Then tell me, where would you put the top floor, which - need I remind you - is out in the middle of the ****ing sky? The only other way to solve Sky Pillar would be to give it owns map - OH HEY! WHY THE **** DONT WE JUST SHOVE SOOTOPOLIS OVER THERE WHILE WE'RE AT IT?!
That doesn't sound like half a bad idea, if we copied just the map that you could see from the roof...cleared out unneeded parts of the map. Then put Sootopolis there, fully realized...sure it would look a little different, but damn it would be a good idea. Then we surround every nook and cranny of the air around Spear Pillar with teleport blocks back to the original map, then do the same for Sootopolis...this might be crazy enough to work!
I really like this idea because it's what I said we should do a month ago :tongue.gif: ...
...
did I actually **** out something we can agree on? :V (if Hunter agrees with it... then... there's no real opposition to it?)
This would actually be the best solution right now probably. We can have the full-sized Sootopolis for people to teleport to (alongside the interior of Sky Pillar), and on the actual Hoenn map I can build a second, sunken Sootopolis for distribution.
If the map is around 128x128x128 then there shouldn't be too much problem with lag either. Worlds that size load pretty much instantly...
EDIT: Actually it'd have to be larger. I remember I worked this out and 128 could only just fit Sootopolis...
Yeah, I figure it'd be as big as we need to have the same effect of view as if we were in the actual map. I think it would be neat to just build it in a copy of the map where the borders of the map are about where the regular fog (the fog you see regardless of settings) is.
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Co-Founder of the PokeCraft Pokemon World Mapping Project
Also known as 'Rils'
If the map is around 128x128x128 then there shouldn't be too much problem with lag either. Worlds that size load pretty much instantly...
EDIT: Actually it'd have to be larger. I remember I worked this out and 128 could only just fit Sootopolis...
Yeah, I figure it'd be as big as we need to have the same effect of view as if we were in the actual map. I think it would be neat to just build it in a copy of the map where the borders of the map are about where the regular fog (the fog you see regardless of settings) is.
Are we going to ignore the proximity of Sky Pillar and Sootopolis? (It was my first thought to have the teleport for the PIllar hidden in that entry cave, where the transition has the least impact on what is seen vs. what is perceived.) With less layers to it, it'd be easiest to move Sootopolis vs. moving Sky Pillar over...
If the map is around 128x128x128 then there shouldn't be too much problem with lag either. Worlds that size load pretty much instantly...
EDIT: Actually it'd have to be larger. I remember I worked this out and 128 could only just fit Sootopolis...
Yeah, I figure it'd be as big as we need to have the same effect of view as if we were in the actual map. I think it would be neat to just build it in a copy of the map where the borders of the map are about where the regular fog (the fog you see regardless of settings) is.
Are we going to ignore the proximity of Sky Pillar and Sootopolis? (It was my first thought to have the teleport for the PIllar hidden in that entry cave, where the transition has the least impact on what is seen vs. what is perceived.) With less layers to it, it'd be easiest to move Sootopolis vs. moving Sky Pillar over...
256 x 256 x 124 would be what we need, no?
We need more like 512x512x64. We don't need a lot of depth, but yes we can start the 'Innerworld' at the cave, then the island can be a proportionate size to the pillar. The routes surrounding Soot and Sky can be much smaller versions of themselves, as long as they just look a bit like the overworld versions we'll be fine. The hardest part will be the teleport walls to keep people on the islands.
Rollback Post to RevisionRollBack
Co-Founder of the PokeCraft Pokemon World Mapping Project
Also known as 'Rils'
Problem is that with size the load time increases exponentially. The default map loads almost instantly, because it's only 64x64. Compare that to freebuild, which is relatively quick at 256x256, and then hoenn, which, at 1024x512 takes several seconds to load. It kind of breaks up the play. The only part which really needs openness is the top of Sky Pillar. With Sootopolis you're in below the walls.
Of course, if we are going with the 512x512 idea, the best thing to do would simply be to take current East Hoenn (ie, from 513-1024) and make that its own map, then rejig it a little...
That's exactly what I was thinking, a copy of the current hoenn, gutted, maybe even shrunk visually and rejig'd. We only need the external visuals, no one is going to get close to it. I think a fairly simple 512 would load well enough, but if we want we can go with a 256, I just don't like that you'll see the edge of the surrounding area.
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Co-Founder of the PokeCraft Pokemon World Mapping Project
Also known as 'Rils'
The hardest part will be the teleport walls to keep people on the islands.
This part can be easy or hard, depending on how we want to go about it. A place like Sootopolis will be easy to tele-rig from one map to the other - they have one centralized in/out fly channel, so that entire open skyline can be rigged to teleport to the overworld's entrance.
Sky pillar top has, in contrast, a 5-sided box to create, which means likely I'd need to make position - to - position portals...
Call me crazy for thinking this, but maybe while we're making a secondary Hoenn East we could make a secondary Mt Pyre as well? One with accurate summit and outside... (I don't remember if those areas of Mt Pyre have full view of the outside, but if that's not a problem, the summit could just take the place of that safari route - this preserves Pyre's profile as seen from the top of Sky Pillar.)
It is noble that we should think of replicating to the no-fog line, but keep in mind, it's unlikely that people will be playing without fog. I can't get reasonable frames in the regular Hoenn on no fog - I need to use level 1 fog. This is likely what people would be playing the new area on as well...
ooohhh, if only I knew how to write plug-ins! How easy would it be to have a block trigger that sets the player's fog to 4 (tiny, highest setting) when they walk through it? It would be perfect for those few routes in Sinnoh-!
Speaking of sinnoh; Cieran, ignore that last PM I sent you. (I think I sent a follow-up PM, but I ended up receiving it myself, so I don't know if you got it... but oh well.) Y'all might wanna keep a tab on this thread; expect updates daily when I get to work on it... :wink.gif: http://www.vgmaps.com/forums/index.php?topic=1154.0
we should be able to have a fix to that as soon as they're done making updates to hyvemind, related to myne/mynecraft. I hear the guy's got direction message blocks working; how cool is it going to be to walk into the elite four and have the message say "INDIGO PLATEAU" or "EVERGRANDE CITY"? :biggrin.gif:
Bump for great justice. Since nobody seems to want to ground the sea routes, I'll start on them when I have the chance. It's kinda boring, so if anyone wants to help be my guest.
Speaking of sinnoh; Cieran, ignore that last PM I sent you. (I think I sent a follow-up PM, but I ended up receiving it myself, so I don't know if you got it... but oh well.) Y'all might wanna keep a tab on this thread; expect updates daily when I get to work on it... :wink.gif: http://www.vgmaps.com/forums/index.php?topic=1154.0
All the routes for West Sinnoh have been made now... :wink.gif:
(btw, this is my brother's laptop, so I can't really use it to do anything more than look up solutions online. Soonest I could get a fix would be Monday... :V)
Ok, I fixed freebuild. Thanks Cieran, I'm glad you backed it up. I also changed a couple of things. The current freebuild map, (with the bulbasaur) is now the Trusted freebuild map. People have to be given writer access there in order to build. That world is "freebuildt". We now have a regular "freebuild" map for everyone else to build in. There's a portal to freebuildt in the Warp Zone. Check the first pipe. The main portal to freebuild is still there (trash chute?).
seeing as how i've been on the server alot, i might as well post here too. I'm up for helping with Johto. I played the original Gold and Silver, and have roms for HG and SS as well, so i can help there.
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The game's box-like representation of reality is cute and definitely charming...until a horde of cute box-like skeletons rip your cute little box-like arms from your cute little box-like body.
...
did I actually **** out something we can agree on? :V (if Hunter agrees with it... then... there's no real opposition to it?)
This would actually be the best solution right now probably. We can have the full-sized Sootopolis for people to teleport to (alongside the interior of Sky Pillar), and on the actual Hoenn map I can build a second, sunken Sootopolis for distribution.
Come visit us!
Yeah, I figure it'd be as big as we need to have the same effect of view as if we were in the actual map. I think it would be neat to just build it in a copy of the map where the borders of the map are about where the regular fog (the fog you see regardless of settings) is.
Also known as 'Rils'
Are we going to ignore the proximity of Sky Pillar and Sootopolis? (It was my first thought to have the teleport for the PIllar hidden in that entry cave, where the transition has the least impact on what is seen vs. what is perceived.) With less layers to it, it'd be easiest to move Sootopolis vs. moving Sky Pillar over...
256 x 256 x 124 would be what we need, no?
Come visit us!
We need more like 512x512x64. We don't need a lot of depth, but yes we can start the 'Innerworld' at the cave, then the island can be a proportionate size to the pillar. The routes surrounding Soot and Sky can be much smaller versions of themselves, as long as they just look a bit like the overworld versions we'll be fine. The hardest part will be the teleport walls to keep people on the islands.
Also known as 'Rils'
That's exactly what I was thinking, a copy of the current hoenn, gutted, maybe even shrunk visually and rejig'd. We only need the external visuals, no one is going to get close to it. I think a fairly simple 512 would load well enough, but if we want we can go with a 256, I just don't like that you'll see the edge of the surrounding area.
Also known as 'Rils'
This part can be easy or hard, depending on how we want to go about it. A place like Sootopolis will be easy to tele-rig from one map to the other - they have one centralized in/out fly channel, so that entire open skyline can be rigged to teleport to the overworld's entrance.
Sky pillar top has, in contrast, a 5-sided box to create, which means likely I'd need to make position - to - position portals...
Call me crazy for thinking this, but maybe while we're making a secondary Hoenn East we could make a secondary Mt Pyre as well? One with accurate summit and outside... (I don't remember if those areas of Mt Pyre have full view of the outside, but if that's not a problem, the summit could just take the place of that safari route - this preserves Pyre's profile as seen from the top of Sky Pillar.)
It is noble that we should think of replicating to the no-fog line, but keep in mind, it's unlikely that people will be playing without fog. I can't get reasonable frames in the regular Hoenn on no fog - I need to use level 1 fog. This is likely what people would be playing the new area on as well...
Come visit us!
Also known as 'Rils'
We could use white...but yeah fog blocks would be nice.
Also known as 'Rils'
ooohhh, if only I knew how to write plug-ins! How easy would it be to have a block trigger that sets the player's fog to 4 (tiny, highest setting) when they walk through it? It would be perfect for those few routes in Sinnoh-!
Speaking of sinnoh; Cieran, ignore that last PM I sent you. (I think I sent a follow-up PM, but I ended up receiving it myself, so I don't know if you got it... but oh well.) Y'all might wanna keep a tab on this thread; expect updates daily when I get to work on it... :wink.gif: http://www.vgmaps.com/forums/index.php?topic=1154.0
Come visit us!
Come visit us!
All the routes for West Sinnoh have been made now... :wink.gif:
Come visit us!
My laptop is pretty much ****ed up the ass right now, most likely cause is a windows freakin' update; booting into safe mode = BSOD. FFFFFFFFFF
In related news...
http://www.serebii.net/blackwhite/image3-big.jpg DAT CITY FFFFFFFFFFFFFFFFFFF
(btw, this is my brother's laptop, so I can't really use it to do anything more than look up solutions online. Soonest I could get a fix would be Monday... :V)
Come visit us!
When do you guys think that building will start up again?
In the spirit of HGSS, why don't we start on Johto then?
Also known as 'Rils'
Ah, well, that can be easily arranged, and anyone else is free to take over, I'm not too good at the water routes.
Also known as 'Rils'
Also known as 'Rils'