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DShiznit


Guru-in-Training


Joined: 14 Jan 2007
Posts: 3683
Location: The 24th Century

Posted: 06 Jan 2010 06:08:08 am    Post subject: Two map ideas

1. Apartments- 3 apartments with different themes, connected by a hallway. You'd start in an average looking one, there'd be one on one end of the hall with ponies and rainbows, and other crap considered to be "girly", and a third one on the opposite side that plays host to a grisly murder scene.

2. Cruise Ship- As much as I'd love to have a full-size Spirit-class Panamax Merchant Ship(such as the Carnival Miracle), I don't think that would be feasible in this engine. So, I'd go with something smaller, probably less than half that size, which could still be very expansive for a minifigure, but not make the user's CPU cry blood. It would have several staterooms, allthough perhaps only one of each type would be accessible, some kind of dining room, a promenade, and of course a deck with a pool or two.

Now, I've heard of something called "zoning" I have no idea what this is, and I don't think I've ever used this before, but if it could reduce strain on most people's machines enough to make said full-size ship even remotely playable, I'd love to learn how to use it.
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MikeShinoda32


Newbie


Joined: 01 Jan 2010
Posts: 22

Posted: 06 Jan 2010 08:02:37 am    Post subject:

Both sound good Dshiz.
But didn't you make a cruiseship brick-build already? I suppose that would be less laggy as a map instead of a build.
Although that apartment one... grisly murders??
Perfect. Hope you can make it pretty gory.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55763
Location: Earth, Sol, Milky Way

Posted: 06 Jan 2010 10:25:57 am    Post subject:

Yeah, I'm not too fond of the apartment idea (well, I like the idea of a bunch of apartments, but not so much the themes you came up with). Razz The cruise ship idea is cool, though, and yes, zoning would help significantly to make this feasible.
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elfprince13


OVER NINE THOUSAND!


Joined: 23 May 2005
Posts: 10234
Location: A galaxy far far away......

Posted: 06 Jan 2010 10:32:10 am    Post subject: Re: Two map ideas

DShiznit wrote:
2. Cruise Ship- As much as I'd love to have a full-size Spirit-class Panamax Merchant Ship(such as the Carnival Miracle), I don't think that would be feasible in this engine. So, I'd go with something smaller, probably less than half that size, which could still be very expansive for a minifigure, but not make the user's CPU cry blood. It would have several staterooms, allthough perhaps only one of each type would be accessible, some kind of dining room, a promenade, and of course a deck with a pool or two.

Now, I've heard of something called "zoning" I have no idea what this is, and I don't think I've ever used this before, but if it could reduce strain on most people's machines enough to make said full-size ship even remotely playable, I'd love to learn how to use it.


The cruise ship sounds excellent, particularly if there was some sort of kid's toy room where the users spawned.

As far as portals are concerned, check out this. http://tdn.garagegames.com/wiki/Constructor/Portals
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DShiznit


Guru-in-Training


Joined: 14 Jan 2007
Posts: 3683
Location: The 24th Century

Posted: 06 Jan 2010 11:08:21 am    Post subject:

oh cool. Are portals affected adversely by scaling of the interior?
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elfprince13


OVER NINE THOUSAND!


Joined: 23 May 2005
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Location: A galaxy far far away......

Posted: 06 Jan 2010 11:18:33 am    Post subject:

during construction, or after it's been exported? I'm not really sure, but I'd recommend just building to scale. For reference, 0.5 x 0.5 x 0.6 is the size of 1x1x1 brick in constructor.
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DShiznit


Guru-in-Training


Joined: 14 Jan 2007
Posts: 3683
Location: The 24th Century

Posted: 06 Jan 2010 11:27:41 am    Post subject:

and 20 times the minifig is about the scale of a human being.
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CyberPrime


Power User


Joined: 19 Apr 2009
Posts: 370

Posted: 06 Jan 2010 12:10:11 pm    Post subject:

a cruise ship sounds very cool. That would leave hellaroom for secret areas, kitchens and whatnot. Engine room maybe.
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DShiznit


Guru-in-Training


Joined: 14 Jan 2007
Posts: 3683
Location: The 24th Century

Posted: 06 Jan 2010 10:47:21 pm    Post subject:

I was only going to do the passenger areas, but if you're familiar with cruise ship engine rooms, go ahead and whip something up in Constructor...

http://go.nwa.travelpn.com/ecruise/ShipDetailsDeck.do;jsessionid=0B399BAFFC161557D5D7A89FEFBBEE1F.p0730?shipId=182
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elfprince13


OVER NINE THOUSAND!


Joined: 23 May 2005
Posts: 10234
Location: A galaxy far far away......

Posted: 06 Jan 2010 10:50:10 pm    Post subject:

that looks like it would zone fairly well. The sweet thing about constructor is one of you could model the engines to an appropriate size, and then send it to DShiznit, for him to drop into his prefab folder, and the place however he wants.
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DShiznit


Guru-in-Training


Joined: 14 Jan 2007
Posts: 3683
Location: The 24th Century

Posted: 06 Jan 2010 10:55:26 pm    Post subject:

Wow, I forgot just how a huge the spirit class was. I think I'll scale this down considerably. I only need 1 theatre, 1 restaurant, and some other assorted amenities. I could actually just re-create my cruise ship build in constructor...
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