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GAMMA Spawn Progress

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This topic contains 33 replies, has 14 voices, and was last updated by  MrJMir 7 years, 2 months ago.

Viewing 15 posts - 16 through 30 (of 34 total)
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  • #30284

    Alrighty- I still say that it needs a futury-cyberpunky theme to whatever we put down there.

    For the Commonwealth!

    #30327

    Jon
    Keymaster

    We really missed out on a great opportunity guys, we could have just built the entire thing to look like Tyrell Corporation Headquarters. Incidentally I would like to see that done somewhere on the server…

    Head of Science and Technology for Nerdy Show.

    #30339

    MrJMir
    Participant

    I am all for a dungeon on the lowest sub-basement. Maybe an art installation on one of the others? Perhaps with some appropriately creepy, underground, music?

    "Life is pleasant. Death is peaceful. It's the transition that's troublesome." Isaac Asimov

    #30343

    Flawedspirit
    Participant

    It’s a few days late, but unfortunately it seems I may have to scrap my dungeon idea. The effect from the beacons goes down too far, and I don’t want dungeon-runners to have any help from things other than what they bring with them.

    Despite what my username says, I am certifiably flawless.
    Please echo "all complaints and suggestions" > /dev/null.

    #30344

    twothums
    Participant

    Maybe you could set up a system that once people enter the dungeon a sticky piston removes blocks away from it breaking the pyramid so that the beacon doesn’t work.

    He touched my balls alot.

    #30345

    Flawedspirit
    Participant

    Alright, I just solved the problem by basically dropping the beacons down to tier 3s. That decreased the radius of their effect by 10 meters, but they can still reach the very top of spawn. So I should have enough room for a couple more levels of dungeon, and the beacons still work as intended. Win-win.

    Despite what my username says, I am certifiably flawless.
    Please echo "all complaints and suggestions" > /dev/null.

    #30361

    Jon
    Keymaster

    So the plan is to launch the new spawn at Gamma in about a week. Now I’d like to have a few things definitely done by then. I’d like to have the rail system coming out of Gamma actually connect up, via stations preferably, to the existing rail in the area. It would also be really good if we subdivided the area surrounding the pyramid of Gamma to help promote better building then what happened at Beta. I don’t ‘really’ expect people to follow the divisions layout perfectly, but I’d imagine that it would at least reduce the amount of crazy right at spawn. I guess the idea then would be to divide up the area into blocks with streets seperating one block from another (city block not minecraft block). Not really sure how big, thoughts?

    Head of Science and Technology for Nerdy Show.

    #30365

    Kaosubaloo
    Participant

    My thinking is that, with the 4 main roads, we don’t really need to further sub-divide Spawn. The main problem with Spawnville is that you can’t get out of it, which with the current setup will not be a major problem. What’s more is that by splitting it into 4 chunk like we have by the roads it will already be more organized via quadrants. Sub-dividing more at this point would be solving a problem that isn’t there and could easily result in limiting spawn’s development.

    Of course, that’s just my take. Obviously we need to be careful to make sure it doesn’t get as out of control as spawnville, but at the same time we don’t want to over-prepare, as doing so will likely result in the opposite problem. Besides, if we can get something similar to feel and scope as spawnville but easier to navigate through I would call that a huge win.

    Guess who, it's Kaosubaloo!

    #30419

    Jon
    Keymaster

    So far only two shopkeeps have claimed space in Gamma’s shopping level. Let’s all try to get the shopkeeps involved over here.

    Head of Science and Technology for Nerdy Show.

    #30423

    lingarn
    Participant

    “and could easily result in limiting spawn’s development” — I thought that that was one of the stated goals of setting up the new spawn?

    Old spawn and New Spawnville got crazy, in part, because you could build layer upon layer of awesome. Even though things did eventually spread out a lot, you ended up with significant congestion in the central area. By making things more discreet, you could help to eliminate at least some level of the craziness, encouraging more out and less up.

    It looks like some people are already making smaller roads and blocks; maybe it can vary by which road people are traveling upon.

    #30428

    Kaosubaloo
    Participant

    The goal was not to limit development for anyone except maybe people like myself who tend to OVER-build. The goals were to put in safeguards so that, while undergoing healthy development, it would not become bloated and out of control and to ensure that it would never form a proverbial or literal wall to new players.

    Whether or not we have sufficiently prepared for the former of those goals is still up for debate, but the rails and roads we’ve already added pretty effectively solve the later issue.

    As for what we HAVE done for the former, well, there’s a few things. For starters we’re working on the assumption that those transit systems existing from the beginning will alleviate the problem, as will being able to build in every direction instead of just one (as was the case with Spawnville). We’re also pretty sure that if we DO limit those few individual users who go out of control that it won’t snowball, which based on the lessons learned from Spawnville seems reasonable. After all, Spawnville didn’t truly get out of control until people started building the city on top of the city.

    Or, to put it a different way, we want to learn from our mistakes with spawnville without going overboard. After all, Aesthetically and in terms of community Spawnville is actually freaking amazing. The reason we’re moving is that it’s a huge deterrent to new players (It’s the only way out, easy to get lost in and going from Beta Spawn even LOOKS like a freaking wall), which with our improvements to Gamma will hopefully (I’ll even go so far as to say likely) not be an issue with it.

    Guess who, it's Kaosubaloo!

    #30431

    lingarn
    Participant

    I don’t see how a clear set of streets is overboard, so long as the blocks are big enough to fit buildings in from any side. New Spawnville is amazing, I am very fond of it, but even before the Upper City, I can remember getting lost when I was a ground dweller.

    Since the shops, public farms, and rails are all going to be inside the building, it seems like the most likely exterior structures will (at least at first) be houses, inns, and various boondoggles meant to impress (sprite art, monuments, etc). Making sure there is a clear way of navigating between these seems more helpful than harmful, inasmuch as it will limit the chaos whether we try to exert self-control or not.

    The first time I remember people complaining about New Spawnville being laggy was actually *before* the Upper City was built. I don’t have lag now, so I can’t say what minimum would help people with poor computers, however it is something worth considering.

    Anyway, as I say, some of the streets already have side-streets being built. And as you say, if you want to escape that level of organization, the roads and rails make it easy to do so.

    #30436

    Kaosubaloo
    Participant

    By pre-laying streets you are limiting structures by designating where they can be built, putting a fairly hard limit on their size (which could only be overcome by building over the streets, something we probably want to discourage) and prevent organic roads from being formed. You could argue that #2 on that list is something we want, but I would instead say that we want none of these.

    However, I can compromise here. What we could do is just lay street-blocks in 1 or *maybe* 2 of the 4 quadrants. That way we get the best of both worlds.

    Guess who, it's Kaosubaloo!

    #30443

    googleplx
    Participant

    Like Kao, I’m generally opposed to laying a street system. Commercial servers tend to do that kind of thing so that people can protect their lots, and it has a really awful, forced, look. I think what we have is perfect: gamma encourages creative builds while still being easy to escape.

    #30457

    Jon
    Keymaster

    Ultimately what we have right now is probably fine. There are already some builds, landmarks, and roads that are breaking up the area. I am still a tad worried someone is going to build a massive… something right in front of spawn that will mess with peoples ability to see anything past it. Honestly I’d like to impose an unofficial build height limit in the immediate area (as in one gamma pyramid length out from gamma in all directions) that nothing should be higher than the skyrail. That basically translates to about 100 blocks out from the edge of the pyramid, anything beyond that is still fair game. Once the area gets built up, which it will, the height limit in the area will create a really cool aesthetic.

    Head of Science and Technology for Nerdy Show.

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