: Ivory is a poor provincial agricultural planet. It is not on the border of the galaxy, but it is low on resources and technologies. It is not interesting for the Confederation of the United Suns. The CUS uses one of the two Ivory moons as a scrapland for the space junk. The planet itself has pretty dense flora and fauna. Jungle covers almost all dry lands. People burned a spot in jungle. However the burned spot does not look charcoal black. It immediately coveres with plants. So one part of the burning spot is used for the town and other part - as agricultral fields (see map 29 description). The town itself consists of three typical floating buildings in its center, some land standing buildings around them and several small houses at peripherals. Ivory is one of the rare places in the CUS where You can see the real land roads for foot walking and land vehicles. The top of the floating buildings is the residence of the local nobility. The middle levels of the floating buildings is living place for the elite workers. And the lower stages of the floating buildings is the industrial plant, that produces and repairs the aqricultural machines. (So the lower part of the buildings is black dirty from smoke and other wastes.) Land standing buildings are the houses of peasants. Some peasants, who need larger place for gardening or technique parking live in stand alone houses. However the life conditions in stand alone houses are worse than in large buildings. Some other structures are: grain storage towers, fruit storage cans and network control and communication center (a structure with many antennas on top) ITEMS: PORTALS: outer portals a) to map 29 IVORY_fields inner portals a) from land up to floating buildings b) from floating buildings down to land SHOPS: a) rotostall potions b) shop tools (only here You can buy the FLAME THROWER weapon) c) rotostall armor d) rotostall vehicles (only here in the CUS one can buy land vehicles e.g. bikes cars etc) MOBS: -none- 29. IVORY_fields PURPOSE: location that connects maps 26, 28 and 30. Used as direct landing zone (without a starship port) Also gives the user an idea how live Ivory people. DESCRIPTION: Large area of brownish ground, divided into regular squares (fields). The fieldis usually are green with plants. (Some plants however paint fields with colors other than green.) Some fields are with trees, others with vegetables and others are with grain cultures. Nice concrete roads between the squares of fields. One can see working droids all over the fields. Some crossroads are with enlarged concrete squares. You may land a lightweight spaceship there. The perimeter of the whole location is equipped with force field fence. And also track flame-thrower vehicles are work there to support force field shields under the pressure of the jungle. ITEMS: -none- PORTALS: a) to map 26 IVORY_orbital_space (set as ceiling) b) to map 30 IVORY_jungle(war_zone) c) to map 28 IVORY_town SHOPS: -none- MOBS: -none- 30. IVORY_jungle(war_zone) PURPOSE: PVM battle locations with many places to hide. difficulty level: MEDIUM to HIGH DESCRIPTION: Dense woods of IVORY jungle. High trees with interweaving branches. Evil beasts are hiding somewhere nearby. You may feel that every second You may become a food, but can't see a predator. Mobs attack suddenly from inside hideouts. ITEMS: -none- PORTALS: a) to map 29 IVORY_fields SHOPS: -none- MOBS: a) monkey b) hanging snake c) man eating flower d) stealth lizard 31. Calderra_orbital_space PURPOSE: to cover the near planet space around Calderra provides portals to all Calderra terminal points (star ports or direct landing zones) intended to be used with starship or starfighter macro vehicles DESCRIPTION: Similar to map 06 verzandi_orbital_space planet looks like a soft pale sphere with lateral stripes. (kinda like jupiter) there is only one city without city dome however there is a starport above the city. ITEMS: maybe some loot PORTALS: a) to map 05 outer_space (map_of_galaxy) - should be placed around the borders. (also map 05 should be written as a default exit map from this map) b) to map 32 Calderra_star_trek1(vhc_stadium) c) to map 33 Calderra_star_trek2(vhc_stadium) d) to map 34 Calderra_star_trek3(vhc_stadium) e) to map 35 Calderra_starship_port (should be placed around 3d mesh of the port) f) to map 38 Calderra_sky_city (should be placed around 3d mesh of the city) SHOPS: -none- MOBS: -none- EXITS_TO: map 05 outer_space (map_of_galaxy) 32. Calderra_star_trek1(vhc_stadium) PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in starship piloting skills DESCRIPTION: rather simple high speed space trek having the form of giant digit '8'. along the track checkpoint rings are placed. User that crossed the 1st checkpoint authomatically is treated as 'entered the track' the lap time begins to be counted When user crosses lap Finish, his time is shown to all users present on location. (Users that are on the location but haven't entered the map are accounted as 'spectators') ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 31 Calderra_orbital_space SHOPS: -none- MOBS: 33. Calderra_star_trek2(vhc_stadium) PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in starship piloting skills DESCRIPTION: complex and spectacular space treck having a sophisticated 3d form inside an asteroid field. Checks maneuverability of the vehicle and gives a challenge to pilot skills of the user. Logic is similar to map 32. ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 31 Calderra_orbital_space SHOPS: -none- MOBS: 34. Calderra_star_trek3(vhc_stadium) PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in starship piloting skills DESCRIPTION: complex and spectacular space treck with a simplier form than trek2. Density of the asteroids is lesser too. However there are some space warp points and to make things heavier - there are shooting platforms and mines. The trek may be winned by battle power. ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: outer portals a) to map 31 Calderra_orbital_space inner portals a) space warps as needed SHOPS: -none- MOBS: a) mines as needed b) cannon platforms as needed 35. Calderra_starship_port PURPOSE: to provide area for starships to income and depart intermediate location between outer space and planet provides direct descent to city provides transport links to other planets DESCRIPTION: Resembles Verzandi star port, but less pathetic. Only three departure platforms and one floor. Second floor and two departure platforms there are under construction. ITEMS: a) SWITCH (taxi1) - placed directly on departure platform c) air footway (flyway) from floor 02 to observation platform PORTALS: outer portals a) to map 05 outer_space(map_of_galaxy) - should be placed as ceiling of all location b) to map 31 Calderra_orbital_space - should be placed underneath of all location c) to map 36 Calderra_to_Pexion_movie (should not be accessible other than by moving on the StellarBus ship) d) to map 38 Calderra_sky_city (should not be accessible other than by taxi01 switch) //its assumed that user is already bored by city to port and port to city movies so they are used only in Verzandi and Pexion capitals// SHOPS: two stalls with items of the 1st necessity, one stall with a basic navigational skillbooks a) rotostall with a health and mana potions b) rotostall with a newb suit, newb gun and radio c) rotostall with basic skills MOBS: -none- EXITS_TO: map 31 Calderra_orbital_space 36. Calderra_to_Pexion_movie PURPOSE: to give the player an idea how the StellarBus spaceship travels between planets to provide feeling of interstellar journey DESCRIPTION: the movie should contain scene of the spaceship departure, scene of the hyperspace jump scene of hyperspace flight scene of drop out from hyperspace scene of arrival to the starport ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS_TO: map 18 pexion_zero_starship_port 37. Pexion_to_Calderra_movie PURPOSE: to give the player an idea how the StellarBus spaceship travels between planets to provide feeling of interstellar journey DESCRIPTION: the movie should contain scene of the spaceship departure, scene of the hyperspace jump scene of hyperspace flight scene of drop out from hyperspace scene of arrival to the starport ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS_TO: map 35 Calderra_starship_port 38. Calderra_sky_city PURPOSE: City for rest recovery and shopping DESCRIPTION: Calderra system consists of two suns and one gas giant planet. Calderra was a mining base providing rare gases for the Confederation of the United Suns. It was not unique by its resources but the rare chanse to watch two suns in the sky made it reputation of the tourists base. Last century it became also one of the most famous sports centers in the galaxy. Space treks and air treks were built. As the popularity was grown a center for bare body spors was also constructed. Also it became clear that a star port is needed and its assemblage has started. Calderra planet has no hard surface - it is only a sprehe of gas pressurized by its own gravity field. So the city is naturally floating in the sky. Pink sunsets and pearl clouds provide a very spectacular view to those who came here to take a rest. Others are sportsmen who train day and night to show their skill to the CUS public and to win tournaments. Slim formed buildings float over the cloud covering. Buildings aren't much in number. There are only five or seven of them. However buildings are large. Six times bigger than average building in Verzandi city. Bottoms of buildings are hidden inside clouds, and the whole down part of the town is in fog. Oblate round roofs of buildings carry landing and observation squares. Those ones are covered with force field air filters because air over Calderra is not suitable for breath. There are some tunnels between buildings. Their purpose is also to provide safe transport routes in unfriendly athmosphere. The Calderra system is simply not rich enough to allow itself to construct a dome all over the city. ITEMS: a) switch (taxi to orbital port) PORTALS: outer portals a) to map 31 Calderra_orbital_space (should be made as ceiling) b) to map 35 Calderra_starship_port (should not be accessible other than by taxi01 switch) c) to map 39 Calderra_air_trek1 (vhc_stadium) d) to map 40 Calderra_air_trek2 (vhc_stadium) e) to map 41 Calderra_colliseum (pvp_arena) f) to map 42 Calderra_gas_minings (exit is placed in the lower needle tail of one of the buildings inner portals a) airlifts as needed SHOPS: a) rotostall potions b) shop sports_inventory (only here You can buy the KNUCKLES weapon) also airboard, rocket skate, balls (for football, basketball, etc) c) shop with wears MOBS: -none- 39. Calderra_air_trek1(vhc_stadium) PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in aircraft piloting skills. Intended for fast and powerfull jet airplanes DESCRIPTION: rather safe high speed air trek having complex form two large buildings carry airfields at their rooftops. To land there You will need skills of AirCarrier pilot. along the track checkpoint rings are placed. User that crossed the 1st checkpoint authomatically is treated as 'entered the track' the lap time begins to be counted When user crosses lap Finish, His time is shown to all users present on location. (Users that are on the location but haven't entered the map are accounted as 'spectators') Also if frame per second allows there should be placed wide screens that allow spectators to view the most spectacular and most critical places of the air trek ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 38 Calderra_sky_city SHOPS: -none- MOBS: -none- 40. Calderra_air_trek2(vhc_stadium) PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in aircraft piloting skills. Intended for fast and powerfull jet airplanes DESCRIPTION: air trek for skilled pilots. Unsafe. Rocks, mountains, canyons and tunnels. Due to Calderra is gas planet and has no natural rocks - all are artificial ones. Floating on gravity platforms. As in previous map two large buildings carry airfields at their rooftops. ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 38 Calderra_sky_city SHOPS: -none- MOBS: -none- 41. Calderra_colliseum(pvp_arena) PURPOSE: To let users make pissin contest in pvp battle skills. DESCRIPTION: Inside one of the city building is a shelter with heavy armor. The shelter contains an amphitheater wit an arena in its center. The arena is separated from the spectator's seats by additional force field barrier. On the face of the arena the one vs one or group vs group battles can be held ITEMS: PORTALS: a) to map 38 Calderra_sky_city SHOPS: -none- MOBS: -none- 42. Calderra_gas_minings PURPOSE: intermediate location between city and pvm battle zone gives the user a sense how gas is mined on Calderra DESCRIPTION: Lower tails of buildings entangled with truss constructions forming an arcade web. Pulsing pipes, rotating gears, etc... etc... many moving platforms, ladders, all dissolving in heavy fog... Something like that _____________ _____________ ______/ \______ ______/ \______ / building 1 \ / building 2 \ \__ __/ \__ __/ \__ __/ \__ __/ \__ __/ \__ __/ \__ __/ \__ __/ ! ! ! ! ! ! ! ! ! ! <-to city to plant-> ! ! ! ! ! ! \ / ---- ---- \ / V -------- ------- V clouds (different techincal antourage to leak trhrough) clouds -------------- ITEMS: a) ladders as needed PORTALS: a) to map 38 Calderra_sky_city (exit to one of building tails) b) to map 43 Calderra_abandoned_plant (exit to another building tail) SHOPS: -none- MOBS: -none- 43. Calderra_abandoned_plant(war_zone) PURPOSE: PVM battle location with many places to hide. difficulty level: EASY TO MEDIUM DESCRIPTION: Multi-floor location with industrial outfit. Devices of unusual form produce streams of vapours and smoke. Visibility is low. This gas processing plant is abandoned decades ago due to a new one was assembled. However droids with obsolete programs try to imitate production here. Being left without support and commands they began to hate people. ITEMS: -none- PORTALS: a) to map 42 Calderra_gas_minings SHOPS: -none- MOBS: a) small paildroid with a gas tank b) large paildroid with a gas tank c) drilldroid HP 5000 ATK 2000 DEF 50 MDEF 10 agressive etc... etc... droids only 44. Axis_Starfleet_Spacebase_orbital_space PURPOSE: to cover the near 'planet' space around the Axis Starfleet Base provides portals to all Axis Starfleet Base terminal points (landing zones) intended to be used with starship or starfighter macro vehicles DESCRIPTION: Similar to map 06 verzandi_orbital_space 'planet' is a huge metal construction in the form of an oblate cube with 'horns' growing from its vertices. those are the docking ports. StellarBus has no routes to here so no starports. The nearest star is pretty far from the base so no sun at all. The outer illumination is provided by a glowing ring around the base. Around the base usually several star cruisers are parked. ITEMS: maybe some loot PORTALS: a) to map 05 outer_space (map_of_galaxy) - should be placed around the borders. (also map 05 should be written as a default exit map from this map) b) to map 45 Axis_Starfleet_Spacebase (should be placed around the 3d mesh of the base) SHOPS: -none- MOBS: -none- EXITS_TO: map 05 outer_space (map_of_galaxy) 45. Axis_Starfleet_Spacebase PURPOSE: to provide the last stop on the way to Ulliss Corridoor to show the player that a planet is not necessary for the CUS to found a living place to show some military object DESCRIPTION: The Axis_Starfleet_Spacebase is the last forepost between the explored part of the galaxy and its inner 'hot' part, where stars are dense and thousands of black holes make navigation crazy. The base is considered as military object so it's rather hard for a civilian to get there. However if one owns a personal starship and knows the proper coordinates, one may certainly reach there, of course if lucky enough to convince military forces not to shoot with plasma cannons. Inside the metal body of the space station there resides a large town with several districts. There are living quarters, industrial quarters, head quarters and transport areas. There are also trade and entertainment zones. ITEMS: a) flyroads as needed PORTALS: outer portals a) to map 44 Axis_Starfleet_Spacebase_orbital_space b) to map 46 Android_Body_Modification_Center c) to map 47 Marine_Entertainment_Center inner portals a) airlifts as needed SHOPS: a) medicine shop (potions) b) weapon shop (mostly heavy beam guns) c) armor shop (flight suit parts, other hi tech armor) d) vehicle shop (star fighter, star yacht) MOBS: -none- 46. Android_Body_Modification_Center PURPOSE: far far in future if we succeed in gathering a large developers community it will be possible to add 3 more races besides humans they will be androids, mutants and droids. If someday it will become real this center will allow to change race from human to android. (Back change is impossible for obvious reasons.) DESCRIPTION: A small room with a special interface. Similar to char create room. Allows user to set body configuration. ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 45 Axis_Starfleet_Spacebase 47. Marine_Entertainment_Center PURPOSE: To provide an exotic area for entertainment DESCRIPTION: A local Las Vegas here. Some day here may be added sublocations with mini games as bug races, poker, roulette and so on. Engine allowes this. However for now it is just a spectacular location. Night with thousands of lights. Advertisment rings, hologram posters and so on There is a park with artificial trees and bushes. There is an area with sideshows and so on Fireworks and laser shows. ITEMS: a) flyroads as needed PORTALS: outer portals a) to map 45 Axis_Starfleet_Spacebase b) to map 48 Marine_Love_Temple inner portals a) airlifts as needed SHOPS: a) some rotostalls with holiday things.(fireworks, cosplay suits etc.. etc..) MOBS: -none- 48. Marine_Love_Temple PURPOSE: To provide area for adult entertainment. Kids (and of course kidders) are not allowed there. DESCRIPTION: Some entertainments of military males are... marginal to say it soft. Naughty jokes. Many rooms where male with female can stay eye to eye. Names display are blocked here. All seems to be anonymous. ITEMS: a) children access blockers as needed b) undressers in pretty unexpected places PORTALS: a) to map 47 Marine_Entertainment_Center SHOPS: a) rotostall with naughty things MOBS: -none- C. ULLISS_CORRIDOOR_STELLAR_SPACE 49. ULISS_corridoor (border_worlds_space) PURPOSE: to cover the interstellar space of the Border Worlds (Uliss Corridoor) provides portals to all planet surrounding locations (orbital space zones) intended to be used with starship or starfighter macro vehicles DESCRIPTION: Huuuuge, really huge almost empty location. something about -1 000 000 000... +1 000 000 000 elongated form with starfield debris on the skybox, several thousands of stars dispersed inside it dispersed stars should form a kind of Milky Way near the middle plane of the location the milky way must have a noticeable core at the end of the location Other eyecandies: - 1/8 way - black hole - 1/4 way - rebellians site - 3/8 way - asteroid field pair - 1/2 way - dense stars - heavy to navigate (so called 'starfall') - 5/8 way - space dust clouds - 3/4 way - double quasar - 7/8 way - black holes cluster - Space distortion (entrance to twisted space) The space warps must be decorated with visible halo of violet color All habitable stars must be decorated as so that user can find entrance to inner (orbital) space of correspondent planet without any extensive hints (does not concern LOST TERRA) ITEMS: possibly some starship upgrade parts carefully spread around and requiring a hard pixelhunting possibly some carefully hidden skillbooks PORTALS: outer portals a) to map 05 outer_space (map_of_galaxy) - should be placed neae zero way. b) to map 50 LOST_TERRA_orbital_space - sligtly more than 1/4 way right after the rebellians site. portall to terra should be hard to find (at least it was lost) c) to map 56 VESPA_orbital_space - near 1/2 way. slightly before the starfall d) to map 90 FAIRY_SPACE_entrance_movie - complete way inner portals (space warps) a) from point near entrance (zero way) to point near vespa b) from point near vespa to point near entrance (zero way) SHOPS: - none - MOBS: a) Light Rebel Bomber01 b) Light Rebel Fighter 01 guarding Light Rebel Bomber01 c) Light Rebel Fighter 02 guarding Light Rebel Bomber01 d) Light Rebel Bomber02 e) Light Rebel Fighter 03 guarding Light Rebel Bomber02 f) Light Rebel Fighter 04 guarding Light Rebel Bomber02 g) Heavy Rebel Bomber01 h) Heavy Rebel Fighter 01 guarding Heavy Rebel Bomber01 i) Heavy Rebel Fighter 02 guarding Heavy Rebel Bomber01 j) free Light Rebel Fighter 01 k) free Light Rebel Fighter 02 l) free Light Rebel Fighter 03 m) free Heavy Rebel Fighter 01 n) free Heavy Rebel Fighter 02 o) free Heavy Rebel Fighter 03 50. LOST_TERRA_orbital_space PURPOSE: to cover the near planet space around the Lost Terra provides portals to all Lost Terra landing zones intended to be used with starship or starfighter macro vehicles DESCRIPTION: of course TERRA is lost aeons ago. It is supposed that lucky in pixel hunting and persistent enough user has 'rediscovered' it. Similar to map 06 verzandi_orbital_space. Of course StellarBus has no routes to here so no starports at all. The sun is depleted yellow star. The planet is like Earth but more snow and clouds. ITEMS: -none- PORTALS: a) to map 49 ULISS_corridoor (border_worlds_space) b) to map 51 LOST_TERRA_abandoned_town (landing zone and town) SHOPS: -none- MOBS: -none- EXITS_TO: map 49 ULISS_corridoor (border_worlds_space) 51. LOST_TERRA_abandoned_town PURPOSE: town to rest and recover. landing zone. DESCRIPTION: Lost and abandoned town. Ruins of the ancient civilization. Peacefull and sorrow. Low grey sky with fast moving grey clouds. Remnants of houses with black holes of windows. ITEMS: a) may be some rare skillbooks PORTALS: a) to map 50 LOST_TERRA_orbital_space (should be placed as ceiling) b) to map 52 LOST_TERRA_fields(war_zone) SHOPS: -none- MOBS: -none- 52. LOST_TERRA_fields(war_zone) PURPOSE: one of the chained pvm battle locations on the way to MVP boss difficulty level: low DESCRIPTION: wide field covered with black tulips. There are some bushes and a forest at the horizon. Some flocks of black sheeps and grey pigs can be seen. ITEMS: -none- PORTALS: a) to map 51 LOST_TERRA_abandoned_town b) to map 53 LOST_TERRA_dark_forest(war_zone) SHOPS: -none- MOBS: a) black sheep b) grey pig c) black sheep d) grey pig e) black sheep f) grey pig g) black sheep h) grey pig i) black sheep j) grey pig k) black sheep l) grey pig 53. LOST_TERRA_dark_forest(war_zone) PURPOSE: one of the chained pvm battle locations on the way to MVP boss difficulty level: medium DESCRIPTION: ITEMS: -none- PORTALS: a) to map 52 LOST_TERRA_fields(war_zone) b) to map 54 LOST_TERRA_swamps(war_zone) SHOPS: -none- MOBS: a) black pig b) black bear c) black pig d) black bear e) black pig f) black bear g) black pig h) black bear i) black pig j) black bear 54. LOST_TERRA_swamps(war_zone) PURPOSE: one of the chained pvm battle locations on the way to MVP boss difficulty level: high DESCRIPTION: ITEMS: -none- PORTALS: a) to map 53 LOST_TERRA_dark_forest(war_zone) b) to map 55 LOST_TERRA_dungeon(MVP_zone) SHOPS: -none- MOBS: a) dark frog b) dark toad c) dark lizard d) dark frog e) dark toad f) dark lizard g) dark frog h) dark toad i) dark lizard j) dark frog k) dark toad l) dark lizard 55. LOST_TERRA_dungeon(MVP_zone) (MVP boss - Kowaii spirit) PURPOSE: the One and single unique MVP in the game spawns here. DESCRIPTION: there exists a childish tale, that ancient Earthlings were skilled in arts and sciences, but had beast faces. They weren't evil creatures they could be kind to each other, They made friends by computer network and loved each other when did not see each other. However it costed them to have a glance to each other face to begin to hate each other. And when they became able to make spaceships they spread to live alone per planet, for not to see each other. So came the era of peoples spreading... Of course this tale is naive and it is not proven by archeologists, but it clearly shows the precious hope that beauty will save the world. Maybe this very hope or either some other thing has formed a symbol of the world's unbeauty as an evil creature living somewhere on the Lost Terra. It is believed that if one defeats the unbeauty spirit the world becomes more cute and kind. ITEMS: -none- PORTALS: a) to map 54 LOST_TERRA_swamps(war_zone) SHOPS: -none- MOBS: a) bear minion b) pig minion c) frog minion d) lizard minion 56. VESPA_orbital_space PURPOSE: to cover the near planet space around the Vespa provides portals to all Vespa landing zones intended to be used with starship or starfighter macro vehicles DESCRIPTION: VESPA is one of three known enhabited planets of border worlds. Two others (LILAC and KALLENA) for now will not be presented ingame due to the lack of resources. However one should always know that they do exist in the world being described. All three civilizations have not yet discovered faster than light flight. However due to the fact they have been touched by the CUS, they to some extent can imagine that there is some inelligent life somewhere on distant stars. The CUS keeps monopoly for the interstellar thransportship and does not share the advanced technologies. Each of three planets has a landing area, that can accept small spaceships. Governments of the main countries have observers from the CUS, however they rarely intrude to the local problems. LILAC has the lowest level of development. Agricultural countries and dark feodalism rule there. KALLENA has a strange civilization. They seem not to show any magic skills like citizens of fairy worlds do, however they behave like being almost completely spirit and religion oriented. Technology level is somewhere between LILAC and VESPA. VESPA is rather advanced civilization (resembling EARTH in 2010-2020 a.c.) But even there people do not feel influence of the CUS and moreover only rare people can say that the strange northern airport is in reality the spaceship landing zone. The sun is bright yellow star. The planet looks like Earth but less oceans and clouds. ITEMS: -none- PORTALS: a) to map 49 ULISS_corridoor (border_worlds_space) b) to map 57 VESPA_province_cosmo_port (landing zone) SHOPS: -none- MOBS: -none- EXITS_TO: map 49 ULISS_corridoor (border_worlds_space) 57. VESPA_province_cosmo_port PURPOSE: landing zone DESCRIPTION: large concrete atirfield with two pretty wide and long runways grassfield up to horizon. A grey two-storey concrete house stands near the border of the airfield. A mast with an old fashioned dusty airsack is on the rooftop of the house along with some antennas. Two radars eternally rotate their parabolas. A good car road runs to the horizon in south direction. The house and radars should look lonely. The car road too. Lonely and windy location. But not abandoned. ITEMS: PORTALS: SHOPS: MOBS: 58. VESPA_world_map PURPOSE: to bind all Vespa locations into the complete world. To provide acess to all knot maps. Intended for use with aircraft or car vehicle DESCRIPTION: road network with entrances to towns, cities and airports. Hills, woods, rivers and bridges as needed. Must provide decent height and room to fly out with airplane. ITEMS: maybe some collectables PORTALS: a) to map 79 ATOMSK_airport b) to map 70 VESPA_airport c) to map 64 YUMIKO_airport d) to map 57 VESPA_province_cosmo_port e) to map 72 VESPA_CITY(capital_of_Vespa_planet) f) to map 80 ATOMSK_CITY g) to map 65 YUMIKO_city h) to map 60 TOWN_ON_THE_ROAD01 i) to map 61 TOWN_ON_THE_ROAD02 SHOPS: -none- MOBS: a) may be some dangers on road 59. THE_GREAT_VESPA_RAILWAYS PURPOSE: almost the same as VESPA_world_map, but intended to be used as public transport without personal vehicle. DESCRIPTION: a train, similar to one used for game entrance. But goes over planet surface, not it hyperspace. A set of portals. And nice landscapes moving outdoors. ITEMS: a) seats as needed PORTALS: a) to map 72 VESPA_CITY(capital_of_Vespa_planet) b) to map 80 ATOMSK_CITY c) to map 65 YUMIKO_city d) to map 60 TOWN_ON_THE_ROAD01 e) to map 61 TOWN_ON_THE_ROAD02 SHOPS: -none- MOBS: -none- 60. TOWN_ON_THE_ROAD01 PURPOSE: to welcome players that start game in border worlds. To provide access further on. To give rest and restore for ones travelling from one battle to another. And as to eyecandies - almost nothing to look at. Usual little provincial town. DESCRIPTION: Little town. With little houses. Most of them are wooden. Resembles towns from westerns, but peacefull and sleepy. Only the road bugs its rest. Cactii and palms. Sand. ITEMS: a) ladders as needed PORTALS: a) to map 58 VESPA_world_map b) to map 59 THE_GREAT_VESPA_RAILWAYS SHOPS: a) a shop with a newb stuff MOBS: -none- 61. TOWN_ON_THE_ROAD02 PURPOSE: to provide access to the 'secret road' DESCRIPTION: Small provincial town. Short houses, low in number. Unlike the TOWN_ON_THE_ROAD01 it is not peceful and sleepy. Neighbourhood of bikers makes life unstable. Anywhere there are signs of this 'unstable' life: rolls of barbed wire, broken barricades and of course flaming casks. Landscape is more northern than in TOWN_ON_THE_ROAD01. No cactii. No sand. ITEMS: a) ladders as needed PORTALS: a) to map 58 VESPA_world_map b) to map 59 THE_GREAT_VESPA_RAILWAYS c) to map 62 SECRET_ROAD SHOPS: a) a shop with potions MOBS: -none- 62. SECRET_ROAD PURPOSE: to provide access to the THE_FORTRESS_OF_BIKERS land vehicle intended location, possibly pvm DESCRIPTION: begins like old abandoned road among fields. further becomes 'burning road' with remnants of broken cars and bikes some parts are burning or smoking THE_FORTRESS_OF_BIKERS stands on a hill it has rusty steel doors and walls assembled from all sorts of junk barrels of machine guns look through holes in the wall a steel truss stand carries a waving old trousers as kind of a flag ITEMS: -none- PORTALS: a) to map 61 TOWN_ON_THE_ROAD02 b) to map 63 THE_FORTRESS_OF_BIKERS SHOPS: -none- MOBS: a) maybe some agressive bikers b) maybe some police cars 63. THE_FORTRESS_OF_BIKERS PURPOSE: to provide feeling of an unusual bikers life DESCRIPTION: town of tents among hills of junk. Bikes and their parts are everywhere. burning casks, rolls of barbed wire, etc etc... Bushes without leaves. Oil spots. ITEMS: -none- PORTALS: a) to map 62 SECRET_ROAD SHOPS: a) shop with bikes MOBS: -none- 64. YUMIKO_airport PURPOSE: to provide acess to YUMIKO city for flying vehicles maybe later there will be airlines with correspondent aircrafts and movies but for now it seems that the railroad is enough DESCRIPTION: large airport with six runways in different direction. Radars and glissade ray emitters are at ~1/4 length of each runway. Runways are well illuminated. large airfield with many terminals. Some airliners are parked here. Large steel/glass building of the ariport with a nice air-traffic control tower on its top. An asphalt square near the airport building is for cars and buses. And dont forget a road to Yumiko city. ITEMS: -none- PORTALS: a) to map 58 VESPA_world_map (ceiling placed portal for vehicles) b) to map 65 YUMIKO_city SHOPS: a) several stalls with things (need to think how the stalls in the Vespa World should look like) MOBS: -none- 65. YUMIKO_city PURPOSE: local BangHog or Thaiwan. Contains black market, anime an manga stalls and other pretty things. DESCRIPTION: jazzy city with mixed architecture. many advertisment signboards, narrow streets. ITEMS: PORTALS: a) to map 64 YUMIKO_airport b) to map 59 THE_GREAT_VESPA_RAILWAYS c) to map 58 VESPA_world_map d) to map 66 YUMIKO_black_market e) to map 67 YUMIKO_living_quarters f) to map 68 YUMIKO_garlem(war_zone) g) to map 69 YUMIKO_football_stadium SHOPS: a) potions shop b) clothings shop c) sports shop (skates, balls, katana) MOBS: -none- 66. YUMIKO_black_market PURPOSE: black market. what else could be said? DESCRIPTION: black market area. narrow dirty streets, shops are hidden in side street corners overfilled trashcans and junk on the ground bars and pubs Houses are of different colors, however not clean ones but greyish with signs of dirt. ITEMS: a) seats b) ladders PORTALS: a) to map 65 YUMIKO_city SHOPS: a) stats potions shop b) cosplay clothings shop c) machine guns and other heavy fire weapons shop d) jet airplanes shop c) (maybe in future) anime & manga shop (need to implement user pictures and items with them) MOBS: -none- 67. YUMIKO_living_quarters PURPOSE: to show the player that Yumiko can look not only dirty and nasty, but also can be a clean and nice place. DESCRIPTION: a park and buildings among trees spectacular view from rooftops ITEMS: a) comfortable benches PORTALS: a) to map 65 YUMIKO_city SHOPS: -none- MOBS: -none- 68. YUMIKO_garlem(war_zone) PURPOSE: pvm battle location in Yumiko district. difficulty level: EASY DESCRIPTION: Typical Yumiko downtown. Poor men are usually drunk and agressive ITEMS: -none- PORTALS: a) to map 65 YUMIKO_city SHOPS: -none- MOBS: a) drunk man b) drunk man c) drunk man d) drunk man e) rogue f) rogue g) rogue h) rogue i) road slut j) road slut k) road slut 69. YUMIKO_football_stadium PURPOSE: location for peaceful game(s) contest parties of players can meet here and kick the ball DESCRIPTION: usual stadium. Seats for spectators are around it. ITEMS: a) the ball b) the A gate c) the B gate PORTALS: a) to map 65 YUMIKO_city SHOPS: -none- MOBS: -none- 70. VESPA_airport PURPOSE: to provide acess to VESPA city for flying vehicles maybe later there will be airlines with correspondent aircrafts and movies but for now it seems that the railroad is enough DESCRIPTION: similar to YUMIKO airport but with other debris ITEMS: a) maybe switch to access portal to Vespa movie PORTALS: a) to map 58 VESPA_world_map (ceiling placed portal for vehicles) b) to map 71 VESPA_WELCOME_movie (accessible through taxi or bus) SHOPS: a) several stalls with things (need to think how the stalls in the Vespa World should look like) MOBS: -none- 71. VESPA_WELCOME_movie PURPOSE: Vespa is the capital, so show some respect and see the welcome movie DESCRIPTION: scene of arriving (e.g. bus), overwiev of the city, the main info. Vespa is well known by its car production industry. ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 72 VESPA_CITY(capital_of_Vespa_planet) 72. VESPA_CITY(capital_of_Vespa_planet) PURPOSE: the capital city for rest and shopping. also the face of Vespa civilization known by its car production and sports centers Also the government offices are here too DESCRIPTION: Large town it european style (of the Earth at 2010 a.c) Central area is with skyscribe buildings and the tv tower ITEMS: -none- PORTALS: a) to map 70 VESPA_airport b) to map 59 THE_GREAT_VESPA_RAILWAYS c) to map 58 VESPA_world_map d) to map 73 VESPA_MOTO_TREK_01 e) to map 74 VESPA_MOTO_TREK_02 f) to map 75 VESPA_CAR_TREK_01 g) to map 76 VESPA_CAR_TREK_02 h) to map 77 VESPA_INDUSTRIAL_ZONE(car_plant) SHOPS: a) potions shop b) weapons shop (rather weak weapons when compared to Yumiko black market) c) elite car shop d) sports car shop e) treilers shop MOBS: -none- 73. VESPA_MOTO_TREK_01 PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in driving skills. Intended for motor bikes DESCRIPTION: rather simple high speed race trek. along the trek checkpoint gates are placed. User that crossed the 1st checkpoint authomatically is treated as 'entered the track' the lap time begins to be counted When user crosses lap Finish, His time is shown to all users present on location. (Users that are on the location but haven't entered the map are accounted as 'spectators') Also if frame per second allows there should be placed wide screens that allow spectators to view the most spectacular and most critical places of the trek ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 72 VESPA_CITY(capital_of_Vespa_planet) SHOPS: -none- MOBS: -none- 74. VESPA_MOTO_TREK_02 PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in driving skills. Intended for motor bikes and for ones bored from the first trek DESCRIPTION: more complex trek than moto trek 01. ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 72 VESPA_CITY(capital_of_Vespa_planet) SHOPS: -none- MOBS: -none- 75. VESPA_CAR_TREK_01 PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in driving skills. Intended for cars DESCRIPTION: rather simple high speed race trek. along the trek checkpoint gates are placed. User that crossed the 1st checkpoint authomatically is treated as 'entered the track' the lap time begins to be counted When user crosses lap Finish, His time is shown to all users present on location. (Users that are on the location but haven't entered the map are accounted as 'spectators') Also if frame per second allows there should be placed wide screens that allow spectators to view the most spectacular and most critical places of the trek ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 72 VESPA_CITY(capital_of_Vespa_planet) SHOPS: -none- MOBS: -none- 76. VESPA_CAR_TREK_02 PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in driving skills. Intended for cars and for ones bored from the first trek DESCRIPTION: more complex trek than car trek 01. ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 72 VESPA_CITY(capital_of_Vespa_planet) SHOPS: -none- MOBS: -none- 77. VESPA_INDUSTRIAL_ZONE(car_plant) PURPOSE: gives an idea how cars are produced at Vespa serves as an intermediate location between town and pvm battle map DESCRIPTION: Huge plant with large mechanisms. Conveyor with parts along the centerline of the locations. Steam and sparks. Should be hard and risky to find the way out. ITEMS: a) some crushers as needed PORTALS: a) to map 72 VESPA_CITY(capital_of_Vespa_planet) b) to map 78 LAND_OF_BEWILDED_CARS(war_zone) SHOPS: -none- MOBS: -none- 78. LAND_OF_BEWILDED_CARS(war_zone) PURPOSE: pvm battle location. can be used bare feet or riding on a land vehicle difficulty level: MEDIUM DESCRIPTION: They say that forsaken cars become wild and evil. You don't believe? Then go to the car scrapland and try to find out Yourself. Night. The graveyard for old cars. Magnetic cranes are empty. Suddenly headlights of nearby cars begin to glow. Their engines start and fun begins. ITEMS: -none- PORTALS: a) to map 77 VESPA_INDUSTRIAL_ZONE(car_plant) SHOPS: -none- MOBS: a) mad sedan b) mad small car c) mad treiler 79. ATOMSK_airport PURPOSE: to provide acess to ATOMSK city for flying vehicles maybe later there will be airlines with correspondent aircrafts and movies but for now it seems that the railroad is enough DESCRIPTION: large airport. airfield is similar to the Vespa one, but the building is rather old fashioned. The air traffic control tower stands separately. Landscape with coniferous woods. ITEMS: a) maybe switch to access portal to atomsk PORTALS: a) to map 58 VESPA_world_map (ceiling placed portal for vehicles) b) to map 80 ATOMSK_CITY SHOPS: a) several stalls with things (need to think how the stalls in the Vespa World should look like) MOBS: -none- 80. ATOMSK_CITY PURPOSE: the most northern city on Vespa planet among ones presented in the game DESCRIPTION: Large city. Without skyscribes however. Many smoking pipes. Worn out green. Dirty snow. Grey sky. The city is known by its airplanes production. Atomsk Avionics inc. makes jet liners and private reciprocals. ITEMS: a) maybe some seats b) maybe a switch to activate warp to airport PORTALS: a) to map 79 ATOMSK_airport b) to map 59 THE_GREAT_VESPA_RAILWAYS c) to map 58 VESPA_world_map d) to map 81 ATOMSK_AVIONICS_AIR_TREK1 e) to map 82 ATOMSK_AVIONICS_AIR_TREK2 f) to map 83 ATOMSK_AVIONICS_AIR_TREK3 g) to map 84 ATOMSK_INDUSTRIAL_ZONE SHOPS: a) potions shop b) weapons shop (rather weak weapons when compared to Yumiko black market) c) elite airplanes shop d) sports airplanes shop all airplanes are reciprocal. Jets can be bought only in Yumiko black market or either in the Confederation of the United Suns. (Note that CUS jets are nuclei powered so they have practically infinite fuel) MOBS: -none- 81. ATOMSK_AVIONICS_AIR_TREK1 PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in piloting skills. Intended for reciprocal aircrafts DESCRIPTION: rather simple high speed air trek. along the trek checkpoint gates are placed. Gates are made of wire with flags. The wire is attached to balloons. As usual the user that have crossed the 1st checkpoint becomes the 'entered track'. Etc... etc.. ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 80 ATOMSK_CITY SHOPS: -none- MOBS: -none- 82. ATOMSK_AVIONICS_AIR_TREK2 PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in piloting skills. Intended for reciprocal aircrafts DESCRIPTION: Complex air trek with canyons and trenches. ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 80 ATOMSK_CITY SHOPS: -none- MOBS: -none- 83. ATOMSK_AVIONICS_AIR_TREK3 PURPOSE: vehicle stadium. lets users to test their vehicles and to make competitions in piloting skills. Intended for fast reciprocal aircrafts and old fashioned jets DESCRIPTION: Even more complex air trek but with proper curvature radii to adopt jets. ITEMS: a) CHECKPOINTs as needed b) lap Finish PORTALS: a) to map 80 ATOMSK_CITY SHOPS: -none- MOBS: -none- 84. ATOMSK_INDUSTRIAL_ZONE PURPOSE: gives an idea how looks the industry of Atomsk serves as an intermediate location between town and pvm battle map DESCRIPTION: Several plants in different buildings. However one can not cross the location staying outdoors. Dangerous mechanisms. Steam and sparks. etc... etc... Should be hard and risky to find the way out. ITEMS: a) some crushers as needed b) ladders as needed PORTALS: a) to map 80 ATOMSK_CITY b) to map 85 (RADIOACTIVE)POLLUTION_ZONE(war_zone) SHOPS: -none- MOBS: -none- 85. (RADIOACTIVE)POLLUTION_ZONE(war_zone) PURPOSE: pvm battle location. difficulty level: MEDIUM DESCRIPTION: usual pvm battle location. to let the player to kill some mobs, to get some exp, money and items Looks like distorted (mutated) woods. ITEMS: -none- PORTALS: a) to map 84 ATOMSK_INDUSTRIAL_ZONE b) to map 86 NORTHERN_CLIFF SHOPS: -none- MOBS: a) rats near the entrance b) Grizzlies c) Wolves d) Mutated Grizzlies e) Mutated Wolves f) Human Diggers 86. NORTHERN_CLIFF PURPOSE: pvm battle location guarding the way to warp temple. difficulty level: HIGH DESCRIPTION: the northern sea coast. Rocks and snow. Polar bears and white wolves are wandering around. The other end of the location is the cliff with a tower on it. The tower resembles old lighthouse. ITEMS: -none- PORTALS: a) to map 85 (RADIOACTIVE)POLLUTION_ZONE(war_zone) b) to map 87 NORTHERN_CLIFF_TEMPLE SHOPS: -none- MOBS: a) polar bears b) white wolves 87. NORTHERN_CLIFF_TEMPLE PURPOSE: to provide connection between border worlds and fairy worlds, due to Vespa people have neither starships nor dragons to fly through the space DESCRIPTION: inside the northern cliff tower. Looks like ancient ruins with strange symbols. Stone walls covered with moss. Spots of snow. Moss stripes and grass are bending from wind near the windows and wall cracks. Spiral stairs to upwards. Broken in some places. Rather hard but not impossible to find the way up. Upstairs is a room with several ancient columns and strange symbol on the floor. ITEMS: a) switch to activate portal PORTALS: a) to map 86 NORTHERN_CLIFF b) to map 88 warp_to_fairy_worlds_movie (should be used with switch) SHOPS: -none- MOBS: -none- 88. warp_to_fairy_worlds_movie PURPOSE: to give the player an idea how magic warp temples operate. to greet ones coming to fairy worlds DESCRIPTION: the ceiling begins to glow blue rings of white light begin to move up and down the columns than a splash of pink light and shape of the room are changed the character is now in the warp temple on other planet. There may be difficulties with keeping the proper character inside the room due to the movie is a pre-rendered one. Solution variants: - to make the portal that can be activated when user is dressed with a special (magik) cloak, and render the character from the back - to make dark and light to play in that kind that it will be hard to recognise the shape of character in the magic symbll - to render the movie as the first person view. ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 112 TIRANIA_warp_temple 89. warp_from_fairy_worlds_movie PURPOSE: to give the player an idea how magic warp temples operate. to greet ones coming from fairy to border worlds DESCRIPTION: see map movie 88. ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 87 NORTHERN_CLIFF_TEMPLE D. TWISTED_DIMENSIONS_STELLAR_SPACE 90. FAIRY_SPACE_entrance_movie PURPOSE: to welcome the CUS star pilots entering the very unusual space to give players feeling that they entered uncommon world DESCRIPTION: scene of the ship sucked by big black hole with glowing halo scene with usual hyperspace patterns scene with checkers sky patterns scene of exit to the space that seems normal for the first glance scene of stars temporarily changing to five ending stars scene of some evil face lookin from outside to the cockpit scene of all becomes normal ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 91 TWISTED_DIMENSION(fairy_worlds_space) 91. TWISTED_DIMENSION(fairy_worlds_space) PURPOSE: to cover the interstellar space of the Fairy Worlds (Twisted Dimension) provides portals to all planet surrounding locations (orbital space zones) intended to be used with starship or starfighter or space dragon macro vehicles DESCRIPTION: Huuuuge, really huge almost empty location. something about -1 000 000 000... +1 000 000 000 elongated form twisted into a kind of spiral. Dense starfield debris on the skybox, several thousands of stars dispersed inside it stars are distrubuted almost uniformly with equal density Stars should have animated texture to provide unusual look. Blinking stars. Ray emitting stars etc.. etc.. Other eyecandies: - ring of moving stars (dancing stars) somewhere between DRACONIA and TIRANIA - Blinking cloud Space distortion (entrance to Uliss Corridoor) - some space warps to cut the way The space warps must be decorated with visible fun colored halos All habitable stars must be decorated as so that user can find entrance to inner (orbital) space of correspondent planet without any extensive hints (does not concern LOST TERRA) ITEMS: possibly some carefully hidden skillbooks PORTALS: outer portals a) to map 49 ULISS_corridoor (border_worlds_space) b) to map 92 DRACONIA_orbital_space c) to map 109 TIRANIA_orbital_space inner portals (SPACE WARPS) a) from point near entrance to point near Draconia b) from point near Draconia to point near entrance c) from point near Draconia to point near Tirania d) from point near Tirania to point near Draconia SHOPS: - none - MOBS: a) Some wild space dragons that habit to eat all that moves in space b) Some mad comets, who kiss and burn everything 92. DRACONIA_orbital_space PURPOSE: to cover the near planet space around the Draconia provides portals to all Draconia landing zones intended to be used with starship or starfighter or space dragon macro vehicles DESCRIPTION: Draconia was the first civilized planet discovered by Star Empire rogue pilots in the twisted space. Even now its existence is kept in secret for the most of the Empire people, Inhapitants of the fairy world however have a strange world vision, Particularly they do not divide world to space and planets. They divide it to land sea and sky. Different planets are simply different parts of the same land for them. Inhabitans of fairy worlds have strange and unusual skills that seem to contradict physical laws or even causality. However it appeared that the Empire people also can learn those skills, named 'magic'. Some outlaw braniacs study 'magic' and speak that they can enhance physics to describe magical skills. However only children listen to them. The CUS officials neglect any evidence of fairy worlds existence and of course the official science neglect 'magic'. The location is a common for planet surrounding locations The sun is bright yellow star. The planet surface consists of the world ocean and many islads (however none of them is large enough to be named as 'continent'). ITEMS: -none- PORTALS: a) 91 TWISTED_DIMENSION(fairy_worlds_space) b) to map 93 DRACONIA_fields(landing zone) SHOPS: -none- MOBS: -none- EXITS_TO: map 91 TWISTED_DIMENSION(fairy_worlds_space) 93. DRACONIA_fields(landing zone) PURPOSE: landig zone of draconia DESCRIPTION: DRACONIA_wild_coast, DRACONIA_fields and DRACONIA_warp_temple are on the same island Large desert island with a green field A temple tower in its center. A sea port at south coast. ITEMS: -none- PORTALS: a) to map 94 DRACONIA_warp_temple. b) to map 97 DRACONIA_wild_coast SHOPS: -none- MOBS: a) maybe some peceful sheeps 94. DRACONIA_warp_temple PURPOSE: to provide warp transport between Draconia and Tirania DESCRIPTION: see map 87 NORTHERN_CLIFF_TEMPLE, however without signs of abandonment ITEMS: a) maybe switch to activate portal to Tirania PORTALS: a) to map 93 DRACONIA_fields(landing zone) b) to map 95 warp_temple_movie01 SHOPS: -none- MOBS: -none- 95. warp_temple_movie01 PURPOSE: to provide soft warp from Draconia to Tirania DESCRIPTION: for the contents see map 88 warp_to_fairy_worlds_movie ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 112 TIRANIA_warp_temple 96. warp_temple_movie02 PURPOSE: to provide soft warp from Tirania to Draconia DESCRIPTION: for the contents see map 88 warp_to_fairy_worlds_movie ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 94 DRACONIA_warp_temple 97. DRACONIA_wild_coast PURPOSE: to provide sea port for boats DESCRIPTION: a part of coast is protected with stone covering there are some docking constructions ITEMS: a) water PORTALS: a) to map 93 DRACONIA_fields(landing zone) b) to map 98 DRACONIA_sea(world_map) (should be reachable only by sea or flying vehicle) SHOPS: a) maybe a stall with some newb fairy stuff MOBS: -none- 98. DRACONIA_sea(world_map) PURPOSE: to bind all Draconia locations into the complete world. To provide acess to all knot maps. Intended for use with aircraft or sailship DESCRIPTION: Nice blue sea with yellow/green islands. Must provide decent height and room to fly out with airplane. All islands that could be docked to must be correspondently decorated ITEMS: maybe some collectables PORTALS: a) to map 99 ALPINIA b) to map 97 DRACONIA_wild_coast c) to map 103 TERMINIA_town d) to map 108 PANDORA_sky_town (reachable only by flying vehicle) SHOPS: -none- MOBS: a) may be some dangers on sea (e.g. pirate boats) 99. ALPINIA PURPOSE: - the town for newbies who start playing from fairy worlds - the town for rest and shopping for travellers - the memorial of the beloved MicMac World that extinct forever (The Asda Story and other clones aren't taken into account - they only remind MicMac but not as friendly, not as cute as it was) - docking area for sailships DESCRIPTION: fairy tale town. Cute and rather innatural. Draconia is very friendly world. Sunny and with good weather supported by magic. ITEMS: -none- PORTALS: a) to map 98 DRACONIA_sea(world_map) b) to map 100 ALPINIA_beach c) to map 101 FAIRY_FOREST(war_zone) SHOPS: a) tent shop with potions b) tent shop with newb swords c) tent shop with sailships d) tent shop with magic skills MOBS: -none- 100 . ALPINIA_beach PURPOSE: for the player to take a swim and relax DESCRIPTION: peacefull sea beach location no sharks at all ITEMS: a) water PORTALS: a) to map 99 ALPINIA SHOPS: -none- MOBS: -none- 101. FAIRY_FOREST(war_zone) PURPOSE: a road to magic academy pvm newbie battle location difficulty level: EASY DESCRIPTION: fairy forest with footways and wolve(n)s ITEMS: -none- PORTALS: a) to map 99 ALPINIA b) to map 102 DRACONIA_MAGIC_ACADEMY SHOPS: -none- MOBS: a) grey wolven HP 100 ATK 20 DEF 0 MDEF 0 not agressive b) grey wolven HP 100 ATK 20 DEF 0 MDEF 0 not agressive c) grey wolven HP 100 ATK 20 DEF 0 MDEF 0 not agressive d) grey wolven HP 100 ATK 20 DEF 0 MDEF 0 not agressive e) red wolven HP 300 ATK 50 DEF 0 MDEF 0 not agressive f) red wolven HP 300 ATK 50 DEF 0 MDEF 0 not agressive g) red wolven HP 300 ATK 50 DEF 0 MDEF 0 not agressive h) red wolven HP 300 ATK 50 DEF 0 MDEF 0 not agressive i) yellow wolven HP 200 ATK 40 DEF 0 MDEF 0 agressive j) yellow wolven HP 200 ATK 40 DEF 0 MDEF 0 agressive k) yellow wolven HP 200 ATK 40 DEF 0 MDEF 0 agressive l) yellow wolven HP 200 ATK 40 DEF 0 MDEF 0 agressive 102. DRACONIA_MAGIC_ACADEMY PURPOSE: a place where user can learn some magic skills DESCRIPTION: a little town with architecture kept in fairy tale style. some eyecandies like flying books or magically rotating gears ITEMS: PORTALS: a) to map 101 FAIRY_FOREST(war_zone) SHOPS: a) stall with magic skill books (fireball, ice needle, lightning, heal) b) stall with magic weapons (staffs and rods) and with bizm minivehicle c) stall with magic students uniform (possibly suit of Genis from Tales of Symphonia) MOBS: -none- 103. TERMINIA_town PURPOSE: another island in Draconia Sea with DRAGON_TEMPLE TERMINIA_LIGHTHOUSE TERMINIA_fields and TERMINIA_town locations TERMINIA_town is the town on this location - the place for rest, shopping and saving DESCRIPTION: A town having a style of the _Old_ Alpen (MicMac) or the Alberta (RO1) Stone brick buildings and walls, Some eyecandy in its center. It could be a fountain or a statue. As anywhere in fairy world - many trees and other green plantings. Of course there must be a quay with sailships. ITEMS: a) benches to sit PORTALS: a) to map 98 DRACONIA_sea(world_map) b) to map 104 TERMINIA_fields(war_zone c) to map 107 RAINBOW_bridge SHOPS: a) shop with adwanced swords b) shop with swordman equips and armour c) shop with horses (land macrovehicle). MOBS: -none- 104. TERMINIA_fields(war_zone) PURPOSE: PVM battle location to kill some mobs and to gather some loots. difficulty level: MEDIUM DESCRIPTION: tropical fields. mostly grass with some bushes. ITEMS: -none- PORTALS: a) to map 103 TERMINIA_town b) to map 105 TERMINIA_LIGHTHOUSE c) to map 106 DRAGON_TEMPLE SHOPS: -none- MOBS: a) field wolf HP 1000 ATK 400 DEF 10 MDEF 10 agressive, fast b) field bull HP 4000 ATK 400 DEF 40 MDEF 10 agressive c) field lizard HP 4000 ATK 400 DEF 10 MDEF 40 agressive 105. TERMINIA_LIGHTHOUSE PURPOSE: a location with a spectacular view from the lighthouse top. contains some prizes spawned on the location it will be decided later whether to make or not to make it the pvm battle map DESCRIPTION: a seacoast with a cliff and lighthouse tower upon it. Warm blue sea, yellow sand, green grass... sunny day... The lighthouse tower contains a stairs (maybe spiral ones if it is not too mean) an observation square on its top, from where one can see deep far into the open sea. ITEMS: a) rare loot SPAWNPOINTS PORTALS: a) to map 104 TERMINIA_fields(war_zone) SHOPS: -none- MOBS: probably here will be some mobs 106. DRAGON_TEMPLE PURPOSE: an area where the player can obtain a dragon (in fairy worlds dragons are used for interplanet flight) DESCRIPTION: huge ancient castle with columns and frescoes. Multi-floor building An old dragon sleeps at the highest floor. The dragon will give You a dragon egg. ITEMS: a) dragon npc or shop PORTALS: a) to map 104 TERMINIA_fields(war_zone) SHOPS: -none- (if not making dragon egg giver as shop) MOBS: -none- 107. RAINBOW_bridge PURPOSE: just a rainbow bridge. To let the player to run over a rainbow. DESCRIPTION: sparkling rainbow beneath Your feet. One end lands near the Terminia town and the other is far in the sky - connected with Pandora. ITEMS: a) some sit places PORTALS: a) to map 103 TERMINIA_town b) to map 108 PANDORA_sky_town SHOPS: -none- MOBS: -none- 108. PANDORA_sky_town PURPOSE: to let the player know that flying towns can exist not only in the Star Empire. DESCRIPTION: Pieces of Earth are floating in air. Some of them are covered with grass, others carry rocks or even rivers. Flying earth islands are bound with one another by wire bridges. Buildings stand directly on the floating pieces of earth. Slightly moving up and down. There is a floating mountain in the middle. Its top is covered by snow, and a river starts there. Then it makes a curved way down with a very nice waterfalls from one floating piece of earth to another. The town has a very arched architechture. The main eycandies: floating earth pieces in air waterfalls clouds are just around the earth (ocean) far beneath ITEMS: a) some benches PORTALS: a) to map 107 RAINBOW_bridge b) to map 98 DRACONIA_sea(world_map) SHOPS: a) the shop with weapons (there is a single place, where one can buy a crystal sword) MOBS: -none- 109. TIRANIA_orbital_space PURPOSE: to cover the near planet space around the Tirania provides portals to all Tirania landing zones intended to be used with starship or starfighter or space dragon macro vehicles DESCRIPTION: Tirania has colder weather than Draconia. And its world is more aggressive. When the Tirania was discovered, its inhabitants did not met the Star Empire peaple friendly. What had happened of course can not be named as 'war' since officially the United Suns Confederation does not know the existence of the fairy worlds. So the CUS was represented only by rogues and stalkers. However the battles were rather entireclimactic. Last time scouts from the CUS prefer to visit Tirania incognito. In order for not to be discovered and exiled. The sun is bright yellow star. The planet surface containes well formed continents and oceans. Polar snows are well visible. ITEMS: -none- PORTALS: a) to map 91 TWISTED_DIMENSION(fairy_worlds_space) b) to map 110 TIRANIA_fields (landing zone) SHOPS: -none- MOBS: -none- EXITS_TO: map 91 TWISTED_DIMENSION(fairy_worlds_space) 110. TIRANIA_fields (landing zone) PURPOSE: landing zone DESCRIPTION: grass fields with some landscape grass is green, ground is broun add trees and bushes as You wish ITEMS: -none- PORTALS: a) to map 112 TIRANIA_warp_temple b) to map 114 TIRANIA_lands(1/2_world_map) c) to map 113 FORSAKEN_COAST d) to map 109 TIRANIA_orbital_space SHOPS: -none- MOBS: a) maybe some weak peacefull ones 112. TIRANIA_warp_temple PURPOSE: to provide acess to DRACONIA and to border worlds without a spacecraft DESCRIPTION: see map 94 DRACONIA_warp_temple. some changes in texture needed to provide distinct look. Add some wet spots onto the walls. ITEMS: a) maybe switch to select warp to Draconia or to Vespa PORTALS: a) to map 110 TIRANIA_fields (landing zone) b) to map 96 warp_temple_movie02 c) to map 89 warp_from_fairy_worlds_movie SHOPS: -none- MOBS: -none- 113. FORSAKEN_COAST PURPOSE: to provide docking area for sailships to provide access to sea part of the TIRANIA world map DESCRIPTION: northern side of map 110 TIRANIA_fields (landing zone) sea coast with old and semibroken quay for sailships. Mostly stones and rocks with little grass. Dark greyish sea. Dark grey moving clouds in the sky. Signs of snow. ITEMS: -none- PORTALS: a) to map 110 TIRANIA_fields (landing zone) b) to map 120 TIRANIA_sea(1/2_world_map) SHOPS: -none- MOBS: -none- 114. TIRANIA_lands(1/2_world_map) PURPOSE: TIRANIA world map consists of two parts: one part is a sea and other part is a continent. TIRANIA_lands represent the dry part of the planet's world map DESCRIPTION: Huge land map with landscape, roads, forests and exits to towns. Green-yellow at south and darkgreen with snow spots at north. Fractal shaped coasts. ITEMS: -none- PORTALS: a) to map 110 TIRANIA_fields (landing zone) b) to map 120 TIRANIA_sea c) to map 117 LAKUNA_town d) to map 115 CLAMP_town SHOPS: -none- MOBS: a) some bandits on roads. 115. CLAMP_town PURPOSE: exclusively decorative town. So it appears that all insinuations to the known anime game or movie worlds are to be placed in fairy worlds. Partially it is due to the popularity of the fantasy style. Maybe later on with extension of other two worlds (Star Empire and Border Worlds) some references to beloved anime's will be placed there too... DESCRIPTION: The town has two huge CLAMP FISH statues near its entrance. Archid buildings with sharp tipped roofs. Brick streets. Luxury and richment everywhere. Center square contains a fountain with statue of Mokona. Side quarters - with fake 'wanted' posters of known CLAMP characters on the walls. Somewhere an entrance to underground museum is hidden. ITEMS: a) benches to sit b) info boards PORTALS: a) to map 114 TIRANIA_lands(1/2_world_map) b) to map 116 NNN_MUSEUM SHOPS: a) typical shop with potions b) shop with collectibles MOBS: -none- 116. NNN_MUSEUM PURPOSE: Bonus location. Museum of the project. DESCRIPTION: Placed in the underground floor of one of the buildings in CLAMP town A set of rooms decorated in different styles (cyber-punk, fairy-tale and classic) Mostly samples are the screenshots of the project at different stages of its development. Some pictures are with concept art. A few samples are with statues - old models of characters as they were at different stages of the project. Each sample has its description on an info board nearby. ITEMS: a) info boards b) benches to sit PORTALS: a) to map 115 CLAMP_town SHOPS: a) maybe a shop with collectibles MOBS: -none- 117. LAKUNA_town PURPOSE: normal town. for shopping and rest. DESCRIPTION: ITEMS: PORTALS: a) to map 114 TIRANIA_lands(1/2_world_map) b) to map 118 PUZZELOS SHOPS: a) elite weapon shop (swords) b) elite armour shop (steel) c) elite potions shop MOBS: -none- 118. PUZZELOS PURPOSE: Puzzleous pvm battle location. Intended to make players way to the STAIRS_TO_HELL slower. difficulty level: hard DESCRIPTION: in general its a conic excavation with an entrance to map 119 STAIRS_TO_HELL in its center. However it is not simple to find a way to the center and to make your way through the mobs. ITEMS: -none- PORTALS: a) to map 117 LAKUNA_town b) to map 119 STAIRS_TO_HELL SHOPS: -none- MOBS: a) demon b) flying demon c) 119. STAIRS_TO_HELL PURPOSE: kinda 'end of the world' here. If there will be a rebirth place in future it will be placed here (for 'dark' ones) DESCRIPTION: large hole in Earth. (70 or 100 feet in diameter). Spiral stairs around the hole's walls. As You come deeper the walls become more red and signs of lava begin to appear. ITEMS: a) info board PORTALS: a) to map 118 PUZZELOS SHOPS: -none- MOBS: -none- 120. TIRANIA_sea(1/2_world_map) PURPOSE: TIRANIA world map consists of two parts: one part is a sea and other part is a continent. TIRANIA_sea represent ocean part of the planet's world map DESCRIPTION: Huge sea map with islands. and a continent ITEMS: -none- PORTALS: a) to map 113 FORSAKEN_COAST b) to map 128 OBEUANE_island c) to map 121 GHOST_island d) to map 114 TIRANIA_lands(1/2_world_map) SHOPS: -none- MOBS: a) some pirate ships 121. GHOST_island PURPOSE: an island in the TIRANIA sea docking area for sailships DESCRIPTION: rather small island with a hill crowned with a tall rock there is also a town. ITEMS: -none- PORTALS: a) to map 120 TIRANIA_sea(1/2_world_map) b) to map 123 LABYRINTOS a) to map 125 AMITABIA_village SHOPS: -none- MOBS: -none- 123. LABYRINTOS PURPOSE: Puzzleous pvm battle location. Intended to make players way to the STAIRS_TO_THE_SKY slower. difficulty level: hard DESCRIPTION: LABYRINTOS stays on a mountain. More correct to say that all the mountain is a haunted area with evil mobs and cured path through. Stone ruins block the straight way. ITEMS: -none- PORTALS: a) to map 121 GHOST_island b) to map 124 STAIRS_TO_THE_SKY SHOPS: -none- MOBS: a) ghost b) evil spirit c) 124. STAIRS_TO_THE_SKY kinda 'end of the world' here. If there will be a rebirth place in future it will be placed here (for 'light' ones) DESCRIPTION: Tall rock on the top of LABYRINTOS mountain. Spiral stairs around the rock. As You come higher you pass clouds layer and the walls become more snowy. ITEMS: a) info board PORTALS: a) to map 123 LABYRINTOS SHOPS: -none- MOBS: -none- 125. AMITABIA_village PURPOSE: a town for rest and shopping also it shows that slavery does blossom and smell in fairy worlds. DESCRIPTION: a town in eastern style with a 'fairy tale' addition. Kinda like Agrhabah from Disney's Aladdin, or Morroc from RO1. ITEMS: a) info boards PORTALS: a) to map 121 GHOST_island b) to map 126 AMITABIA_slave_market SHOPS: a) stall with potions d) shop with eastern fashioned stuff (weapons and armor) MOBS: -none- 126. AMITABIA_slave_market PURPOSE: the infamous slave market. DESCRIPTION: a square at one side of the AMITABIA village. With human yards, where one can buy a slave. Many CUS lost citizens were prisoned and sold here. ITEMS: -none- PORTALS: a) to map 125 AMITABIA_village b) to map 127 BEAST_BODY_center SHOPS: -none- if someday there will be pets the human type pets will be sold here. MOBS: -none- 127. BEAST_BODY_center PURPOSE: slaves work hard. To make the hard work easier many slaves try to make their bodies more endurable. Genetic mutations are for them. In future here players will change their bodies to mutant (beast) ones. DESCRIPTION: A small room with a special interface. Similar to char create room. Allows user to set body configuration. ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 126 AMITABIA_slave_market 128. OBEUANE_island PURPOSE: another island in the TIRANIA sea DESCRIPTION: tropical island with many water pools ITEMS: a) some water sites PORTALS: a) to map 120 TIRANIA_sea(1/2_world_map) c) to map 129 STELLA_village SHOPS: -none- MOBS: may be added here if feeling the lack of pvm locations 129. STELLA_village PURPOSE: DESCRIPTION: A village having european colonial style. ITEMS: a) info board b) benches to sit PORTALS: a) to map 128 OBEUANE_island b) to map 130 STELLA_porn_market SHOPS: a) stall with potions MOBS: -none- 130. STELLA_porn_market PURPOSE: a naughty location in fairy worlds if someday we implement interface for user drawn pictures exchange (the pictures will surely be hentai, we know) the shop will certainly be placed here. DESCRIPTION: a ground square with some remaining trees on the square there is a market with many tents tents are usually depicted with pretty light dressed girls ITEMS: a) info board(s) PORTALS: a) to map 129 STELLA_village b) to map 131 HUMAN_BODY_restore SHOPS: a) in future - a shop with user pictures MOBS: -none- 131. HUMAN_BODY_restore PURPOSE: If became android or mutant it is impossible to return to human status. However we decided it should be possible in the game. In future here players will change their bodies to human ones. DESCRIPTION: A small room with a special interface. Similar to char create room. Allows user to set body configuration. ITEMS: -none- PORTALS: -none- SHOPS: -none- MOBS: -none- EXITS TO: map 130 STELLA_porn_market The first complete version of this file (nnn project location set casting) is finished 7.09.2011. (c) Raf Othori Jr.