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Map Key:
A, B, C, D, E, F, G - Frontier Keep. These keeps control
a strategic point and serve as a focus point for Realm vs. Realm Conflict.
a, b, c, d, e, f, g - Tower. These tower locations control chokepoints,
passes, and approaches to the Frontier Keeps.
1 - Coastal Island keep. The bridges to the keep provide quick access
in and out. The area immediately on each side of the bridges is impassable.
The rest of the coastline around that keep is flat beach to allow for clear
visibility when assaulting the island. This keep is of strategic importance
since it must be held in order to maintain a supply line to keeps in other
frontiers.
2 - Northern Coast. The beach head immediately in front of the keep is
flat, allowing for a safe landing with good visibility (although you will be
landing into guard aggro). The area away from the keep has the hill with the
lip that prevents visibility until you're all the way up top. The coasts will
also be dotted with some points that are entirely not climbable.
3 - West Coast area. The beach head immediately in front of each keep
is flat, allowing for a safe landing with good visibility (although you will
be landing into guard aggro). The area away from the keeps has the hill with
the lip that prevents visibility until you're all the way up top.
4 - Umboto Gorge. This area allows easy access to keep "D,"
and excellent defensive and observation points to protect against enemy
movement towards the relic keep. Rope bridges can be used to cross between
plateaus.
5 - Forest of Chaos. This patch of woods has been overrun with lots of
thickly settled and angry creatures. This serves as a disincentive for armies
moving through the area. (The idea is that a single person, and perhaps even a
careful group, can slowly snake their way through the woods to the other side,
but any significant force would avoid this area like the plague as they'd be
bogged down indefinitely fighting all the mobs that aggroed on them.)
6 - Granite Hills. These are a series of rocky hills that capture the
more interesting aspects of the traditional Albion frontier. The intention is
to allow for ease of traveling (with limited obstructions) but to limit line
of sight with the steepness of the hills, creating opportunities for ambushes
and sudden/high speed meetings between forces.
7 - River Walls. Most of the river is surrounded by steep non-climbable
banks, forcing anyone traveling down there to commit to that course of
movement for a specific time. At various intervals there will be areas where
players can climb up and get onto the main land area.
8 - Abandoned Monastery. This area is made up of four large buildings
from a long forgotten monastery. Each building has a large barn door like
entrance that opens into a wide common area with only some sporadic boxes for
cover. Stairways lead up to a second story scaffold/walkway that circles the
inside of each building. This provides an excellent area for small groups to
set up a defense against larger pursuing armies.
9 - Center Island Keep. This keep has three bridges leading to it,
providing fast access. Immediately on each side of the bridges is impassable.
The rest of the coastline north of the two bridges (the direction the keep
faces) is flat beach to allow for clear visibility when assaulting the island.
The rest of the island has the hill with the lip that prevents visibility
until you're all the way up top.
10- Misty Marsh. This area is a marshy, swampy, and slushy area that
slows movement. This is to act as a disincentive to movement through the area.
11 - Saint's Hill. This is a nice hill that provides an excellent view
of river junction and the monastery. This is a spot players will likely use as
rally points for attacks or defenses.
12 - Relic Rapids. These areas are blocked by an unbreakable portcullis
(that extends all the way to the bottom of the river) which prevents all
traffic through the relic gates.
13 - Border Keeps. Players will zone into these keeps from their
homeland zone. Once here, players will never have to zone again unless they
wish to leave the Frontiers, or wish to enter the RvR dungeon. Players who die
in the frontiers will release to the Border keep, regardless of where they are
bound. Once in the border keep, players can either run out and back into
battle, teleport to an available keep, or zone back into their homeland.
14 - Merchant Town. This area located in the relative safety behind the
relic gate walls is the Albion frontier town. The demand for supplies and
services for those fighting in Frontiers has allowed the town to prosper
greatly and become a full service town that provides just about anything your
heart could desire. Trainers, merchants, crafting tables; you name it, it's
here. However, the merchants in this town must be protected, and if the town
is ransacked by enemy forces, it may take a while before the townspeople work
up the nerve to return to their duties.
Legend Definitions
Relic Gates. These gates protect the relic keeps. Much
like the existing mile gates, these will have a single door that serves as a
bottleneck. The area between and on each side of the gates is an impassable
wall forcing people to move through the gates. Currently during relic raids,
there are generally two battles. One battle that happens at the keep itself,
and then a second battle that happens at the mile gates as all three realms
battle in a last ditch attempt to stop the relic from escaping. This design
forces those two battles to happen closer together and lets defenders who are
not able to get inside the keep to defend, set up a defense at the gates.
Keeps and Guard Towers. Each keep has four primary guard towers. In
addition to adding NPC guards to help the defender/attacker, and serving as an
early warning system of upcoming attacks, the guard towers are placed at
strategic points to attack or defend their associated keep. A smart keep siege
leader will do well to instruct her troops to take out one or more guard
towers before attacking a keep. Of course, a smart defense leader may have
some of her troops counterattack to reclaim the towers.
Mile gates. There are two mile gates guarding each of the relic keeps.
Relic Keeps. These keeps house the relics of the realm. |
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