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Development: Custom Code This is for code thatdoes not emulate live and wont be added to the official code.

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Old 05-11-2014, 12:32 AM
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Default Custom Zone_Points insert/replace grids.

This is a zip with individual SQL queries for custom Zone_Points insert or replace grids. It was for a project I was working on with the aim or intent to create sort of seamless immersion of newly conceived zone_points for custom zone lines with the intent of creating a convincing new continent or two retooling the original ones for the purpose.

Some of it worked well or reasonably well and was convincing enough to me at least others were rather quirky ones that didn't quite pan out as intended.

Here's the link to files
https://drive.google.com/file/d/0B1Y...it?usp=sharing

It's experimental, but I thought I provide them to play around with. There are a lot of other combinations I hadn't thought of to try in conjunction with one another. I'm kind of hoping others might have others to contribute perhaps or eventually might and there will be some breakthrough's in regard seamless feeling natural and convincing map restructuring.

Here's a link to a old thread I had on it with a sort of map layout I had put together.
http://www.eqemulator.org/forums/sho...hlight=aswaria

That map all meshed rather well aside from gfay to innothule I didn't like how that one turned out because the zone line between the two was quite a bit narrower and wider. I think the other portions of custom zone_points between zones worked convincingly to me personally. A lot of this would be so much easier and more convincing if only textures weren't a issue.

A example of how that doesn't work well is these two zone_point interconnects.
qeytoqrg to lakerathe.sql & lakerathe to qeytoqrg.sql

I labeled the grids this way to make sense of them easily seemed like a practical sensible naming scheme. Anyway feel free to try it out experiment with it and if you'd like post additional similar Zone_Points of this nature.
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Old 05-19-2014, 09:39 PM
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Here's some custom map illustrations of what I was aiming to do with zone_point customizing.









I think the majority of these would work fine with texture patch modifications. If we ever get something like a nice github texture mod repository and texture patch tool this sort of stuff has endless potential and possibilities combined with proper texture modding in spots to fix some of the texture immersion related issues.

Honestly this is still one of my biggest EQemu customization hopes and dreams for the future it could make the game feel really new and foreign just by re-orientating the world landscape itself.
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Old 05-20-2014, 09:38 AM
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I quite like this idea- it's something I was planning to do if I ever made my own server. The problem I have with most EqEmu's is that they tend not to feel like a real world, which was one of the best things in EQ Live. For me, hub zone + random teleporters isn't immersive at all. In EQLive they did it with POK and to a certain extent Nexus mainly because the world was getting too big to realistically navigate in one evening, but most EQEmu's lack that amount of content (or at least that much custom content).
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Old 05-20-2014, 03:45 PM
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I was actually aiming to congest a lot of the more well liked classic zones into 1 or 2 continents along with the first two expansions or similarly slimmed down portions of them. It would aid in reducing navigational time requirements without spoiling immersion in the same sort of way.

It has the side benefit of a more tight knit densely occupied community within the game world. I feel more easily, readily, and quickly available player interaction is a positive thing. Despite the ease of transportation with Nexus and PoK the overall land mass increase created a more overall barren landscape or rather would have if they were spread out evenly.
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