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ninebyte

Hey everyone! 👋

The Adventure Map is only 2 updates from being a completely free, almost 70 hour experience, that can finally be taken out of beta and...

**The first of those two updates will be out next weekend! The Road Update.**


Since the beginning of this project I've wanted the roads to be, in a way, *the largest location in the map*:
-I've wanted them to show the influence of the boss that you are approaching
-I've wanted them to feel more real and less painted on by tools
-I've wanted them to have a story of their own

In this update I think that is finally here.


With...

-6 new locations
-7 new 1/2 locations
-5 unnecessary road sections removed
-boss themed roads on the way to each boss
-texture for detail and sometimes borders to semi close in the experience
-road workers maintaining roads despite the bosses wreaking havoc on the world
-a checklist of 9 things added to every foot of road in the entire map leading up to the semi open world Ashlands experience
-and much more
...this is the update I've been excited about putting out for a long time.


Now this update(next weekend) **brings the roads up to Ashlands expansion standards** with a story being told as you travel along it on your adventure. So now its time for the final update which will **bring every location(before Ashlands) up to those standards as well** by also adding the same story leading up to each boss that now exists on the roads and much more.

Now I have to say **thank you** to everyone providing feedback and dm-ing me about the map and I have to say that it was super nice having ‪‪@Dhakhar‬ back to help a bit on this update since he has been taking a step back to work on his Heimdivers live server experience and has been taking on the role of technical advisor for that time. And for this last update I'm excited to say that him and I will be working on everything together closing out this project just how it started.

More updates on the map here in the announcements channel when some meaningful progress is done on the final update. Check out ‪@Dhakhar‬ 's recreation of Helldivers(in Valheim) in his discord server. It is currently in the initial testing phase at the moment with more announcements coming soon.
Dhakhars Discord invite: discord.gg/47ueY8r6GM

See you guys next weekend in the free world downloads channel for the new download.🎉

3 weeks ago (edited) | [YT] | 80

ninebyte

👋 Alright everyone it is finally almost time to release the biggest update on the map to date.🎉 It has been a very long process creating all new locations from scratch. There have been seemingly endless hours spent coming up with new mechanics suited to the Ashlands, figuring out how the balancing is going to work with the new beastly enemies, and finally coming up with a whole new way to do level design that is very different from the old "long road" method.

First of all I want to give you guys a sneak peak on one of the locations from the update so I've selected a few that you can choose from:
-The Ancient city
-King Cinderons castle (also referred to as the lava lake area in a small teaser video I already put in the discord Valheim channel
-King ThreadMenace castle
-The Dungeons (Which turned out to be absolutely massive so may not be named the dungeons by the time of the update)

Also, let me tell you guys something... this update is just a whole different world to the rest of the map. This update is less traveling down roads and more a continuous/connected almost open world-like experience. Due to a break through with fields on doors we are able to program keys. And with those keys (and a few other new mechanics) we are able to have locations placed together instead of separated by roads(which if you have completed the map up to the queen you know that we had already began testing how we could do this there - less road, more one connected experience). This has taken A LOT of getting used to because other than what we had tried out in the Mistlands this was a totally new way of developing literally everything - the story, the lore, the balancing, the loot, etc etc but I'm very happy to say that its almost complete and at the same time we are much more prepared to do the other updates that we really want to do after learning so much.

❗ So let me know in the poll below what you guys want to see a sneak peak of. Personally I would love to show more of King Cinderons castle but up to you!

5 months ago | [YT] | 109

ninebyte

❗ The Ashlands expansion onto the Valheim adventure map is almost complete!🎉Let me know what location you guys want a sneak peak of:

5 months ago | [YT] | 15

ninebyte

Before we get into this announcement, PLEASE HELP US OUT by letting us know what you want to see next in the Adventure Map! Details below on the discord survey:

Hey 👋everyone this is announcement **#3/3** in a string of announcements about the Adventure map. This announcement will cover a little bit about how we have kept organized/our roadmap whereas the first and second announcements covered the feedback and its effects (especially on the newest version of the map February 13th) and the ideas we have going forward.

# 3 Announcements: 1. Feedback✅ - 2. Ideas/Conceptualizing✅ - 3. Organization✅

# 3. Organization:

Keeping organized in a project like this has been a much larger task than we ever imagined. The number 1 thing has been keeping lists... a lot of lists...

**I'll name a of few of the lists we are currently using for some examples:**
Valheim loot table/loot table for all locations
The master map and document with all locations(towns, road locations(bunny shrines, biome specific locations, bridges, portal skips), main themed locations, boss arenas, buried treasures, etc.)
The newest updates to make the February 13th update more understandable
Feedback
Lists covering the history of the map and the changes it has gone through
Color and text codes for runestones
Field commands that we've used
Runestones that we've coded
Data that we've used
Future plans lists
Ashlands updates/plans
Main overarching story plans
Custom game mechanics added by us throughout the map old/future
etc.

These are just some of the lists we use to keep track of everything going on in the map. Some of them are used for reference and some are updated regularly. The most important thing is that (after a long call) we record all updates to them to keep track of everything that we talk about.

**Lists and the roadmap for the Adventure Map:**
Going forward we will be using *this organization* or *these lists really* to figure out exactly what we want to do with the roadmap. We have a lot of plans in our *future plans/mechanics lists*(and also a lot of things already built) so its just a matter of deciding what should be brought into the map first. For example: We want the to add everything from the *Ashlands update/plans list* into the map before Deep North so that we can move on to Deep North content but at the same time we don't want to add everything from the *main overarching story list* because we will just have to update it again. So these lists help us keep organized and also help us decide the order of things. **I'm going to put a survey in the discord, open for the next week.** Let us know what you would prefer to be worked on next. I'm going to open it up to multiple answers per person. This way if you have two things that you want to see next you can choose them. I will also include the main story as a point but like I said this is something that would have to be changed again with Deep North so it probably won't be a priority just yet.

Also, while we're talking about the roadmap, I'd like to say that I think we jumped the gun in saying that the map would be fully released after the first playable version. At the time we had no idea what Ashlands was going to be, or what new mechanics would come with it, both intended and ones we could make... and the same goes for Deep North in the future. Also, at the time we didn't realize how much our overarching main story relies on each Valheim biome. In other words, for us, it just wouldn't feel right to take the map out of beta without all the biomes of Valheim being included in that story. And the plans we have to bring them all together are pretty cool so I think it'll be worth the wait. Additionally we have plenty of things to add in the mean time so lets us know with the survey what you think should be next.

This is the last of 3 announcements that hopefully provide a little bit more insight into the map. Let us know your thoughts in the admapfeedback channel in my discord server. The next ping you will get from me will most likely be about my next videos on my YT channel. See you then!

8 months ago | [YT] | 25

ninebyte

Hey👋 everyone this is announcement #2/3 in a string of announcements that are picking up where we left after the first playable version of the adventure map. This announcement will talk more about what is coming in the future updates for the map whereas the first announcement (two below this one) covered feedback/how that feedback affected the map update **that just came out on February 13th**(in free worlds download channel).

1. Feedback✔ - 2. Ideas/Conceptualizing✔ - 3. Organization(comin soon)

**#2: Ideas/Conceptualizing:**

Much of the time spent working on the map has been talking and sharing ideas over long phone calls(Dhakhar in England and me in the U.S)... about game mechanics that we've implemented vs regular Valheim game mechanics, about future mechanics we want to add based on new things that we've figured out and based on need, about level design and how we could do it better, about Ashland's content that we've been working on, and finally about the main story throughout the map which ties everything together. So let's talk about each one of those - what ideas we've come up with already and what ideas we are working on now:

**Our game mechanics vs Valheim game mechanics:**
Dhakhar and I have used well over 25 of our own game mechanics inside of the map. What do I mean by *our game mechanics*? These are the ways that we've figured out how to use what we have in Valheim to make something for the player to overcome. Like changing the `tool tier` of a door(blockage) and then hiding the tool(somewhere nearby) that would be above that tool tier, thus allowing the player to break through. In fact, in the recent Feb 13th update, many of our mechanics that are new or old(and surprisingly some Valheim mechanics) have been explained better(based on feedback) so that the player understands that *this crate over here* `can be broken with loot in it` and *this crate over here* `is for decoration`. We feel that we have explained most, if not all, of the mechanics that need to be explained for the time being. Here are a few of the bigger mechanics that are being worked on for future updates:
- Shops(Could be used for buying allies, buying clues, vending machines, etc.)(Idea pics included)
- Keys(Programmable* doors that will only open with a specific item that we give at a specific time)
- Improved roles for party members(Preset characters instead of creating a new fresh character with preset skills and unique items, etc.)

**Level Design:**
On top of new game mechanics coming in the future we also have improved level design. We are very happy with all of the locations in the map so far but going forward we want to focus more on improving the level design inside of them. In the recent update there are already 9 new locations that are beginning to implement some of the new ideas that we've put together to improve our level design:
- Crypts or dungeons in locations that are already at max capacity
- More pathing = more player choice
- Visibility of places the player will go
- Etc.

**Ashlands Content:**
This is what we have so far/ideas being worked on:
- Two very large locations(behind the scenes pics below) with new level design ideas in mind with much longer quest lines than old locations
- Dyrnwyn fragments questline
- Fader boss arena
- LOTR tie in
- Etc.

**Main Story:**
The main story does a good job of connecting all of the towns and tying everything together but we have plans to make it better:
- *Possible* Dream like path revisiting each of the towns
- Reworked passphrases
- More things to find to complete
- Ashlands and Deep North additions
- Etc.

So there is a little bit of insight into our ideation process and of what's coming in the future updates of the map. Ill see you again soon in announcement **#3. Organization** where I will explain a bit about how we've kept organized in a project of this scale.

9 months ago | [YT] | 54

ninebyte

Hey 👋 everyone a new version of the adventure map is out! This update brings some new content(9 new locations/expanded certain locations), solves some problems with teaching how the map really works(which means shortened readme), and more.

Check out the discord download for more details on how to get it set up and on what's included in this update!
Discord inv link: discord.gg/UWGnJ4HvY6

9 months ago (edited) | [YT] | 81

ninebyte

👋Alright everyone so the next stages of the adventure map are on the way. Thanks for your patience. Let's pick up where we left off with the last release which was finally playable to the end.

If you've seen the videos you might know that I spent a lot of time planning this map. After bringing in Dhakhar we spent even more time planning and then finally we spent months building up the world before the first release. After a few subsequent releases we were pleased with the experience and it was time to reflect and figure out how the map would operate going forward. So this announcement will be the first of a few, all of which, will focus on the timeline after the last release where we began a new stage, which went mostly as follows:
1. Feedback - 2. Ideas/Conceptualizing - 3. Organization

Feedback:
First and foremost we have the feedback. Thank you to everyone that has shared things about their experience and shared criticism or ideas because without it we could never have gotten the map to be playable to the end. You are the unsung heroes of this project. Feedback can be a double edged sword though. To be honest with you we had a lot of trouble keeping up with all of it(with just 2 of us). Despite that we gathered all of the game breaking issues and focused on those to get the playable version that is out now. After that it was time to start gathering all of the non-game breaking issues, some of which we had already fixed because they were very small. Like typos on runestones, floating lanterns outside of locations, and more rest spots/crafting stations along bits of road where there were long stretches of combat. But one main thing kept popping up in this non game breaking feedback that we needed to address more than anything and that was... unfortunately a big one... and it can be summarized by simply saying:

`"How exactly does *xyz* mechanic work in this map?"`

Frequent questions like these sparked the need for an faq so I spent many hours creating one which paired with the readme made us think that those questions would stop... but they still kept coming in...

`"I'm walking through the black forest, I must have missed Eikthyr!"`
`"Should I be building or not?"`
`"I'm fighting enemies from the swamp and I just started. Something must be wrong?!"`

So very soon there will be an update to the map (that's very close to being done) that will explain our mechanics much better and a few relevant Valheim mechanics too. It is not *the really big update* yet but it is absolutely necessary to start there for now. This update is spread out along the first and easiest road that leads to Eikthyr... With plenty of room to add more explanations for new mechanics going forward. This means everything you need to know will be taught throughout the intro just like in a regular game and..

It means:
`Shorter readme`
`A better experience for new players and returning players that need a refresher`
`And finally: more players should now be able to join the world after reading the new readme and play to the end without any of the previously mentioned questions`

So I'm running out of room to type but:

-Soon I will talk more about our current and future game mechanics with announcement #2.ideas/conceptualizing
-Then I will talk more about #3.Organization on a project like this and what new things we had to organize after the last update
-New version coming soon that will streamline understanding how things work. More details in the free worlds downloads channel post when it is out
-After that our road map is subject to change but will bring in a massive update to the whole map, Ashlands stuff, etc. Details in previous/future announcements

And of course if you want to see some builds with Ashlands pieces that have helped inspire the next stage of the map check out my most recent video here:
https://youtu.be/rQGBsByQagU

9 months ago | [YT] | 79

ninebyte

👋Hey everyone. Two things to add into the mix today:

#1. The last 6 months have been super weird with my health that's for sure... but over the last 1-2 months things have improved A LOT with the help of a new doctor, new supplements and a new plan. So I'm happy to announce that my first full video in awhile will be out before the end of the year(pics included below)!🎉 New style of script, better storytelling, and new edits so I'm hoping everybody likes it.. I've been really missing uploading on YouTube so I'm looking forward to getting some feedback in the comments on what you guys think of the new stuff.👌

AND #2. @DhakhaR and I did an interview with @JPValheim where we had an informal talk about the story of the adventure map, general YouTube stuff and some future plans for the adventure map as well (with a thank you from me at the end to all of you guys that have helped test so far, without you and your feedback none of this would be possible so thank you!). We might do more of these in the future so any feedback in the comment section on what you think would be much appreciated.
-Check it out here: https://www.youtube.com/watch?v=8UBYW...

@jpvalheim has covered a lot of really useful topics on his Valheim channel so give him a subscribe if you want to learn some cool things and help out the Valheim creator scene a little. Also he's developing his own Valheim experience called POM or Path of Magic so there's another reason to stay tuned in to what he's got coming in the future. 🙂

11 months ago (edited) | [YT] | 71

ninebyte

Hey everyone, so I was hoping I wouldn't have to make this announcement and that my health would improve sooner but with lots of questions lately I feel like I should say something:

As some of you may know I've been very sick off and on over the past few years. This past few months has been no exception. Without getting into too many details I will just say that being this underweight/having such a restricted diet for so long finally caught up to me but I've been resting a lot and learning about a lot of new things that can help. Its probably too soon to say anything for sure and I hate the idea of making this announcement too early but because of recent questions about the map and my YouTube channel...

#1. The map is always being worked on between @dhakhar and myself and there is A LOT of new stuff going into it. Over the past few months, the Ashlands has also been significantly improved and is now in a much better place to be worked into a massive world save that already takes a while to load into. Also, we have put in a good amount of time into learning from some of the best games out there on how we can better improve our level design and at this point I think its safe to say that every single location in the map is getting improvements to bring them up to a higher standard. That will hopefully make it a better experience for people that haven't tried it yet and make it worth playing through again from the start for everyone that has played it already.

#2. My channel will have new content as soon as I can get back to making videos and recording scripts. I have multiple videos and shorts planned and ready to start for that time. The first video is a full length build video which includes some things that I think could improve Ashlands building. This video comes with a world for my members that is nothing like anything I've released before:
- Lots of builds
- builds reconstructed in the off world for easier understanding
- a library of all of the Ashlands console pieces and much more

The reality of the situation is, things just aren't as easy right now with everything going on with my health and I am trying my hardest to get things done when I can and to get back to what I love to do, making videos and working on the map.
-Then with the Ashlands update needing some improvements(poor performance of Grausten pieces being #1)
-and the fact that @dhakhar and I never planned on having so many people interested in this(adding more pressure to make things perfect)
All together these 3 things have really slowed us down.

If all goes well you should see an announcement in the next few weeks about a new video and after that announcements about the adventure map again. Thanks for understanding, talk to you soon. ❤

This is an announcement taken from the discord.

1 year ago (edited) | [YT] | 88

ninebyte

👋Hey everyone, quick announcement here:

First, I've been working on a big video for everyone with a new INSANE world for members, coming soon (with adventure map announcements)..

Second, I dont know if you've seen the ptb patch notes today but it looks like we are getting some pretty cool new things, check out my X(Twitter) post if you want to see some screenshots of what I'm excited about.

For more info on the upcoming Valheim update(other than my super awesome tweet):
Bog Witch short trailer: https://www.youtube.com/watch?v=lQiLP...
Recent Iron Gate live stream: https://www.youtube.com/watch?v=8z5E8...

Cant wait to drop the new video, see you soon with a date for the upload!😃

1 year ago (edited) | [YT] | 92