#map of seoul rpg
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mapofseoul-rpg · 1 year ago
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El amor en el cielo de verano
Esta historia es una muy famosa en toda Asia. Desde Tanabata en Japón, Qi Xi en china y Thất Tịch en Vietnam. En Corea se le conoce como Chilseok. Una historia de amor tan fuerte que ha dejado su marca en el mundo por años y en el firmamento en el cielo para la eternidad.
La historia de la princesa tejedora y el ganadero que sería su amado tiene su origen en el mito chino de Qi Xi (Noche de los sietes), un mito tan antiguo como las estrellas de las que habla. El festival de Qi Xi de igual manera, originario de la dinastía Han hace más de 2000 años.
Cada país tiene su propia versión. En Japón trata de la princesa Orihime y su amado Hikoboshi. En Vietnam los protagonistas son el hada tejedora Chức Nữ y su querido Ngưu Lang. Bueno, en corea trata sobre la princesa celestial Jinkyeo y el amor de su vida el ganadero Gyeonwoo.
Hoy te contaremos la versión base de este mito. El agridulce cuento milenario de la princesa tejedora Niú Láng y el ganadero Zhī Nü.
El séptimo día del séptimo mes.
En la corte celestial del emperador de Jade, vivían sus siete nietas. Las siete princesas, cada una con una tarea específica y una habilidad celestial. La más joven de estas princesas, la séptima hija del séptimo hijo, era una maestra tejedora. Tomando las nubes en el cielo para tejerlos en las sedas más hermosas y preciosas. Tan precisa era su arte que nadie podía ver siquiera las costuras o puntos en su trabajo donde plasmaba las vidas y sueños de los mortales.
Y así trabajaba, por años y años, día tras día. Pero al trabajar miraba los sueños en las sedas que sus hábiles dedos producían y deseaba más. Deseaba inspiración. Finalmente su abuela, la reina madre, le otorgó permiso para visitar la tierra con la condición de que fuera con sus hermanas para estar segura y siempre llevar unas túnicas mágicas que les permitirían volver al cielo.
La belleza en tierra
Las princesas visitaron la tierra, volando y jugando por campos y montañas. Siguiendo ríos y ventiscas. Encantadas. Hasta que en cansancio decidieron detener sus juegos para tomar un baño en uno de los ríos cristalinos. Despojándose de sus túnicas para nadar. La tejedora flotaba en el agua mientras soñaba con permanecer en la tierra para siempre. Embelesada con las diversiones que había experimentado.
El ganadero y su toro
El ganadero era un muchacho solitario. Su único compañero un toro que había estado en su familia por años. Sus padres habían muerto y este toro era todo lo que le habían dejado junto a la granja. Así pues, el ganadero hablaba con el toro todos los días mientras visitaban la tumba de sus padres para rezar y mostrar sus respetos. Y es en una de esas visitas que en el río que corría junto a ellas, el ganadero se encontró con la princesa tejedora.
Tímido, el ganadero consideró no acercarse. Intimidado por su belleza. Es entonces que el toro habló y con palabras de apoyo lo impulsó a hablarle. Explicándole la naturaleza celestial de la princesa y su sueño de permanecer en la tierra. Así como la única manera de que esto pasara: que perdiera sus túnicas mágicas.
El amor que nace del entendimiento
Al acercarse el ganadero, las princesas volaron despavoridas al verlo. Todas menos la princesa tejedora que se quedó y aceptó su mano para ayudarla a salir del río. La princesa habló con él sobre su sueño y el ganadero explicó lo que su toro le había explicado y juntos escondieron la túnica mágica, reemplazándola con la túnica del ganadero. Y juntos se marcharon, a explorar los campos, navegar ríos y vivir en la granja.
La princesa encontró una naturaleza gentil y servicial en el ganadero, mientras que él volvió a descubrir la belleza y encanto del mundo a través de los ojos de la princesa. Pronto se casaron y de su amor nacieron 2 hijos. Los años pasaron y la familia vivía feliz en su granja que comenzó a prosperar bajo su amoroso cuidado.
El recuerdo y el cielo
Tras el paso de los años, pronto el toro envejeció y el día de su muerte, mientras la familia lo despedía pidió a su viejo amigo ganadero que conservara su piel. Tenía propiedades mágicas, explicó su animal compañero, y si alguna vez lo necesitaban todo lo que debían hacer era usar su piel.
Así pues, el ganadero sufrió la perdida de lo último que le quedaba de su antigua familia, conservando la piel del animal como un tesoro. Es en ese tiempo que la princesa tejedora comenzó a preguntarse si su familia en el cielo la extrañaba de esa manera. Si la estaban dando por muerta y sufrían como su esposo lo hacía. Decidió hacerles una visita y sacando su túnica mágica de su escondite tras años de secreto, se la colocó y viajó al cielo. Pero al llegar, su familia parecía apenas haber notado su ausencia.
Sus hermanas la saludaron y ella, horrorizada al verlas se dio cuenta por fin. Los años en el mundo humano que había vivido, en el cielo solo habían sido unas horas. Tenía que volver de inmediato, lo sabía. Pero la reina dorada, la reina madre, encolerizada al descubrir lo que había estado haciendo en el mundo humano la detuvo.
La ira de la reina madre
Con uno solo de los palillos dorados de su cabello, la reina madre del cielo abrió una brecha. Llena de rabia y desdén. ¿Por qué su nieta la había desobedecido? ¿Por qué desperdiciaba su amor en un misero humano? Su pin rasgó el cielo, separándolo por completo de la tierra en un río plateado de estrellas. No podría volver nunca.
Mientras esperaba el regreso de su esposa, el ganadero miró el cielo y supo que algo estaba mal. Un río de estrellas se formaba de una manera violenta y enardecida, escuchó los lamentos de su esposa y rápidamente fue en busca de sus dos hijos, colocándolos en cestos. Y finalmente siguió el último consejo de su fiel amigo toro, poniéndose la piel del animal encima comenzó a volar, camino al cielo en busca de su esposa. Pero la fuerza de las estrellas que la reina dorada había formado en su rabia era demasiada. Ambos amantes estiraron sus manos para alcanzarse pero fue inútil.
Estaban separados para siempre.
Las urracas y el verano
El dolor era mucho, el ganadero nunca se rindió. Negándose a bajar de vuelta a la tierra sin encontrarse con su esposa. Por su parte la princesa cayó en la pena absoluta. Sus tejidos reflejando solo tristeza y dolor. Es entonces que tras tejer una túnica, una urraca tomó el tejido y voló por encima de las estrellas hasta el ganadero, entregándoselo. Es así como encontraron la manera de comunicarse. Flotando entre estrellas, la princesa comenzó a pasar más tiempo con las urracas que tejiendo y finalmente la reina madre sintió pena por ella. Acercándose a su nieta con una tregua:
Podría re-encontrarse con su ganadero, pero solo una vez al año. Siempre y cuando cumpliera sus deberes como princesa celestial.
Es así como la reina dorada invocó a las urracas y estas formaron un puente sobre las estrellas, sobre el cual el ganadero y la princesa emprendieron su camino en el verano por primera vez en años. Para encontrarse en el centro. Una vez más reunidos, su amor restaurado y más fuerte que nunca.
En el cielo de verano se pueden ver aún, Altair y Vega en el triangulo de verano, todos los años esperando el momento de re-encontrarse. Pacientemente mirando a través de la vía láctea el uno al otro. Hasta que el séptimo día del séptimo mes del calendario lunar llega, y en el aire de verano los amantes pueden volver a estar juntos.
Ecos de amor
En Asia se celebra su amor con orgullo y felicidad. Celebrando su re-encuentro todos los años. En China se conoce como el festival Qi Xi, en Japón Tanabata, en Vietnam Thất Tịch y en Corea del Sur es el Chilseok. El día más romántico del calendario lunar.
Celebrado con bailes y festivales en corea, se come mucho trigo ya que se considera el último momento en que se puede comer trigo al año ya que después comienzan las estaciones frías.
Y tu, ¿Conocías el mito de la princesa tejedora y su amado ganadero?
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olympianrol · 1 year ago
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¡Nuevo evento: Night of Chilseok!
A partir de ahora, Map of Seoul RPG ha quedado abierto para el registro de nuevos usuarios y personajes ¡No dudes en unirte! Si no quieres entrar solo, puedes pasar a ver las búsquedas del foro. ¡Bienvenido a Seúl!
Y para celebrar este momento, ha dado comienzo un nuevo evento de verano con modalidad “choose your own adventure”: Night of Chilseok. La noche perfecta para que aquello que amas vuelva a ti, si lo amas con sinceridad. ¿Te interesa? Pasa a leer más detalles aquí.
¡Te esperamos en Seúl!
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ifeelgeek · 2 years ago
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#PARTE 1: REALISTAS Y ACADEMIAS
Aunque con un poco de retraso aquí va el censo de los foros activos durante el mes de ENERO del 2023.
En este apartado podrán ver los foros de rol activos hasta el momento (teniendo en cuenta que tenga gente conectada en las últimas horas). De esta recopilación si alguien desea agregar un foro que no aparece en la lista por favor contacte conmigo.
• Los foros privados y semiprivados no han sido añadidos al listado si quieren ser parte pueden pedirlo.
• Los foros que deseen un espacio en nuestro Instagram son bienvenidos a solicitarlo :)
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• Cracked Vultures :  Ambientado en una realidad alternativa de Estados Unidos - PB REAL -  2013 • Fight for Freedom : - Escoge tu idol favorito y adentrate en el famoseo de Corea - PB REAL -  2015 • The Sound of San Francisco : Ambientado en San Francisco.- PB REAL - 2015 • New Born : Ambientado en la ciudad de Seúl, Corea del Sur.  - PB REAL  - 2018 • Summplace Rpg -  - Basado en un pueblo costero ficticio de Alabama, EE.UU - PB REAL - 2019 • Map of Seoul  :  Ambientado en Seúl - PB REAL - 2020 • Mikrokosmos : Ambientado en Seúl, Corea del Sur - PB REAL  -  2021 • Heavy is the crown : Ambientado en Londres - PB REAL - 2022 • Fall Valley RPG : Ambientado en Ohio 2022 - PB REAL  - 2022 • Sempiternus - Ambientado en Noruega - PB REAL - 2022 • The Pearl Sanctuary :  Ambientado en Londres - PB REAL  - 2022 • Wind Flower rpg - Ambientado en Jeju - PB REAL  - Foro Nuevo 2023
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• Couting Stars : PB ANIMADO  - 2017 • Harajuku Noir : Foro universitario - PB REAL  - 2019 • Himitsu no pettoakad : PB ANIMADO  - 2019 • Sunrise Dreamers : Foro realista universitario - PB REAL - 2020 • Blueberry : Foro escolar - PB ANIMADO - 2021
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jcmarchi · 5 months ago
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Putting The Seoul In Console
New Post has been published on https://thedigitalinsider.com/putting-the-seoul-in-console/
Putting The Seoul In Console
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With just four days in Seoul, South Korea, I filled my maps app with pins of restaurants, Buddhist temples, must-see attractions, scenic parks, market streets, and more to visit. I clocked around 10 miles of walking daily and think I saw as much of this massive city as possible with my allotted time. My journey from east to west, north to south of Seoul was only possible by the city’s expansive public transportation network of buses and trains. And while I listened to “Magnetic” by K-Pop group ILLIT more times than I’ll admit (when in Korea, right?) through headphones on these trains and buses, I spent much of my time observing how others spent time waiting for their stop.
Perhaps unsurprisingly, everyone is glued to their phones, myself included. But unlike me, doom scrolling on X (formerly Twitter) before switching to Instagram before switching back to X, a lot of people were playing games I recognized, like League of Legends’ auto chess spin-off, Teamfight Tactics. But there we also plenty of other games I didn’t know, like Light of the Stars, Soul Strike, and more. While touring one of Nexon’s Seoul-based studios, Magnum Studio, I asked its head, Beomjun Lee, if mobile gaming is as popular as my public transportation travels had me believe. His answer was a quick yes. A study published by Statista Research Department in February concludes that, according to its 2022 survey, 63 percent of South Koreans play mobile games, with the market having an estimated worth of 14 trillion South Korean Won (or $10.2 billion) that year.
Nexon, the company that invited me to its studio, has plenty of mobile hits, like FIFA Mobile and MapleStory M, and a good amount on PC, too. Based on how many PC cafes I saw in Seoul, I’d guess PC is the biggest gaming market in South Korea or close behind mobile. But its staple of console releases features just two so far: KartRider: Drift and last year’s The Finals. With its PC and mobile gaming on lock, Nexon is slowly aiming West, looking to break into global markets and focusing on console releases alongside its usual output to do so. And what better way to do that than with a free-to-play (easy entry), third-person (ripe for customization), looter-shooter (a genre popularized by the likes of Destiny and Warframe that continues to dominate a large mindshare of games)?
Ambitions In Albion
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Ambitions In Albion
The First Descendant is just that, and though I was weary of another free-to-play game, and another looter shooter at that, after an hour of hands-on time, I’m excited, antsy even, for its release this summer when I can play more.
Revealed last August as part of Gamescom 2023, The First Descendant is in development at Nexon’s Magnum Studio with its sights set on a Summer 2024 release. I pushed for a more exact release date, but the team wasn’t ready to share; it’s clear it’s working hard to polish it up in these last few months, and for good reason, too – the team has lofty ambitions with The First Descendant.
“The main feature of The First Descendant is the PvE co-op element,” Lee, who is also the lead producer of the game, tells me through a translator. “It’s an online shooter RPG, and we consider it the next generation of looter shooters.”
That term caught me by surprise. It’s a bold statement, almost braggadocious, but after talking with Lee and creative director Minseok Joo and playing the game for an hour, I understand where the team is coming from. In my early hands-on impressions, the First Descendant feels like a mish-mash of other greats in the genre. Taken literally, it’s also a looter shooter made exclusively for the “next generation” of consoles as it’s coming to PlayStation 5 and Xbox Series X/S alongside PC, with crossplay and cross-progression, too.
Going Hands-On
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Going Hands-On
Dropped to an Earth-like sci-fi world where humanity is on its last leg in a city called Albion, my chosen character, Viessa, is searching for something called the Ironheart. She’s joined by an ally named Bunny (yes, her suit’s silhouette is that of a bunny). Immediately, weapons are crunchy and tactile. I sense every bullet in the controller and the on-screen recoil, and it feels great. It helps that the entire game, developed from the ground up in Unreal Engine 5, is gorgeous. I joke with Lee that I’m happy the team is making a console version of the game as The First Descendant will melt my PC, which is admittedly due for an upgrade. Seeing words like “frame generation,” “ray reconstruction,” and “ray tracing” in the options confirms my belief.
The weapons aren’t anything special, though. In my play session, I encounter machine guns, submachine guns, shotguns, grenade launchers, and long-range snipers. They all feel great, but The First Descendant isn’t doing anything new here. Each character’s magical powers are what makes combat distinct. Viessa has access to ice, with a passive skill that creates spheres of ice around her body to damage and slow enemies that get too close, and four active skills that do area-of-effect damage, increase running speed and shield, and more. She can even place a snowstorm onto the playfield, damaging and immobilizing those caught within.
Setting the stage
One hundred years ago, the Vulgus crossed over the dimension, destroying life as humans knew it. The alien Colossi arrived, too, bringing even more destruction. The surviving humans gathered in Albion to restore humanity. Over time, they worked with Vulgus Magisters and evolved from swords and shields to guns and magic, thanks to special genes that house magical Arche unlocked within humans. Those humans whose Arche was awakened became the Descendants, Albion’s chosen protectors. Things are on the up. That is, until Karel, the new Vulgus leader, invades in search of the Ironheart, which is also what the Descendants are after.
The Ironheart can close the dimension that Karel, his Vulgus army, and the Colossi used to reach Albion in the first place, and it’s up to players to find it.
Her abilities are wildly different from Valby, the water-based character I’d play as later. Valby consumes less mana when standing in water and has moves to create puddles, making for a rewarding ability loop. She can even liquify the area around her, allowing her to move through enemies with increased defense and speed. Viessa’s moves are more straightforward, but Valby’s is more rewarding as part of a co-op experience, even if it takes longer to get my sea legs.
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As I progress through the prologue, I encounter Karel, The First Descendant’s big bad. He immediately, seemingly, kills Bunny, and it’s clear he’s not mincing words. He will do whatever he must to obtain the Ironheart.
Unfortunately for Viessa, at the ready to avenge Bunny, Karel dips, leaving a Gravewalker tank boss behind. This boss fight (and the Stunning Beauty boss I’ll take on later while playing as Valby alongside a developer from Magnum Studio) is the highlight of my time with The First Descendant. Each boss has its own set of moves and mechanics to follow, including checks that require more strategic work, but how I, the player, fight them most intrigues me.
The First Descendant is fast. The characters move swiftly, and abilities, which fly loosely, allow them to zip around in combat. I can imagine the magical chaos that ensues with a full team of four. But the grapple hook excites me most about the possibilities of The First Descendant’s combat.
While fighting enemies, I scan by clicking the right stick to find weak points highlighted in blue. After shooting them enough, they turn yellow, meaning it’s time for my favorite part of the game: grappling up to the yellow part and ripping it off. It’s an awesome mechanic and takes an experience I’ve played hundreds of times in looter shooters – shoot the boss a bunch – and makes it more dynamic. It’s not just about shooting; it’s about blasting a weak point long enough that I can grapple to it and then work to yank it right off, shedding the boss’ layers as I do.
Crafting Your Descendant
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Crafting Your Descendant
Outside of combat, the game offers plenty of customization that powers free-to-play experiences, though I don’t know how microtransactions will play into the game. You can customize loadouts for every character, each with their own weapons and abilities. There are a ton of costumes, ranging from maid outfits to fire brigade uniforms and more, and you can customize various areas of your character with unique chest pieces, Fortnite-style back pieces, and more. You can test out all of this in Albion’s Lab, a test field with customizable dummies to check your loadout’s damage output, feel, and more. Speaking to the team’s commitment to the game and its community, this Lab was recently added following feedback from a recent beta.
“This is my first time seeing it,” Lee says while showing it to me, indicating just how recently it was added. He says players can expect the game to change and grow with the community in this way.
I’m always nervous about free-to-play games and the associated monetization, but if The First Descendant sticks to cosmetic-focused microtransactions, as opposed to letting players pay to perform better in combat, for example, Magnum Studio is on the right track with the wealth of options I see for character customization.
I like that each character so far feels quite different, and leveling each up individually, instead of focusing on a single character for months or years, seems like a smart call in contrast with the genre. Knowing that three friends playing will have various Descendants to choose from, allowing for multiple strategies in how we approach missions, is exciting.
As for keeping players engaged beyond the game’s initial launch, Lee says the team is taking a seasonal approach, with new battle passes in each drop. As is now the standard in the live-service genre, each battle pass will contain season-specific cosmetics, and you’ll need to play through the new content to obtain them.
With an hour of The First Descendant playtime behind me, including a studio tour and interview with the team’s leads, I am (im)patiently waiting for its release this summer. Despite my initial love of Destiny and attempts in Warframe at one point in my gaming history, both (and many others in the genre) have passed me by. Jumping back into them is too daunt- ing and too confusing today. But The First Descendant is giving me what I want from those games, with variations on the formula, too. I still have questions, but Nexon still has time to answer them. For now, I’m crossing my fingers I get into the next beta.
This article originally appeared in Issue 366 of Game Informer.
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stellarblade24x · 6 months ago
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Stellar Blade: Unraveling Earth's Secrets with Orcal and EVE
Yo, it’s lit how Shift Up, the squad from Seoul behind Stellar Blade, dropped such a dope action-adventure joint for their first shot in the game. And hey, while you're vibing with the squad's skills, don't forget to cop some Xbox games to level up your gaming stash. They already hustled in the mobile game scene with some gacha stuff, but Stellar Blade is their first big move into AAA territory. They definitely vibed with From Software’s Souls-Borne games and PlatinumGames’ Nier: Automata, but Shift Up crafted a bangin’ solo experience with sick combat, heart-pumping moments, all set in a post-apocalyptic vibe. You roll as EVE, this mega-powered hero on a mission to wipe out the Naytiba, these alien wreckers who basically wrecked Earth and left it a desert. But when her first gig goes south, EVE links up with Adam, a scav from the last safe spot on Earth, Lily, a sweet but green engineer, and the mysterious bionic prophet, Orcal, to take down the Naytiba bosses and reclaim Earth. Along the way, EVE uncovers the truth about the Naytiba and Earth’s fall, plus this mystery about some god-like figure called Mother Sphere.
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Stellar Blade: Side Quests Galore in Xion
Yo, even though the storytelling ain't always on point, the world-building in Stellar Blade is straight-up fire. And yo, if you wanna dive deeper into immersive worlds, consider copping some PS5 games to expand your gaming universe. Every item you snag comes with some lore attached, whether it's giving you more juice on the spot you're in or dropping knowledge about the bigger picture. Every spot you hit, you'll find bodies of folks murked by the Naytiba, each carrying memory-sticks with their final thoughts or hinting at unsolved mysteries. It's a goldmine for lore heads, yo. We clocked over 50 hours together (25 each), blasting through the game and seeing two different endings. We hit up wrecked cities, sandy deserts, grim labs, you name it. Everywhere's a wasteland, but there are some spots of beauty, too. Then there's Xion, the last human spot on Earth, the only place safe from the Naytiba. It's like a hangout spot with NPCs, side missions, shops, the whole deal. You pick up most side quests from peeps in Xion, but there's also a Notice Board where EVE can grab smaller gigs for rewards, usually taking her to cool spots around the map.
Stellar Blade: Mod Your Blade for Enhanced Skills
Even though Shift Up tries to switch things up often, Stellar Blade can still hit some rough patches in pacing. We were straight-up rolling our eyes at how many times we hit a door, only to realize we gotta scavenge Fusion Cells or dig through corpses for a passcode. And the final stretch? It’s basically a boss marathon, lacking the variety we dug in the rest of the game. It makes the climax feel rushed, like they ran out of time for a proper ending. Now, combat in Stellar Blade? It's like a toned-down Sekiro vibe, but not as smooth. It's not quite Souls-like either – no stamina bars or souls dropping when you bite it, and no deep RPG stuff like leveling up stats. We say it's like Sekiro 'cause it's all about dodging and parrying, not just swinging. EVE sticks with one blade the whole game, but you can soup it up with different mods for passive skills, like upping crit or messing with enemy sight. Smacking down baddies earns XP you use to unlock skills on different trees.
Stellar Blade: Master Blink and Repulse for Combat Supremacy
At the start, you got your basic attack and heavy hitter that you can mix up for combos. It ain't as deep as Devil May Cry or Bayonetta where you gotta bust out mad combos – mostly, just spamming light attacks works. You got a block too, but it eats up your shield and health. Time it right, though, and you can pull off a perfect parry, dodging all damage and slowing time for a bit so you can hit back and mess up the enemy's balance. Parry enough, and the enemy gets dazed, letting you hit them hard with a Retribution attack. Then there's dodging, more like a side step, with a chance of perfect dodging just like the parry. If you've played Sekiro, you know about the Mikiri Counter for those unblockable hits? There's something similar here: Blink for grabs and Repulse for insta-kills. Same button combos, just tilt the stick and hit dodge.
Stellar Blade: Action-Packed Gameplay with Creepy Enemy Designs
Now, let's dive into EVE's bag of tricks when it comes to weapon skills. You peep two bars on the HUD: one for Beta Energy and one for Burst Energy. Beta charges up from regular hits and lets you bust out weapon arts like the triplet or shield breaker. Burst juices up from perfect dodges or Blinks and sets you up for some even nastier moves in fights. And don't sleep on the drone Adam/Lily handles during gameplay – it switches into different ranged weapons like a rifle, shotgun, or homing missile launcher. The devs keep things fresh by throwing in sections where you're only packing heat, no melee allowed. The combat vibe in Stellar Blade is smooth and satisfying, especially once you get the hang of dodging enemy attacks. It just flows, you know? We thought the movement felt a bit clunky at first during the demo, but we quickly got the hang of it. Smooth combat mixed with dope cinematic moments mid-fight, sometimes hitting you with quick-time events, plus those sick enemy designs – this game's a must for action heads. And there's a ton of enemy types, each one creepy and unique, like they crawled out of some eldritch nightmare.
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guardianasdelrpg · 1 year ago
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¡Nuevo evento: Night of Chilseok!
A partir de ahora, Map of Seoul RPG ha quedado abierto para el registro de nuevos usuarios y personajes ¡No dudes en unirte! Si no quieres entrar solo, puedes pasar a ver las búsquedas del foro. ¡Bienvenido a Seúl!
Y para celebrar este momento, ha dado comienzo un nuevo evento de verano con modalidad “choose your own adventure”: Night of Chilseok. La noche perfecta para que aquello que amas vuelva a ti, si lo amas con sinceridad. ¿Te interesa? Pasa a leer más detalles aquí.
¡Te esperamos en Seúl!
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dunder-rpg · 1 year ago
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¡Nuevo evento: Night of Chilseok!
A partir de ahora, Map of Seoul RPG ha quedado abierto para el registro de nuevos usuarios y personajes ¡No dudes en unirte! Si no quieres entrar solo, puedes pasar a ver las búsquedas del foro. ¡Bienvenido a Seúl!
Y para celebrar este momento, ha dado comienzo un nuevo evento de verano con modalidad “choose your own adventure”: Night of Chilseok. La noche perfecta para que aquello que amas vuelva a ti, si lo amas con sinceridad. ¿Te interesa? Pasa a leer más detalles aquí.
¡Te esperamos en Seúl!
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crazyboredasians · 1 year ago
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¡Nuevo evento: Night of Chilseok!
A partir de ahora, Map of Seoul RPG ha quedado abierto para el registro de nuevos usuarios y personajes ¡No dudes en unirte! Si no quieres entrar solo, puedes pasar a ver las búsquedas del foro. ¡Bienvenido a Seúl!
Y para celebrar este momento, ha dado comienzo un nuevo evento de verano con modalidad “choose your own adventure”: Night of Chilseok. La noche perfecta para que aquello que amas vuelva a ti, si lo amas con sinceridad. ¿Te interesa? Pasa a leer más detalles aquí.
¡Te esperamos en Seúl!
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rolhispano · 4 years ago
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Crow
PB: Seo Chang Bin (Stray Kids)
Ocupación: Bajista del grupo de K-rock “Matryoshka”
Trama: Matryoshka es un grupo de k-rock de tres integrantes que está comenzando a triunfar en el panorama musical de Seúl. Su problema llega cuando comienzan a despertar los sentimientos entre ellos. 
NO es un triángulo amoroso. El objetivo es crear una relación de poliamor entre los tres.
Más información en el link
Matryoshka, the polyamorous band!
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noxeternam · 4 years ago
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Rendre vos forums plus accessibles
Je me permets de faire ce post suite au post de @gluebackthepieces concernant les forums rpg “safe”. J’allais répondre en reblogant mais je ne voulais pas “polluer” la discussion puisque mon sujet dérive un peu du sujet de base. 
Je voulais réagir à cette partie du message :
Et ça commence par le design et les codages:
- Est-ce que ces derniers sont adaptés aux personnes dyslexiques ?
- Aux personnes neurodivergentes/neuroatypiques ?
- Bref, est-ce que le forum est accessible ?
Au niveau du design / code, je rajouterais : l'accessibilité n'est pas que pour les personnes dyslexiques.
L’accessibilité, ça concerne absolument tout utilisateur du web. On est tous touchés, même si en effet ça concerne plus particulièrement les “handicapés” (par handicap, on entend toute personne ayant une condition qui fait qu’il ne perçoit pas son environnement comme la majorité de la population) : dans ceux-ci, et notamment appliqué aux cas des forums, on peut retrouver par exemple les dyslexiques, les migraineux, les daltoniens, les hyperactifs, les épileptiques... etc.
Plusieurs pistes pour rendre vos forums plus accessibles :
avoir un design sombre (ou, si vous préférez le clair, avoir la possibilité de passer du sombre au clair grâce à un bouton) 
Bon exemple : Pacific Blue
Mauvais exemple : Truth and Lies
avoir une taille de police suffisante (en-dessous de 11px, on oublie svp !)
Bon exemple : 99 Problems
Mauvais exemple : Save The Queens
avoir un contraste suffisant entre les différents éléments, notamment entre la couleur d’arrière-plan et la couleur du texte (un fond gris avec un texte gris un peu plus clair ? nope)
Bon exemple : Call It Dreaming
Mauvais exemple : S.H.I.T
avoir une navigation facilité, simple et claire (les liens sont visuellement différenciés du reste, les différentes parties du forum (forum, caté, sous-caté) sont clairement visibles...) 
Bon exemple : Make A Difference
Mauvais exemple : Katharsis (ça peut encore aller, mais je trouve que tout est un peu trop de la même couleur, y’a des encadrés partout et l’information n’est pas vraiment hiérarchisée (c’est-à-dire, le plus visible est le plus important et le moins visible est le moins important))
utiliser une police sans-serif - elles sont plus lisibles pour tout le monde, notamment les dyslexiques (il existe également une police créée pour les dyslexiques : Open Dyslexic)
Bon exemple : In For The Kill
Mauvais exemple : Map Of Seoul (bon c’est pas un RPG français mais je le mets quand même)
Le but n’est pas de “dénoncer” avec ces bons et mauvais exemples. Il y a des forums que j’ai cité dans les “mauvais” exemples alors que je suis fan de leur design / code. Mais personnellement, je n’ai aucun handicap particulier (parfois des migraines, mais je quitte l’ordinateur quand ça arrive), donc ma navigation n’est pas mise à l’épreuve. Ce ne sont pas de “mauvais” forums, ce ne sont juste pas des forums vraiment “accessibles” (parfois concernant plusieurs points, parfois un seul).
Je tiens à terminer par un mot sur les widgets d’accessibilité : ce sont des outils qui peuvent être installés sur les sites web (et donc, les forums) et qui offrent des options à l’utilisateur. Vous avez notamment UserWay, qui a été mis en place par Earthbound ! Vous pouvez aller le tester par vous-même (le petit icon en bas à gauche).
Parmi les options : la gestion du contraste, le surlignement des liens, la taille et l’espacement du texte, la possibilité de mettre en pause les animations (notamment pour les hyperactifs ou les épileptiques), la police Open Dyslexic, l’affichage d’un curseur pour la souris ou encore des info-bulles...
Ce widget a été testé par plusieurs personnes en situation de handicap que je connais personnellement et tous ont vanté ses mérites 💪🏻
Je ne suis pas la voix de la sagesse au niveau de l’accessibilité : comme je l’ai dit je ne suis pas en situation de handicap. En revanche, je tiens à préciser que j’ai passé une certification sur la maîtrise de projets web qui couvre en bonne partie les soucis d’accessibilité, d’où le fait que je me permette d’ouvrir le sujet de façon plus détaillée.
Ce ne sont que des pistes, les principes les plus courants de l’accessibilité web. Si vous avez d’autres pistes, d’autres remarques ou même retours d’expérience, n’hésitez pas 🥰
EDIT : Je tiens à rajouter un petit mot, qui est quand même très important. 
Les bonnes pratiques web (dont l’accessibilité), sont des “bonnes pratiques”. Chacun est libre de les appliquer ou non. Mais il faut que ce soit en connaissance de cause : 
Si vous n’aimez pas les designs sombres, soit ! Mais il faut que vous ayez conscience qu’en faisant un design clair, vous pouvez potentiellement être en train d’exclure certaines personnes (migraineux, sensibilité à la lumière accrue...). 
Si vous préférez les polices avec serif, soit ! Mais vous excluez potentiellement les dyslexiques, qui ont du mal à les lire. 
Si vous préférez une taille de police à 10px, soit ! Mais vous excluez potentiellement les malvoyants, ou même plus généralement, les utilisateurs avec de grands écrans (la police apparaît encore plus petite sur les grands écrans que sur un Macbook 13″ par exemple, c’est question de proportions). 
Bref, tout ça pour dire : libre à vous de faire comme bon vous semble ! Le principal étant que vous ayez conscience de ces bonnes pratiques et de cette question d’accessibilité. Que si vous décidez de ne pas les suivre, vous savez que vous excluez potentiellement une partie de la communauté. Le problème est de ne pas avoir connaissance de ces bonnes pratiques et donc d’exclure des gens sans même le savoir.
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carnival-roleplay · 3 years ago
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Búsqueda: The pricks (x)
Map of Seoul RPG
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mapofseoul-rpg · 2 years ago
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                   I’m absolutely smitten                     I’ll never let you go [x]                                        Jung Jae In x Moon Jun Han
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kpopmultifan · 4 years ago
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Scheduled New Releases: July 2020 - Week 3
This list will continually be updated when MVs, iTunes/Apple Music & Spotify links, & additional new release information become available.
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 Lee Suhyun (of AKMU) - In Your Time (OST Digital Single) “It’s Okay Not to Be Okay” OST Pt.4 Release Date: July 12th [Apple Music/iTunes] [Spotify]
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J-Black & J-Pink - Move, Groove, Smooth (Digital Single) [MV] Release Date: July 12th [Apple Music/iTunes] [Spotify]
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Seyoung (of Cross Gene) - Space Out (Pre-Release Digital Single) Release Date: July 13th [Apple Music/iTunes] [Spotify]
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Eric Nam - Count on Me (OST Digital Single) “Men Are Men” OST Pt.1 Release Date: July 13th [Apple Music/iTunes] [Spotify]
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GFRIEND - 回:Song of the Sirens (9th Mini-Album) Title Track: Apple [MV] [highlight medley] Release Date: July 13th [Apple Music/iTunes] [Spotify]
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EXO-SC - 1 Billion Views (1st Album) Title Track: 1 Billion Views [MV] Pre-Release Single: Telephone (feat. 10cm) [MV] Track: Nothin’ (Chanyeol Solo) [MV] Track: On Me (Sehun Solo) [MV] Release Date: July 13th [Apple Music/iTunes] [Spotify]
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Jeong Sewoon - 24 Part 1 (1st Album Part 1) Title Track: Say Yes [MV] [highlight medley] Release Date: July 14th [Apple Music/iTunes] [Spotify]
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PinkFantasy - Shadow Play (4th Single) [MV] Release Date: July 14th [Apple Music/iTunes] [Spotify]
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Crush - Ohio (Digital Single) [MV] Release Date: July 14th [Apple Music/iTunes] [Spotify]
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BTS - Map of the Soul - The Journey (4th Japanese Album) Title Track: Stay Gold [MV] Release Date: July 15th [Apple Music/iTunes] [Spotify]
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TOO (Ten Oriented Orchestra) - Running TOOgether (2nd Mini-Album) Title Track: Count 1, 2 [MV] [highlight medley] Release Date: July 15th [Apple Music/iTunes] [Spotify]
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DREAMCATCHER - R.o.S.E Blue (Digital Single) [MV] mobile RPG “Girl Cafe Gun” OST Release Date: July 15th [Apple Music/iTunes] [Spotify]
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Jeong Eunji (of Apink) - Simple (4th Mini-Album) Title Track: AWay [MV] [highlight medley] Release Date: July 15th [Apple Music/iTunes] [Spotify]
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1THE9 - Turn Over (3rd Mini-Album) TItle Track: Bad Guy [MV] [highlight medley] Release Date: July 16th [Apple Music/iTunes] [Spotify]
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XRO - Welcome to My Jungle (Debut Single) Title Track: Welcome to My Jungle [MV] Track: Chuckle [MV] [MV 2] Release Date: July 16th [Apple Music/iTunes] [Spotify]
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AleXa - Villain (Pre-Release Digital Single) [MV] Release Date: July 16th [Apple Music/iTunes] [Spotify]
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Stray Kids - Hello Stranger (OST Digital Single) [MV] “Pop Out Boy” OST Pt.1 Release Date: July 16th [Apple Music/iTunes] [Spotify]
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MustB - Let Me Rise Again (Pre-Release EP) Title Track: Realize [MV] Release Date: July 17th [Apple Music/iTunes] [Spotify]
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EDEN x DINDIN - The Sun (Digital Single) [Lyric Video] STARDUST 2 Pt.2 Release Date: July 17th [Apple Music/iTunes] [Spotify]
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Seoul Philharmonic Orchestra x Park Inyoung - Red Velvet (Orchestral Version) (Digital Single) [MV] SM STATION Release Date: July 17th [Apple Music/iTunes] [Spotify]
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Park Kyung (of Block B) & Seola (of WJSN) - See Saw (OST Digital Single) “Backstreet Rookie” OST Pt.6 Release Date: July 17th [Apple Music/iTunes] [Spotify]
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ifeelgeek · 2 years ago
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#PARTE 1 REALISTAS Y ACADEMIAS
En este apartado podrán ver los foros de rol activos hasta el momento (teniendo en cuenta que tenga gente conectada en las últimas horas). De esta recopilación si alguien desea agregar un foro que no aparece en la lista por favor contacte conmigo.
• Los foros privados y semiprivados no han sido añadidos al listado si quieren ser parte pueden pedirlo.
• Los foros que deseen un espacio en el Instagram son bienvenidos a solicitarlo :)
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• Mikrokosmos: Ambientado en Seúl, Corea del Sur - PB REAL • Fall Valley: Ambientado en Ohio 2022 - PB REAL • Fight for Freedom: Escoge tu ido favorito y adentrate en el famoseo de Corea - PB REAL • The Pearl Sanctuary : Ambientado en Londres - PB REAL • Summplace RPG: Basado en un pueblo costero ficticio de Alabama, EE.UU - PB REAL • New Born: Ambientado en la ciudad de Seúl, Corea del Sur. 5 años online. - PB REAL • City-noitre : Foro en la ciudad Noitre al Noreste de Francia - PB ANIMADO • The Sound of San Francisco : Ambientado en San Francisco. 8 años online - PB REAL   • Map of Seoul - Ambientado en Seúl - PB REAL • Creaked Vultures : Ambientado en una realidad alternativa de Estados Unidos - PB REAL • Sempiternus : Ambientado en Noruega - PB REAL • Heavy is the crown:  Ambientado en Londres - PB REAL
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• Sunrisedreams : Foro realista universitario - PB REAL • Harujuknoir : Foro universitario - PB REAL • Blueberry : Foro escolar - PB ANIMADO • Counting Stars : PB ANIMADO • Himitsu-no-pettoakad  - PB ANIMADO
• The Spiral Dance : Foro de una academia mágica - PB REAL
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jcmarchi · 11 months ago
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The Finals Review - Appetite For Destruction - Game Informer
New Post has been published on https://thedigitalinsider.com/the-finals-review-appetite-for-destruction-game-informer/
The Finals Review - Appetite For Destruction - Game Informer
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The Finals offers rare novelty in the competitive multiplayer genre, encouraging creative strategies impossible in other titles because of its immense environmental destruction, physics-based hazards, and armory of whimsical gadgets. This first-person shooter occurs amid a digital game show where varying counts of three-person teams fight over money caches in an objective-focused format. The Finals is unpredictable in the best way: gameshow events like meteor showers or orbital lasers remap previously memorized paths, map variants like moving platforms or suspended structures can obfuscate objectives, and your team’s best-laid defensive plans are often interrupted as explosives obliterate the buildings around you. 
Developer Embark Studios showcases its mastery of Unreal Engine with gorgeously lit, fully destructible level designs that are incredibly fun to maneuver. Monaco, Las Vegas, Seoul, and Skyway Stadium – the four maps present at release – require distinct strategies and feature randomized elements that make every match impressively dynamic. You might load a map and find it under construction or unrecognizable, such as when sandstorms cover Vegas with enormous dunes.
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The game features three unique classes: Heavy, Medium, and Light. Heavies can equip a rocket-propelled grenade, flamethrower, energy shield, a massive sledgehammer, or a glue gun that allows the user to create makeshift walls and cover. Mediums most closely resemble a support role, featuring the option to equip a healing beam, automated turret, zipline systems, jump pads, and defibrillators for quick revives. Lastly, the Light class specializes in grappling hook traversal and multiple invisibility gadgets. Each role is satisfying to explore, offering numerous possibilities for emergent play. Witnessing brilliant synergies like propelling the Cashout – an ATM-like objective – toward the opposite side of the arena by using the Heavy’s rocket to bounce the object atop a Medium’s well-placed jump pad leaves me energized and curious. Ultimately, team collaboration is crucial in finding success in The Finals since the skill ceiling becomes much higher with these potent equipment combinations.
It’s incredibly satisfying to interrupt an enemy team’s attempt at stealing the objective (an ATM-like device) by blowing the floor from beneath them with an RPG or C4 pack and ambushing them as they unexpectedly fall to a lower level. On the flip side, you can avoid a perilous fall with a well-timed goo grenade, creating a makeshift floor or bridge where one didn’t exist before. The reactive, high-stakes strategies the physics system facilitates remind me of the breakneck decisions that define the best fighting games.
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Ignoring current multiplayer trends, The Finals features sturdy health bars, long respawn times, the exclusion of multiple weapon slots, and a lack of scopes on most guns. While using the iron sights on larger weapons like the M60 light machine gun is sometimes tricky because the optic’s alignment markers obscure my view, I admire Embark’s commitment to novelty through these choices, as they reinforce a focus on gadgets, environmental destruction, and the creative strategies that emerge from the intersection of those features.
However, in a game with many well-designed characteristics, Embark’s use of generative A.I. text-to-speech voicework is unappealing. The gameshow’s characters sound believable at best but broadly fall flat due to one-note performances and mediocre writing. Additionally, I’ve heard duplicate voice lines multiple times, making the developer’s use of generative art largely pointless.
Notably, the cosmetic microtransactions are fairly priced and offer robust character customization. Whether earning a new skin via the battle pass or purchasing it from the in-game shop, you can equip various parts of the outfit and pair them with others. Despite the slow progression of the battle pass, which I hope is adjusted in the future, the mix-and-match nature of its rewards makes them exciting to unlock.
The Finals has given me some of my favorite multiplayer moments in 2023. Whether actively engaging in vertical combat or excitedly scaling rooftops on the way to the next objective, navigating the environments feels incredible, and the thrill of watching the ground disappear from below my feet never gets old. In a year of groundbreaking video game releases, The Finals is yet another highlight.
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emmescodes · 3 years ago
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Afiliación
¡Hola Emme! venimos a solicitar una afiliación contigo, hemos sido fans de tu trabajo por varios años y nos gustaría aprovechar esta oportunidad. 
Nombre del sitio: Map of Seoul RPG Direción: https://mapofseoul.foroactivo.com/ URL del botón (45x45): 
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