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Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 14:52
by Fred Woogle
Fab, fapping away on a well deserved break
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 15:08
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.
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 15:57
by Fred Woogle
Now its too small spoodie
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 16:06
by Mr. Johnson
TWSS!
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 20:58
by Dog Pants
I have map plan! Click for hugerer.
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 21:20
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:
I guess we just save the grand designs for the big buildings and make the small ones stone/wood/mud cubes.
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 21:55
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.
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 21:58
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.
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 23:30
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.
Re: Minecraft: Project Orhedge
Posted: January 19th, 2012, 23:47
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.
Re: Minecraft: Project Orhedge
Posted: January 20th, 2012, 15:10
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.
Re: Minecraft: Project Orhedge
Posted: January 20th, 2012, 17:12
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!
Re: Minecraft: Project Orhedge
Posted: January 20th, 2012, 18:10
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.
Re: Minecraft: Project Orhedge
Posted: January 20th, 2012, 18:12
by Grimmie
I thought that might be the case.
Re: Minecraft: Project Orhedge
Posted: January 20th, 2012, 18:56
by Joose
Dog Pants wrote:a mountain.
You need to pluralise that. Fun!
Re: Minecraft: Project Orhedge
Posted: January 20th, 2012, 21:18
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.
Re: Minecraft: Project Orhedge
Posted: January 21st, 2012, 16:17
by Grimmie
One of Ty's snowmen just got out and has been pissing snow everywhere
Re: Minecraft: Project Orhedge
Posted: January 21st, 2012, 16:37
by Dog Pants
Kill the fucker!
Also, I've realigned the north road and buildings to be closer (hopefully) to the plan.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 12:23
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.
Re: Minecraft: Project Orhedge
Posted: January 22nd, 2012, 13:23
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.