This is a continuation from my earlier thread about ripping art resources from the game Lionheart. I've managed to isolate 2500 buildings, trees, bridges, etc... with only 1500 left that comprises of dungeon and cave walls. So I'm at the point where I can now start to build up maps from scratch.
I'm just asking for some feedback of what type of maps I should create. The original plan was to create maps for ToB, in an attempt to widen the scope of the expansion. But I'm open to expanding BG1 or BG2 if necessary, although I think the quality of the Lionheart resources lends itself to ToB. Instead of just making anything, I want to target certain area deficiencies. However I'm not going to be adding new quests or npcs. Characterization isn't my expertise but I will be making the maps fully functional with monster spawns, day/night graphics, doors, etc... If anyone wants to contribute some quests or npcs to the maps, then I'm happy to collaborate. I would even be willing to design maps around quests. I'm think ideally it would work as a compilation mod where maps are divvied up among modders but collated at the end into one central mod.
This is the rough idea of what I have in mind with the region of Tethyr:
![image]()
Basing off 2ed material and maps, I feel this is the best layout possible without having to make a completely new map. The blue circles represent maps that already are in the game, while the red circles represent proposed areas. The blue dotted line are pathways available in chapter 8, while the yellow are reserved for chapter 9 or post-Saradush.
Here is a brief description of each area in the proposed map:
[spoiler]
Amkethran - Same as ToB.
Barakmordin - A fortified abbey dedicated to the Triad of Ilmater, Torm and Tyr.
Darromar - The candidate for ToB's mega-city. If people want a Athkatla or Baldur's Gate styled location, then this is the place. It's divided into four regions of royalty, caravan commerce, workshops and religon. But for now I'm thinking of just making a refugee tent city map that is outside of the city gates with the option of expanding into the city.
Dragon's Lair - A renamed Abazigal's Lair. I feel that it needs to be called something less obvious.
Drow Enclave - A renamed Sendai's Enclave. This location in 2ed is where the drow have their settlements. So we could name this place after one of them.
Gorge of the Fallen Idol - A valley swamped by hogoblins and wyverns. There is a destroyed idol in the heart of the cavern complex dedicated to a hobgoblin god that has driven the tribes insane.
Ithal Pass - A renamed North Forest since that actually is far removed from the Forest of Mir. I feel it makes more sense as Ithal Pass, an area outside of Saradush that is like a trading outpost.
Ithal Road - This will be a crossroads map linking Darromar, Saradush, the desert and the Survale Ford.
Magis Tor - A set of 5 towers that house the lost mages of the Magis Mir, sworn foes of the Twisted Rune. They've recently gone missing.
Minthrux Vale - A valley full of beholders and houses the only entrance to Shangalar the Black's floating Pyramid.
Mir Temple - Same as ToB.
Mt Sarengard - A renamed Marching Mountains, since that whole region in the bottom right is the marching mountains. So Mt Sarengard was picked because it is the area's highest peak.
Myth Dyraalis - A safeguarded city of elves and gnomes that is protected by a Mythal that cloaks it from outsiders. Nearby is a skyship's glade where Spelljammer elves and Halruaan mages trade.
Myth Unnohyr - Corrupted elven ruins that houses a Mythal that causes dead magic during the night, wild magic during the day. The Mythal's effect could be applied to all regions of the Forest of Mir. Also a Wereboar colony is nearby.
Oasis - Same as ToB.
Saradush - Moved to the opposite side of Darromar, the Ithal Road connects them and they act as marking posts for the game's map. I'm thinking that in Chapter 9 it could be replaced by some ruins.
Siege Camp - Moved below Saradush. To get to Yaga-Shura's lair, you'll have to walk through this.
Shoonach - The undead city complex of the Shoon empire, houses varies undead creatures. Contains an evil Mythal that creates a dead magic zone that prevents everything but Necromancy.
Survale Ford - Tethyr's version of the Umar Hills. It's a large expanse of land that Rangers roam. A group of Helm worshippers called the Knights Kuldar defend Darromar from the hobgoblin hordes in an outpost. I think locating this right next to Watcher's Keep makes alot of sense.
Watcher's Keep - Same as ToB.
[/spoiler]
In the above mentioned game Lionheart, there are maps to cover all the above areas and more. So it's just a question on what sort of map I should start constructing first. I'm going to go by a case by case basis but it is a good idea to first flesh out the lore of the region. I've attached four sample maps to show the level of quality in Lionheart. They mostly the same ones from the last thread, except the ruins map. I'm going to be lazy and just some of the pre-existing locations, although with certain things edited out.
So the question I ask is what sort of map do you want added to Throne of Bhaal? Or should I make maps for BG1 or BG2?
I'm just asking for some feedback of what type of maps I should create. The original plan was to create maps for ToB, in an attempt to widen the scope of the expansion. But I'm open to expanding BG1 or BG2 if necessary, although I think the quality of the Lionheart resources lends itself to ToB. Instead of just making anything, I want to target certain area deficiencies. However I'm not going to be adding new quests or npcs. Characterization isn't my expertise but I will be making the maps fully functional with monster spawns, day/night graphics, doors, etc... If anyone wants to contribute some quests or npcs to the maps, then I'm happy to collaborate. I would even be willing to design maps around quests. I'm think ideally it would work as a compilation mod where maps are divvied up among modders but collated at the end into one central mod.
This is the rough idea of what I have in mind with the region of Tethyr:

Basing off 2ed material and maps, I feel this is the best layout possible without having to make a completely new map. The blue circles represent maps that already are in the game, while the red circles represent proposed areas. The blue dotted line are pathways available in chapter 8, while the yellow are reserved for chapter 9 or post-Saradush.
Here is a brief description of each area in the proposed map:
[spoiler]
Amkethran - Same as ToB.
Barakmordin - A fortified abbey dedicated to the Triad of Ilmater, Torm and Tyr.
Darromar - The candidate for ToB's mega-city. If people want a Athkatla or Baldur's Gate styled location, then this is the place. It's divided into four regions of royalty, caravan commerce, workshops and religon. But for now I'm thinking of just making a refugee tent city map that is outside of the city gates with the option of expanding into the city.
Dragon's Lair - A renamed Abazigal's Lair. I feel that it needs to be called something less obvious.
Drow Enclave - A renamed Sendai's Enclave. This location in 2ed is where the drow have their settlements. So we could name this place after one of them.
Gorge of the Fallen Idol - A valley swamped by hogoblins and wyverns. There is a destroyed idol in the heart of the cavern complex dedicated to a hobgoblin god that has driven the tribes insane.
Ithal Pass - A renamed North Forest since that actually is far removed from the Forest of Mir. I feel it makes more sense as Ithal Pass, an area outside of Saradush that is like a trading outpost.
Ithal Road - This will be a crossroads map linking Darromar, Saradush, the desert and the Survale Ford.
Magis Tor - A set of 5 towers that house the lost mages of the Magis Mir, sworn foes of the Twisted Rune. They've recently gone missing.
Minthrux Vale - A valley full of beholders and houses the only entrance to Shangalar the Black's floating Pyramid.
Mir Temple - Same as ToB.
Mt Sarengard - A renamed Marching Mountains, since that whole region in the bottom right is the marching mountains. So Mt Sarengard was picked because it is the area's highest peak.
Myth Dyraalis - A safeguarded city of elves and gnomes that is protected by a Mythal that cloaks it from outsiders. Nearby is a skyship's glade where Spelljammer elves and Halruaan mages trade.
Myth Unnohyr - Corrupted elven ruins that houses a Mythal that causes dead magic during the night, wild magic during the day. The Mythal's effect could be applied to all regions of the Forest of Mir. Also a Wereboar colony is nearby.
Oasis - Same as ToB.
Saradush - Moved to the opposite side of Darromar, the Ithal Road connects them and they act as marking posts for the game's map. I'm thinking that in Chapter 9 it could be replaced by some ruins.
Siege Camp - Moved below Saradush. To get to Yaga-Shura's lair, you'll have to walk through this.
Shoonach - The undead city complex of the Shoon empire, houses varies undead creatures. Contains an evil Mythal that creates a dead magic zone that prevents everything but Necromancy.
Survale Ford - Tethyr's version of the Umar Hills. It's a large expanse of land that Rangers roam. A group of Helm worshippers called the Knights Kuldar defend Darromar from the hobgoblin hordes in an outpost. I think locating this right next to Watcher's Keep makes alot of sense.
Watcher's Keep - Same as ToB.
[/spoiler]
In the above mentioned game Lionheart, there are maps to cover all the above areas and more. So it's just a question on what sort of map I should start constructing first. I'm going to go by a case by case basis but it is a good idea to first flesh out the lore of the region. I've attached four sample maps to show the level of quality in Lionheart. They mostly the same ones from the last thread, except the ruins map. I'm going to be lazy and just some of the pre-existing locations, although with certain things edited out.
So the question I ask is what sort of map do you want added to Throne of Bhaal? Or should I make maps for BG1 or BG2?








