World & map progression
Zoen's world, the 4×4 km Amber Basin with 12 areas, the progression route on the map, waypoints and mounts, monster placement and how the world map shows progress.
◆The land of Zoen
Zoen is a land of a thousand caravan roads. Oasis kingdoms sit between deserts, salt flats and mountains. The ancient Jade Seal that kept the roads safe shattered, and its fragments woke bell-shelled beasts and ash-cursed caravans. The MVP covers the first region, Amber Basin (levels 1–40). Four more regions are already placed on the world map and locked behind levels 41–100.
◆Amber Basin (4,096 × 4,096 m)
Zone IDs and relative positions match the accepted painted map, so map art and data always line up. Terrain streams in 256 m chunks (16 × 16 = 256 chunks). Roads are safe: monsters leash before roads and town.
| # | Area | Levels | Monsters | Landmark / purpose |
|---|---|---|---|---|
| — | Amber Gate (town) | 1–40 | — | Twin-roof gate, caravan square, bell tower. Every service. |
| 1 | Dewgrass Meadow | 1–4 | Dewhorn Hare, Reed Fox | Teaches jumping a log vs. taking the footbridge |
| 2 | Old Orchard | 5–8 | Orchard Boar, Duneplate Beetle | Neutral vs hostile wildlife |
| 3 | Reedwater Banks | 9–12 | Reedscale Lizard, Marsh Wolf | Shallow water slows, deep water blocks |
| 4 | Clay Cut | 13–16 | Clayclaw Scorpion, Siltspit Gecko | Jump links on low ledges |
| 5 | Cinder Kilns | 17–20 | Emberhorn Viper, Kilnback Scarab | Ember circles on grey ground; dungeon entrance |
| 6 | Saltway Flats | 21–24 | Saltway Bandit, Brineback Tortoise | Bandits and neutral giants |
| 7 | Bellshade Court | 25–28 | Bellwhisker Jerboa, Duskfang Hyena | Pillars block line of sight |
| 8 | Stormquill Ridge | 29–32 | Stormquill Stalker, Stormwing Kestrel | Safe low gaps, deadly cliffs |
| 9 | Ashroot Grove | 33–36 | Ashroad Raider, Ashroot Pangolin | Burned oasis, the lost caravan |
| 10 | Jade Seal Ruins | 37–40 | Jadecrest Monitor, Basaltsting Scorpion | Regent's court |
| ★ | Caravan Crown Arena | 40 | Kharuun (every 4 h) | World boss wheel-yard |
◆How the map shows progress (reworked)
The old map was a static painting. The new world map is a progression board:
- Route spine: a golden road connects the areas in level order (1 → 10), with the Arena as a side spur. Areas you have out-levelled glow gold, your current band pulses, and future bands are desaturated with their level badge visible.
- Per-area progress ring: main quests done, Hunting Log milestones (100/300/500 kills) and elite bounties, shown as a three-segment ring around the area marker.
- Pins: waypoints (bronze plinth), quest givers (gold ! / ?), bosses (skull), dungeon (door), your party (jade dots).
- World view: Amber Basin unlocked. Saffron Route (41–60), Cinnabar Coast (61–80), Jade Peaks (81–100) and Pearl Isles (endgame) sit under fog with a bronze lock seal and their level band.
- New painted region art at the 4 km scale is requested as
ART-MAP-030, and the fog/locks asART-MAP-031.
◆Travel
- On foot: 6.2 m/s, so town → Jade Seal Ruins (~3.7 km by road) takes about 10 minutes.
- Mounts (key T, 1 s out of combat): Reedback Strider at level 10 (quest Q1.11, 9.0 m/s) up to the Mirage Drake (11.2 m/s). Mounted characters can't attack, and most hits dismount (Mounts).
- Waypoints: one at every area entrance, discovered by walking within 15 m. Teleporting costs a little gold (a sink) and is free to town.
- Click-to-travel: click a point on the map or minimap and the character walks there, auto-mounting for trips over 40 m (rules and preview).
- Return scroll: consumable on a quick slot, 4 s channel back to the last town visited (
consumables.json).
◆Monster placement rules
- Spawn camps sit 25+ m from roads. Elites (★) sit 25+ m from roads and town, with one per area alive at a time.
- Hostile aggro radius 8–14 m by level band; neutral monsters only retaliate.
- Density targets per area at 1,000 players: about 300–400 monsters per area, respawn 30–60 s, with dynamic respawn speed-up when local player density is high (capped) so crowded bands still feel alive.
- Monster names are coloured by level difference against the viewer and show the signed difference .
◆Environment storytelling per area
Each area has a sound mood and a lighting key in world.json (mood). Only towns (and the GM room) play music; outside a town
the music line stays in the data as a mood note but is no longer played or shown on the map, and the area is carried by an
environment bed and a landmark emitter (Audio).
Environment production explains how they are built and tested.
Source: zoen/docs/design/WORLD.md · 847 words · edit the Markdown, not this page.


