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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 directly to the sides of each bridge is impassable (in order to force groups to commit to taking a bridge or water route). 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 (and consequently, 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 to the top. The coast is dotted with steep areas that are not entirely climbable.

3 - Eastern Coast area. The beach head immediately in front of the keep is flat, allowing for a safe landing with good visibility (and consequently, 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 to the top.

4 – Flat Mountain Supply Road. This road starts on the east side of the mountains with a ramp that offers defenders easy access to the top of the eastern mountain. This mountain offers excellent positioning to attack enemy forces that try to use the canyon as a quick path to the relic wall. A rope bridge can be used to cross to the west mountain. At the NW corner of the west mountain is a one-way ramp that leads down from the mountain, right into the area just behind the Siege Keep. This allows defenders a safe and quick route to the keep, while the one-way ramp prevents attackers from using the same route in reverse for a safe quick route into the inner frontier.

5 – Gnarled Woods. (Same idea as Midgard's Dark Woods.) 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 – Rolling Hills. These are a series of rolling hills covered in trees. The intention is to allow a certain ease of travel, yet limit line of sight with hills and trees - 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 main land.

8 – Ancient Village. This area is made up of many old dilapidated huts, buildings, and other items left over from a village that existed long ago. The idea behind this area is that it will allow for good close quarters fighting, and interesting games of cat and mouse between small groups and individuals. It would take a large force a significant amount of time to search all the various nooks and crannies in the area, so it can also serve as a safe haven from enemy armies.

9 – Mountain Trail. This tree-lined trail is a Celt-made pass carved through the mountain. Protected by a guard tower on each side, the intention of this trail is to allow easy reinforcement from the Keep F to Flat Mountain and on to Keep D.

10 - Center Island Keep. This keep has three bridges providing fast access leading to it. Directly on both sides of the bridges are impassable areas. The rest of the coast line 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 to the top.

11 – Steamy Bog. This area is a marshy, swampy or slushy area that slows movement. This is to act as a disincentive to movement through the area.

12 – Moonlight Hill. This is a nice hill that provides excellent (some may even say romantic) view of the river edge and the ancient village. This is a spot players will use as rally points for attacks or defenses.

13 – 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.

14 - Border Keeps. The border keeps are where people zone into the frontier from their homeland. These keeps are designed to allow access across a wide area, both outside and inside the relic defense wall. This forces relic raiders to blockade two areas to stop reinforcements during a relic raid.

15 - 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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AoD holds Crauchon!

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