Minecraft: Project Orhedge

Talk on any game/console that doesn't have its own forum, including browser-based games

Moderator: Forum Moderators

Fred Woogle
Zombie
Zombie
Posts: 2172
Joined: January 12th, 2005, 21:42
Location: Inside the closet cupcake!
Contact:

Re: Minecraft: Project Orhedge

Post by Fred Woogle »

Fab, fapping away on a well deserved break

Image
Last edited by spoodie on January 19th, 2012, 16:12, edited 4 times in total.
Reason: BETTER?
buzzmong
Weighted Storage Cube
Weighted Storage Cube
Posts: 7167
Joined: February 26th, 2007, 17:26
Location: Middle England, nearish Cov

Re: Minecraft: Project Orhedge

Post by buzzmong »

Hmm. 5punk oddly doesn't seem to either resize the image to fit the post, or resize the forums to fit the image.
How queer.
Fred Woogle
Zombie
Zombie
Posts: 2172
Joined: January 12th, 2005, 21:42
Location: Inside the closet cupcake!
Contact:

Re: Minecraft: Project Orhedge

Post by Fred Woogle »

Now its too small spoodie :P
Mr. Johnson
Mr Flibbles
Mr Flibbles
Posts: 4957
Joined: August 10th, 2006, 10:58
Location: belgium

Re: Minecraft: Project Orhedge

Post by Mr. Johnson »

TWSS!
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Re: Minecraft: Project Orhedge

Post by Dog Pants »

I have map plan! Click for hugerer.

Image
FatherJack
Site Owner
Site Owner
Posts: 9597
Joined: May 16th, 2005, 15:31
Location: Coventry, UK
Contact:

Re: Minecraft: Project Orhedge

Post by FatherJack »

Looking at the scale there it looks roughly right, as the smallest houses in the town are about the same size as the little house next to the Iron Man - which is about as small as you can make a house out of blocks and still get inside it.

The trouble is that you can only really make houses that small if the walls face N-E-S-W and a lot of the houses curve or are diagonal, so it's going to be difficult to put much detail on them, or indeed functioning doors - here I've tried to draw a few different angles and put extra blocks in to make doors work:

Image

I guess we just save the grand designs for the big buildings and make the small ones stone/wood/mud cubes.
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Re: Minecraft: Project Orhedge

Post by Dog Pants »

I'm thinking even the angles out to the nearest workable (90, 45 maybe) and stagger them along the roads. It'll probably come off better that way in-game without just feeling like a jagged maze. I'm trying to lay down the triangular path round the green at the moment, although since it's not exactly straight I'm just sort of playing it by ear as long as the corners fit.
FatherJack
Site Owner
Site Owner
Posts: 9597
Joined: May 16th, 2005, 15:31
Location: Coventry, UK
Contact:

Re: Minecraft: Project Orhedge

Post by FatherJack »

Dog Pants wrote:I'm thinking even the angles out to the nearest workable (90, 45 maybe) and stagger them along the roads. It'll probably come off better that way in-game without just feeling like a jagged maze. I'm trying to lay down the triangular path round the green at the moment, although since it's not exactly straight I'm just sort of playing it by ear as long as the corners fit.
You could hoe out a rough grid of brown in the grass around where you think it is, take another snapshot and work out exactly from that.
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Re: Minecraft: Project Orhedge

Post by Dog Pants »

Road around the green is in and not too far wrong. South marker needs moving (cheers FJ), and the east one is out a bit too but I reckon that will even out as it goes north. I'll post up a new overlay tomorrow night and we can probably adjust.
FatherJack
Site Owner
Site Owner
Posts: 9597
Joined: May 16th, 2005, 15:31
Location: Coventry, UK
Contact:

Re: Minecraft: Project Orhedge

Post by FatherJack »

Moved south corner 10 blocks north (from ring, towards Iron Man) deleted the superfluous road and joined up with basic diagonal bit of road. The houses I marked down the side are looking a bit big now, I think I'd overcompensated a little at it looked like I would run out of houses.
Dr. kitteny berk
Morbo
Morbo
Posts: 19676
Joined: December 10th, 2004, 21:53
Contact:

Re: Minecraft: Project Orhedge

Post by Dr. kitteny berk »

Ty aka Sir Die Aloty wrote:1 thing me and Stoat noticed, when covering pits and such, as mentioned about a river, could we try and do it, 2 or 3 blocks thick. There's quick a few monsters spazzing out over the pit that Berk covered.
I've tried something new where I've covered the river, basically plastering the underground with torches, and building dirt bulkheads to stop too many mobs spawning/getting out of the area they spawn in.

Oh yeah, and killing em all once it's covered.
Joose
Turret
Turret
Posts: 8090
Joined: October 13th, 2004, 14:13
Location: The house of Un-Earthly horrors

Re: Minecraft: Project Orhedge

Post by Joose »

Oh dear god.

I thought it would be a good idea to map out where the edge of the town is, so I have been making dirt towers with a torch on. Ive been using things like trees, water, etc to work out key points, and then working out midpoints based off that, which appears to be working. Hurrah!

Then I got to the (on the map) east side of the town. That hueg hill that's on the right as you walk from the portal to the iron man? Yeah, that *entire* thing is within the walls.

Grab a pick/mudspoon!
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Re: Minecraft: Project Orhedge

Post by Dog Pants »

I like the idea of spelunking to kill the monsters under the town once it's done. Not so much the idea of levelling a mountain. Still, it's not an epic project if it isn't epic.
Grimmie
Master of Soviet Propaganda
Master of Soviet Propaganda
Posts: 7672
Joined: February 5th, 2005, 19:00
Location: Birming-humm, England
Contact:

Re: Minecraft: Project Orhedge

Post by Grimmie »

:lol: I thought that might be the case.
Joose
Turret
Turret
Posts: 8090
Joined: October 13th, 2004, 14:13
Location: The house of Un-Earthly horrors

Re: Minecraft: Project Orhedge

Post by Joose »

Dog Pants wrote:a mountain.
You need to pluralise that. Fun!
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Re: Minecraft: Project Orhedge

Post by Dog Pants »

I've replaced the large map. The link is still the old small picture, because I'm lazy, and I've also only updated the chunk around the village, because I'm lazy. The map is a composite you see and takes ages to paste and position all the screenshots.
Grimmie
Master of Soviet Propaganda
Master of Soviet Propaganda
Posts: 7672
Joined: February 5th, 2005, 19:00
Location: Birming-humm, England
Contact:

Re: Minecraft: Project Orhedge

Post by Grimmie »

One of Ty's snowmen just got out and has been pissing snow everywhere :(
Dog Pants
Site Moderator
Site Moderator
Posts: 21653
Joined: April 29th, 2005, 13:39
Location: Surrey, UK
Contact:

Re: Minecraft: Project Orhedge

Post by Dog Pants »

Kill the fucker!

Also, I've realigned the north road and buildings to be closer (hopefully) to the plan.
Pnut
Ninja
Ninja
Posts: 1298
Joined: July 6th, 2006, 21:32
Location: Manchester

Re: Minecraft: Project Orhedge

Post by Pnut »

We have 50+ gunpowder in the safe house, should i make some TNT? 10 blocks should make a large dint in that fecking big hill we have to clear.
Dr. kitteny berk
Morbo
Morbo
Posts: 19676
Joined: December 10th, 2004, 21:53
Contact:

Re: Minecraft: Project Orhedge

Post by Dr. kitteny berk »

Do it!

Or, if someone with admin rights would like to be lovely, and spawn me say, 400 tnt, I'd love them forever and orhedge will be flat today. :)
Post Reply