I would like to take the chance to share my observations regarding the town template design and I apologize beforehand because it will become a wall of text. As one of perhaps many that are still sitting in front a of blank page which should be the later town design I want to know what is possible and what not. Furthermore I have also in mind how this template can be used by others without looking the same as ours or how I could use the ideas/templates of other to transform it in our own design. We have clear vision of our town and how it should feel to live in there. I think I share that with each town owner and their inhabitants. We are also fully aware, that we can't have everything according to our visions. The question is now, how can we find the best compromise for everyone, that includes also Portalarium. The first thing I noticed is, that we don't have a clear definition of what a template should look like and also have no clear designations of parts of the templates. When I started discussing with Winfield and Sean during their workhours I found out that I don't know enough about scene designing in Unity to understand what in a template have been determined and what is flexible. It would be good if a dev could explain how hard it is to create a map for a town and which easy option they have to let look different. As far as I understood the whole process, they make one map which contains all the topographic details which will be the template. The question is now, what are topographic details and how they influence the lots on the map? If we start from the lot placements locations (LPL), we know now that they want city lots as placeholder for each kind of lot. Why do they need it? Because the map has to be flat so nothing from the map collides with any item placed on the lot. Perhaps some of you already noticed that you sometimes place a carpet on the blank lot and parts of it disappeared. To prevent that, they need flat places for the lot. We don't know how much work it makes to make them flat, but if I imagine a stemp, it saves a lot of time to use only one of them and not one for each size and on the other hand it offers the template user the option use the LPL to their own wishes. This brings me to one of the tricky points of splitting up the LPLs. I use here the pic of Themo Lock. It was mentioned, that the splitted lots should snap in the right position, but do we have control about where the entrance of the lot is facing to? For example, let's take the two town lots. Do they have to face in the same direction or can they face in the opposite direction? Or if we take row lots, if we split the city lot in 3 rows row lots. Can we decide in which direction the 3rd row looks? And do we have to use 4 row lots or could we place single ones like I saw on some designs? What I observed in the templates is that it is hard to let it look like a natural grown town, like we saw in the player towns that are already in the game. So if we reuse the existing towns, do we have to use also the city lots for all LPLs or only for those which we want to add? Like in Kingsport, there are 3 row lots in a row with a village lot at the end if I remember correct. Can we use it the existing way or do we have to make a city lot LPL out of it? The next big thing which belongs to the LPLs is the central square of the NPC buildings. If we design templates we need put this square somewhere. The question now is, if it needs to be always on the same spot in the template or could move it at a whole square? I read somewhere that it has to be on a little higher level as the rest. So I assume it is not possible to move it. This brings me straight to the next problem I see if I want to reuse the template. A metropolis can have up to 15 buildings there. If a hamlet want to use the template it has perhaps not one building standing there, because they just want guards towers at the entrance. So what will they do with this ugly open space? I would suggest that we put placeholder LPLs there, so a hamlet can use part of the space for housing. We only need to know if the central square is one or two LPLs big. The central square is something where I hope we can create it individual per town. So not each town of the template has the armor shop at the same position or at least the same house type on the position. The last big deal in the template are the topographic details on the template like rivers, islands, coastlines, hills and cliffs. As far as I know Unity they have to be build out of flat surface and than get their fitting texture. The question is it even possible to change on the things when the template is final? Moving and adding details is not possible I assume, but can we ask to remove things? If we want to use the PaxLair template, is it possible to remove a cliff or the whole river? What about islands, can we just let them vanish? I really like the suggestion of Baron Drocis Fondorlatos to create different templates during the creation process of the final map. But I guess it is impossible to create a work flow which makes this possible. I just assume, that the flattening for the LPLs is the last step of creating the map so it has to be done for each created map, so it would not really save time but perhaps the devs could give it a second thought. How does it work with the streets and bridges. Are they like rivers and can't really be moved? What if we don't want to use some of the LPLs so it makes no sense for the town to a street to them. Will it at least be possible to remove them? What about the docks? Are they really part of the template and need some preparations in the map to place them or are they extras like rocks? In general, what about POIs (points of interests) in the template. I saw ruins in the PaxLair template, is this really something for a template or is this what can be individual placed and replaced by something else? What about placing trees, rocks or flowers (personal wish) in a town. Is this something can done per town or does it need to be per template? What about defence walls and gates? What is template and what is individual? Where does the biome decoration start? Some single trees doesn't make a forest biome. Winfield once draw my attention on the problem, that trees for a forest around a lot needs to be placed carefully so no collision with the possible houses on the lot can happen. Should we mark places on the template where we want to see the biome in full glory? In the PaxLair template are a lot of places where you see woods. What of them will belong to the biome and which to the template? If I want a desert biome, what will happen with the forest and the river? Will would totally turn into thicket or wasteland? I think, I could write about some more things, I saw in this thread but this post is long enough already. If you managed to read till here you survived 1346 words.