http://rode-r.doddle...rldmap_fantasy/Tolrin posted my spawn suggestions earlier in this thread, and I thought I'd go over a little why I think these changes are interesting or viable.
First off, you should really reference the map to see exactly what I'm suggesting!
The general idea with the suggestions was that it mainly keeps the original theme of the map, or attempts to strengthen the theme of the map (either elemental, racial, or just visual). Secondly, there is a focus on increased spawn density. I attempted to manage roughly how many monsters appear on a map, and tweak how far a player generally has to go to find another monster. Higher density are more conducive to partying as they allow you to kill monsters faster with less movement. It conversely makes soloing (and as a direct result botting) harder to do effectively, so you kind of have to balance it out.
For example, Easly pointed out that I suggested 110 raydrics on Chivalry 2. This isn't actually as radical a suggestion as it first sounds; post renewal there are 90 raydrics on the map. At present on classic however the map is rather sparse, with there being on average 1 monster per 382 walkable tiles of map (If you spread all the monsters evenly across a grid, that would make 1 monster every 19 tiles in each direction). Note that that's any monster, not just Raydrics, as there's raydrics, archers, and jokers, etc on the map. With the numbers I suggested, the map would be 1 monster per 229 tiles. That's a little less density than say the un-adjusted anolian map, and roughly half as many monsters on average as clock tower high orcs before it was adjusted.
So here's some ideas, and reasoning behind it. Keep in mind these are just what I would consider if I were in charge, I guess they're suggestions then. Also, refer to the map at the top of the post for actual spawns!
Ant Hell:This zone is pretty neglected, even by low level players. What I'd do is migrate the low level stuff to floor 1 from being split between the two. Vitata increase, removal of Giearth and Familiar. I'd increase the respawn time on the ant eggs a bunch, but make way more spawn around the map. Phreeoni will remain down there, and maybe a few martins to keep theme.
For floor 2, it would be a bit of a different place. The idea I was thinking was making it an earth centric zone, with Giearth and Arclouze. Arclouze aren't popular, but they match thematically (as they're also mob of maya/maya purple), and it would be no fun not to give them a map of their own. Giearth don't get a map of their own either, so it's a good match, two mid level earth monsters. To up the ante, I would add 2 maya purples.
Beach Dungeon:This set of maps rarely gets visitors, which is a shame, cause some of the monsters are fairly good to hunt. First, the west cave. I'd up the medusa count, drop the number of pest monsters (pest/neraid/trijoint) and add in Megaliths. Medusas can be killed with Magnus Exorcismus, and Megaliths are Pneuma-able. It's an angle I'd like to promote. Tao Gunka would be re-added as well, and Chimera dropped, since he's better suited to GH with his raydric archers.
The north dungeon is traditionally stalactic golem zone, and I'd like to keep that. More golems, slightly less megaliths, and pest monsters focus mostly on neraids now.
The east dungeon, I'm not sure what to do with it. Tri-joint's difficulty matches similarly to Thara Frog, so I thought I might combine them, along with aster and shellfish. That kind of hurts Thara hunting, but they'll be available in bailand too.
Clock Tower:1f - This isn't a strong leveling zone at all, and the map is huge. Improving the region spawn punks in the left side of the map is the only change.
2f - No big changes at all, beyond perhaps lower rideword spawns. This is a strong mage and maybe hunter leveling zone, so the spawn doesn't necessarily need to be high.
3f - Upped Alarm spawn to post-renewal level, cause it is pretty awesome post renewal.
4f - Re-designing this place to be a killer zone. Owl Dukes, Owl Barons, lots of 'em. Some alarms, some clocks, some teddy bears, as they kind of fit the clocktower. I imagine it would be a very strong place to party with a wizard.
b1 - Anolians need to go somewhere, and stemworms just don't suit this place. Moving the old anolian spawns to this map.
b2 - High Orcs, Orc Archers, and Brilights. Brilights work way better than arclouze do, as you can generally avoid them and take high water element damage. There's more high orcs, and fewer archers.
b3 - Not largely changed from before, but with slightly reduced respawn times on penos (5 mins -> 3mins)
b4 - Bathories, in their original glory restored to the map.
Geffen Tower:1f - More or less unchanged to current classic. Maybe a few more spores.
2f - Kind of a strange combination with classic and pre-renewal. Jakks, whispers, nightmares, argos.
3f - This zone sees a big re-invention. It is largely adjusted for the holy type classes, particularly grand cross and magnus builds, but everyone can benefit. The map consists of Deviruchi, Marionette, Whispers, Nightmares, some nightmare terrors, and uncommon appearances from incubus/succubus and dark priests. Of course, and everyone's favorite doppelganger.
The idea for this comes largely from jRO, which had a similar spawn change (actually a bunch of the changes do). They added nightmare terrors, hodremlins and gremlins, and took out the non demon stuff. It basically become the ultimate ME map. I don't know if those fit though, hodremlins and gremlins, so I took something a bit more geffen-ish.
Glast Heim!Outdoors - Not a big change, one or two extra knight of abyss for freaking out all the good noobs going through the zone, but otherwise no big change.
Castle 1f - This map is a real downer, so fixing it is a tough call. I'm going for a theme here, mostly Carat's and Jokers (as neither of them make appearances anywhere else). There's also some sageworms, and the odd dark frame.
Castle 2f - Ooh man, this map is a real show stopper now. The raydric spawns have been turned up to 11, wanderers still run rampant, and a few abysmal knights and khalitzburgs round out the experience. Oh, and Baphomet, cause he didn't want ot leave.
Church - The map is largely a Evil Druid centric map, with a bunch of ghouls, and a few wraiths. There's a couple brilights too, as well as a few Dark Priests.
Churchyard/Catacombs - This map is a modified classic spawn, with more wraiths, and a split in zombie and skeleton prisoners.
Chivalry 1f/2f - Chivalry 1f and 2f mirror each other fairly closely, the goal is to make 1f easier for lower level or solo players, and 2f to be scary and a good place to party. While I think GH castle 2f is the best zone for grouping, I think this would be a nice place if you're card hunting!
Prison 1f - The map becomes pre-renewal style, with zombie prisoners, injustice, rybio, and hunterflies. Just a little more of everything though... except hunterflies.
Prison 2f - Much like prison 1 was, very close to pre-renewal. Slightly less annoying mobs though, and more injustice and skel prisoners.
I'll keep going in another post later, this takes a good while to write out.
Edited by Doddler, 24 July 2012 - 03:56 PM.