I couldn't help but notice the very large map carousel in the inventory screen, which tells me that Rare is probably planning to have players have access to many maps at once to choose which adventure they want to go on. With some maps having interesting mechanics to them ranging from riddles to sequential exploration. This is really cool, so I decided to come up with a few of my own that I think would be pretty cool and in line with the current map design themes.
I aim for this thread to be similar in structure to my previous Chest Designs thread here.
https://www.seaofthieves.com/forum/topic/26325/new-treasure-chest-designs
I will be bringing up the best ideas from this thread into the main post the same way as the chest thread.
First, a couple rules for the maps.
Rule 1: All map names indicate some minor hint as to how to solve the map.
Rule 2: Maps should not afflict the crew. Leave that to the cursed chests they lead to.
Personally, I don't think maps should afflict the players, but maybe someone will prove me wrong with an interesting idea.
Next, I've come up with four types for the map designs.
Type 1 - Map can be solved by single player, and does not require any other resource aside from his brain.
Type 2 - Map can only be solved by multiple crew members.
Type 3 - Map requires special resource in order to solve.
Type 4 - Map can only be solved by multiple crew members and requires special resource.
Format:
Map Name - Type # - Credit to author of map
Description
Now that the outlines are out of the way, here is what I came up with so far. Yes, some of these do draw a bit of inspiration from the chest thread.
Pam Drawkcab - Type 1
The map is inverted when compared to the table map. It is also written on the backside of a normal map. So when first looked at, it looks like the map has nothing on it. Until the player reverses the map in his hands to see the backside.
Map of Health - Type 1
This map can only be read with full health, so eat a banana! When not at full health, it is obscured with blood stains.
Map of Comrades - Type 2
This map can not be read by the person carrying it, it can only be read by other players that the carrier shows the map to. We have the feature in the game to show maps to other players, AND WE ARE GOING TO USE IT!
Map of Grog - Type 3
This map can only be read by players that are drunk. When sober, it just looks like a jumbled mess.
Map of Sickness - Type 3
This is a X marks the spot style map, but in order for the X to be revealed, the map must be vomited on. This can be done by a single player drinking, and then quickly pulling the map out while vomiting, or you can have a friend vomit on the map for you while you hold it infront of you. Just be sure to face the map toward the vomit. The X stays on the map after being vomited on once.
Map of Waves - Type 3
This map can only be read under water. Better find a pool of water.
Map of Sun and Moon - Type 3
This map is an X marks the spot style map. The island is revealed by holding the map up and facing it toward the sun. The X is revealed by holding the map up and facing it toward the moon. Once revealed, both stay visible.
Map of Storms - Type 3
This map can only be read revealed close to an epicenter of a storm. Once revealed, the map stays readable.
Another idea I had was for this map to only be revealed once the carrying player is struck by lightning, but I don't know how the lightning works, that might be too much RNG to hope to be struck by lightning. Though the idea of a crew member running around the crows nest in the middle of a storm holding the map to the sky sounds helarious to me.
Map of the Flame - Type 3 (Inspired By: @jack-littleshoe)
This map can only be read when illuminated by flame such as a lantern or a campfire.
Map of Heights - Type 3 (Inspired By: @jack-littleshoe)
This map can only be read at a high altitude. This may be achieved by firing yourself vertically out of a cannon, or on several islands where significant altitude can be climbed to.
Map of the Dread Navigator - Type 3 (Inspired By: @thecanisdirus and @Labarge28)
Once this voyage is accepted, the riddle only reads "Follow the glow of the flame." The lantern slot in the inventory of the crew begins to pulse with a pale light until selected. Once the lantern is equipped, the pulsing stops, and the lantern will have a ghostly light inside of it and glow teal like the current ghosts in the game. When raised, it will shoot a beam of pale light in the direction of the island(Similar to the sword in Shadow of the Colossus). The beam is only active when the lantern is raised. Once on the island, the lanterns beams only function as a directional marker, not a marker of distance, so players will need to work together by spreading out and triangulating the location of the chest. The map can be solved by a solo player, it just requires more running around than normal to locate the chest.
Map of Greed - Type 3 - (Inspired by: @Kittelsen )
This is a riddle based map, but in order to read each tier of the riddle, you need to have a certain amount of gold on board your ship. Or sneak onto another ship that is loaded with loot. The steps are revealed at 500, 1000, and 1500 gold respectively. This map can be a handy way to detect treasure on enemy ships just by setting foot on them and checking the map.
Map of Music - Type 4
This is a X marks the spot style map, but it will only reveal its features when music is played for it. The first crew member reveals the island on the map. The second crew member reveals the X. The third or forth crew member read the map while music is playing.
Map of the Spyglass - Type 4 (Inspired By: @jack-littleshoe)
This map is so tiny that it requires one person to hold the map in front of them while a second player reads it with the spyglass.
Map of Skin - Type 4 (Inspired By: @misterdoomed)
This map does not show an island or an X, but a body part instead. The map draws itself on a body part of the player model, like the back, leg, belly, chest(for male models). So you need to take off the relevant piece of clothing, and have your crew members read the map while you stand still. May need to use a spyglass depending on available texture resolutions.
Map of The Dutchman - Type 4
This map is a 4 part riddle. Once picked up, it appears in the inventory of every player. Each player has one part of the riddle. Each part of the riddle can only be read when the player is on board the Dutchmans ship. The active riddle shimmers with ghostly blurry letters on the map, indicating which player has to die in order to go read it. Once read, and solved, the next riddle will shimmer. This continues until all 4 riddles are solved, which lead to the chest.
Final words:
Well, I like that the treasure hunting aspect of this game focuses on solving puzzles. It makes treasure hunts feel a lot more like an adventure rather than a fetch quest. Which is good considering treasure hunting is one of the main aspects of this game. I think it would be pretty cool to have maps with a bit more flavor to them.
Feel free to post your own ideas, I will add them into the main post if they are good enough, and of course let me hear any criticisms you might have.