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SunRoamer.5103

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Everything posted by SunRoamer.5103

  1. I think in a scenario where one of the Elder Dragons dies, it's more likely for Primordus to survive and for him to (against all odds) finish off Jormag... mainly because I don't see us dealing with Jormag all over again after we already went through IBS. This really depends on how the upcoming episode 5 chapters play out, of course - whether the introduction of Primordus is used mainly as a means to explore the story of Jormag more (and hence won't touch upon Primordus related story threads too much; mainly thinking of the Depths and asuran history here), or whether he will instead become the main focus of the story from now on. Regarding the fallout and the issue of scions, I agree with @"Svennis.3852": The disintegration of reality/Tyria has been hinted at since Season 2 (introduction of the All), Heart of Thorns (e.g. Mordremoth's comments on oblivion) and confirmed as a threat in Season 3. Path of Fire further explored this possible future in a variety of trailers and in-game visions - so I could definitely see ANet making this threat to the fundamental structure of Tyria one of the major plot points in End of Dragons. The Sunqua Peak fractal also dealt with similar themes of disbalance and elements running rampant (although the craziest parts of its environmental design are probably more due to the nature of fractals). Also, for some reason I've always had a lovefor floating thingies, in both GW1 and GW2 - be it the Wizard's Tower, Vabbian architecture, the Tarnished Coast, Mists environments or that spectactular! disintegrating pyramid. So I'm all here for MORE of that!
  2. Not saying that this is something I would personally want (I much prefer the insect or fungus/decay based themes mentioned by others), but if we ever were to see a "minion master" espec, I could imagine shroud being replaced by the necromancer's equivalent of the ranger's pet mechanics - sans the pokemon-esque gotta-catch-em-all, of course, but still with a selection of at least three possible minion-pets (possibly more if there is pet-swapping, as well, with new pets being unlocked by minor traits?).
  3. I love that map! Was that what Ascalon looked like during the alpha/beta of GW1? I only started playing a few weeks after the official release and never delved too deeply into what previous iterations of the game looked like (apart from knowing that, before Dociu got on board, the aesthetics were quite... different). Did I fix it correctly in the most recent map? In any case, I couldn't find a map of the Mausoleum, so I cobbled together an approximation with other dungeon pieces. Barradin's Vault doesn't have map art, sadly. I forgot about the Sunken Observatory and the Derelict Delves, guess there's a little more to add (not trying to be exhaustive at this point, anyways. The GW2 locations were a bit of an extra, originally). I also added the Shining Blade headquarters, although the placement feels... problematic. That prototype map sounds intriguing! Has anyone extracted it? I'd love to have a look. For now I just wanted to put most of the important underground spaces into a single map, trying to put them at roughly the same scale as the overground maps and using the natural orientation they had as per the ingame compass. The next step would be to look at the many issues arising from these placements (such as the ones you mentioned, off the top of my head there is also the Ooze Pit which takes us right under/into Kralkratorrik) and decide on a more appropriate scale and orientation. E.g., most of them are long enough to cross the Shiverpeaks. While it might be fine for some of these to be epic dungeon crawls where the heroes' descent takes days, it seems unlikely that all of them should be as big as they appear here. Wasn't there a consensus of dungeon scale vs. overground scale for GW2? As an aside, funnily enough one of the magma rooms of both Rragar's and Kathandrax' each PERFECTLY overlap with one another at the current orientation and scale, although this obviously makes no sense. To be fair, I didn't necessarily intend for this to be a historical representation of what the Depths were at the time of GW1, but more of an analytical tool showing several underground spaces from both games. I think at this stage especially it is more interesting to have a simultaneous view of all the locations. Your comment did lead me to making the two different backgrounds (GW1 map vs. GW2 map) and distinguishing GW1 locations from GW2 locations by colour, however. Aaaaand this made me realise I misplaced them. I guess apart from breaking out of the Silverwastes to get into the Sealed Cave I will have to do some dungeoneering today to figure out how one gets from the door at Wyrmblood Lake to the north-eastern corner of the map.
  4. Updated the map with a few more locations. I decided to make two versions, one with GW1's map art as the background and one with GW2's map. I've also colour coded the different bits - GW1 dungeons and caves are highlighted in red, the successor's in yellow. As always, the maps are best viewed in a new tab so that they may load in their original size. With GW1 map art: With GW2 map art (slightly extended to the north and west): (Interestingly enough, bodies of water in GW2 are painted in a value that is pretty close to the rest of the map... it doesn't really work as well in greyscale as the map of the first Guild Wars did.)
  5. Thank you Konig for the recommendations. I've gotten somewhat frustrated with GW2's underground locations because it can be difficult to get the proper map art - if it even exists. There seem to be many underground locations (e.g. the asura jumping puzzle in Sparkfly) where, upon entering the location, the area map is just... rocks. I will update the map soon and also reply to your other remarks. Locations I have thought of apart from the ones you mentioned also include the Silverwastes Labyrinth, the corridors under Tarir alongside the Inner Chamber and the adjacent Guild Hall, the Artesian Waters, Durmand Priory and the Secret Collections, Font of Rhand, Vexa's Lab and maybe a couple more. I didn't put Glint's Lair because between GW1, EoD and GW2 my memory got somewhat hazy about what and where it is actually supposed to be.
  6. I will continue to try and add more GW2 locations then. I was thinking Mini Dungeons and Jumping Puzzles (the one in Silverwastes is vast, for example), but there don't really seem to be any maps readily available on wiki and the like, so it will take longer if I have to go there myself. In the meantime, I added GW2's Ascalon Catacombs, the Langmar Estate (well, not really underground actually), Tangled Depths' underwater streams and the part of the catacombs accessed during Gwen's story in the Bonus Mission Pack. I will add more tomorrow/next week and upload again.
  7. Longtime forum lurker here - reading this topic, I suddenly felt an itch to throw together a quick map including all EotN dungeons, Sorrow's Furnace, Pre-Searing Catacombs, the Krytan depths which are part of the EotN starting quest, plus a stand-in for the Halloween Mausoleum and a smattering of underground GW2 locations (I should really create a different version with GW2's Darkrime Delves Map). (best opened in a seperate tab, the image is much bigger than what the forums allow) It's far from perfect for now, but there are a few interesting things to remark (dungeon distances vs. overground distances, positioning of entrances etc., overall a lot of nonsensical stuff due to how the dungeons were created I suppose)... I'll comment on those tomorrow though, I'm too tired right now. Let me know if there are any other underground locations I forgot about and I'll add them (GW2's catacombs come to mind. I would like to turn it into a proper map eventually, not just a bunch of maps cut together.
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