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  #1  
Old 08-10-2019, 05:17 PM
Halfcell Halfcell is offline
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Quote:
Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
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BB druid spires are basically at 0

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with a very slow grade of 0.(edit lol 0)1 to DC [You must be logged in to view images. Log in or Register.]

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and then suddenly you are 500 feet in the air when you zone into DC.
#vindicated
  #2  
Old 08-10-2019, 07:49 PM
Vasarious Vasarious is offline
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Quote:
Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
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BB druid spires are basically at 0

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with a very slow grade of 0.(edit lol 0)1 to DC [You must be logged in to view images. Log in or Register.]

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and then suddenly you are 500 feet in the air when you zone into DC [You must be logged in to view images. Log in or Register.]

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Gfay zone has a slow grade (down) of -1.23 (lol why am I doing this) (note the zone line is actually at like 2)

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oh hey look Gfay is right on target. /shrug
I guess you could rationalize the discrepancy of zone z axis that border each other as the game skipping a little travel time. Like say the trip from butcher to dagnor's is super boring and pointless so it skips that climb and dumps you at the top of the pass inside dagnors.

That said, the walk down from that zone in seems pretty pointless, as does the one from e karana to highpass but hey, who knows. Maybe that long ramp up is because the levels expected to traverse it run a higher risk of dying trying to make it back out. Theres a lot less risk of a level 13 running thru butcher to get to dagnors than the other way around. That's a long ass run up the pass if you're running for your life from some goblins or skeletons.
  #3  
Old 08-12-2019, 11:10 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Vasarious [You must be logged in to view images. Log in or Register.]
I guess you could rationalize the discrepancy of zone z axis that border each other as the game skipping a little travel time. Like say the trip from butcher to dagnor's is super boring and pointless so it skips that climb and dumps you at the top of the pass inside dagnors.
There's no reason Dagnor's Cauldron itself should be higher than Butcherblock, when looking at the world map.
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  #4  
Old 08-13-2019, 10:03 AM
Jibartik Jibartik is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
There's no reason Dagnor's Cauldron itself should be higher than Butcherblock, when looking at the world map.
They don't call em everquest's mysteries for no reason [You must be logged in to view images. Log in or Register.]
  #5  
Old 08-10-2019, 12:45 PM
Jibartik Jibartik is offline
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Well I guess I'll work on this map until Im dead or I finish

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can someone find me a girlfriend plz
Last edited by Jibartik; 08-10-2019 at 12:51 PM..
  #6  
Old 08-12-2019, 11:52 AM
Chortles Snort|eS Chortles Snort|eS is offline
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wuT abOut kinG eyEs GorGE sumThing
dEy RockS lOoK REal hIgH!
no cAn cLimB!
  #7  
Old 08-13-2019, 07:50 PM
platapus platapus is offline
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Here's a thought, has anyone checked to see if all the water in the game is at 0 z axis?

Maybe its like some weird rule with their engine, that if game designers want water in their zone, they just place the ground, below 0 z axis?

Just a thought.
  #8  
Old 08-15-2019, 02:23 PM
Maciver Maciver is offline
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Can't believe i read this whole thing after coming inside for a drink. Going back outside ffs.
  #9  
Old 08-15-2019, 03:39 PM
Jibartik Jibartik is offline
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Quote:
Originally Posted by Maciver [You must be logged in to view images. Log in or Register.]
Can't believe i read this whole thing after coming inside for a drink. Going back outside ffs.
The best place to get a drink is at about -0 [You must be logged in to view images. Log in or Register.]

Quote:
Originally Posted by platapus [You must be logged in to view images. Log in or Register.]
Here's a thought, has anyone checked to see if all the water in the game is at 0 z axis?

Maybe its like some weird rule with their engine, that if game designers want water in their zone, they just place the ground, below 0 z axis?

Just a thought.
The waterline in DC was like -8 iirc but I'm going to do more sleuthing [You must be logged in to view images. Log in or Register.]
  #10  
Old 08-15-2019, 02:36 PM
Xulia Xulia is offline
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Something that would help resolve the issue of Z axis would be to know the process and application used to build the Classic zones. Then we could see if the +/- Z values were associated with height/depth outside of those zones or if each zone has an independent 0.0 Z point.
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