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World & play

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.

World of Zoen — regions and level bands
1Amber BasinL1–40🔒Saffron RouteL41–60🔒Cinnabar CoastL61–80🔒Jade PeaksL81–100🔒Pearl IslesL100–100
Amber Basin · levels 1–40 · MVP

◆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.

Amber Basin progression map (drag your level)
Amber GateAmber GateDewgrass MeadowL1–4Old OrchardL5–8Reedwater BanksL9–12Clay CutL13–16Cinder KilnsL17–20Saltway FlatsL21–24Bellshade CourtL25–28Stormquill RidgeL29–32Ashroot GroveL33–36Jade Seal RuinsL37–40Caravan Crown ArenaL40
HUNTING · L17–20
Cinder Kilns

Brick kilns, smoking chimneys and ash pits. Readable ember circles contrast against grey ground.

♪ environment sound only (ADR-026) · ☀ Red ember glow, smoke shafts
Emberhorn Viper L17
Kilnback Scarab L19
4 main quests here: Ember Road, Banked Embers, Scarab Furnace, Kiln Depths
Waypoint at the area entrance · centre 2138, 2586 m
● cleared● current band (ring = progress)📍 you are here● locked-- arena spur (Kharuun)
#AreaLevelsMonstersLandmark / purpose
—Amber Gate (town)1–40—Twin-roof gate, caravan square, bell tower. Every service.
1Dewgrass Meadow1–4Dewhorn Hare, Reed FoxTeaches jumping a log vs. taking the footbridge
2Old Orchard5–8Orchard Boar, Duneplate BeetleNeutral vs hostile wildlife
3Reedwater Banks9–12Reedscale Lizard, Marsh WolfShallow water slows, deep water blocks
4Clay Cut13–16Clayclaw Scorpion, Siltspit GeckoJump links on low ledges
5Cinder Kilns17–20Emberhorn Viper, Kilnback ScarabEmber circles on grey ground; dungeon entrance
6Saltway Flats21–24Saltway Bandit, Brineback TortoiseBandits and neutral giants
7Bellshade Court25–28Bellwhisker Jerboa, Duskfang HyenaPillars block line of sight
8Stormquill Ridge29–32Stormquill Stalker, Stormwing KestrelSafe low gaps, deadly cliffs
9Ashroot Grove33–36Ashroad Raider, Ashroot PangolinBurned oasis, the lost caravan
10Jade Seal Ruins37–40Jadecrest Monitor, Basaltsting ScorpionRegent's court
★Caravan Crown Arena40Kharuun (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 as ART-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.