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And a few underwater caves like on the island.
@Rock Beavers seem to be in the swamp area north of the statue. Follow river north, then follow another river east that goes up into mountains. Beavers usually in that river going towards the water fall.
@The Bagger We did find an artifact in open ground. Can't remember where. Think around volcano mountain...??
https://youtu.be/wgzorScP7Sg
Map is my personal favorite. Server has Discord and workshop links for server info and mods used. One of if not the BEST map mod currently out. Thanks for your work.
To fix it, the shorelines and landmasses would now need to be sculpted upwards in relation to the ocean trenches, to get the rest of the land's altitude back up to where the island's normal npc zone altitudes should lie. That would mean completely re-foliaging and resculpting the map. That would be for another version that would replace this map.
The abberation map under the map is so huge, I'm concerned about framerates and map size issues, so it will be released under Lost Continent Map 2. That way if all runs well, I can consider updating the original with the abberation addition.
I've fixed quite a bit of the floating foliage as well as harvesting issues. I'll track down the wyvern eggs issue and fix that. These fixes will be in the next update.
What you created is great. My number 1 map
One thing bothers me, on the other hand. Why does the Basilo cough on your map when you've tamed it? He stays just below the surface he loses life. I know this behavior from no other map except you dive very deep. But either way your map remains my number one.
ANTWORTEN
1. Need more landscape change: I find the rolling hills are sweet...and also kinda ghastly. There isnt any folliage, or ridges, just smooth mountain, which would be nice if im building platforms along it, but makes travel kinda lacking indepth.
2. World scar:Also very cool, we found that the wyverns arent moving from their current positions, which tells me its being treated like a dungeon style (they will activate when we shoot them, no chance of quick snatch and grab.) Would like the wyverns to free roam if possible.
3. Drop Locations: I have built a base next to a yellow drop location....which is kinda bad to say....cause after each drop I know in lessthan 1 minute another will start in the same location...some variety would help.
One way or another, I love this map. My team is enjoying playing it on it during the Christmas event. But these would just be some suggested details.
1. It appears that South Zone 2 is the best for starting on this map, but it isn't marked as such on the spawn select screen.
2. Maybe you shouldn't let Rexes spawn in that area. The occasional Raptor or Carno are dangerous enough for new players, but they really have no way to deal with a Rex.
3. Resource spawns should be a little more mixed, not just a bunch of one resource spawning in one place and a bunch of another next to it. Also, you might want to considder adding sticks, palm leafs (thatch) and sand piles as pickups on the beaches.
4. Speaking of sand piles: The desert island is too steep. It's okay if you want it to be a hill, but as it is right now it really looks more like a pile of sand than anything. At least flatten the beach area.
5. The lack of grass makes this map look rather barren.
More to come as I explore further.
The terrain is harder on the dino's than the player. Only other criticisms is the trees/rocks etc, are laid out too precisely in orderly rows, some overlapping clusters would assist in feeling a bit more organic, let some chaos spread :)