Sunday, July 15, 2012

Steps 3 to 11

So once again Sorry I didn't take shots of the rest of the steps. 
As you can see SkyWater is Nearing Completion.
You can see a few additions in this shot. These popped into my mind along the way and I'll cover them all in this post. 
I figured walking up all those stairs would start to suck right away so I decided to add some more transportation ideas into the mix.  In this shot you can see the Skyport and a couple of Airships on the left, sticking out on the right is a heliport. Up top you can see the top 2 floors of the town which stick up above the water line.



Here is a list of the steps and milestones I didn't take pictures of. At least you can follow the order it was built in... I'm trying to break the habit ;)
  • Step 1:  Building the Domes
  • Step 2:  Filling the Water Tower
  • Step 3:  Streets and Plots
  • Step 4:  The Farm
  • Step 5:  Balconies
  • Step 6:  Building the Town
  • Step 7:  More Stairs
  • Step 8:  Building the Terrace
  • Step 9:  Heliports
  • Step 10:  Designing an Airship
  • Step 11:  The Skyport
Steps 4 Through 6 were were done at the same time.  I swapped around the 3 as one or the other got tedious.



The denizens of the server have started to take notice, so I threw up an info board at the main warp point. 
So Here is a Directory of sorts of the town. 
  • Level 7:  Bar & Grill, Terrace, Concert stages
  • Level 6:  Market, North and South Heliports
  • Level 5:  Residential
  • Level 4:  Town Center, West Skyport
  • Level 3:  Residential
  • Level 2:  Farm and Ranch
  • Level 1:  I'm not quite sure what to do
  • Level 0:  With these levels yet
  • Levels -3 to -7: Shaft balconies
  • Level -8: Ground Entrance, Seaport, Cargo Terminal
  • Level -12: Lower Entrance
Keep scrolling for some highlights.



Level 7: Bar & Grill, Terrace
Here is a shot of the Terrace on the roof. I may have gone a little over board on the seating, but hey! I love a good Terrace in the summer and always hate it when there's no space...
The 4 centre Blocks are the Bars with 2 floors and their own roofs. The Main Terraces are built on the Roofs of the store plots on the level below. Bottom Left is one of two Concert Stages. I'm not too keen on this first design so these are likely to change at some point. 


Levels 3 and 5:  Residential
These levels are pretty nondescript. Once I got the homes built I left these alone as there weren't any additional Features to work on.


With the Floors filled in you can get a decent if watery view of the town from through the Water.


Level 4: Town Center, West Skyport
Level 4 is the Centre of the Domes. I had initially though of civic buildings for this level, Town offices, municipal vault and such. But it is essentially the same floor plan as the other levels only wider. 
The big feature on this floor is the Skyport.


So Since the very beginning of MC, people have been building Airships and Blimps of various sizes, just about everywhere. So when I started thinking About extra Transportation for SkyWater, the First thing on my mind was Airships. In fact, I'm moving Airships into a project of their own. 
But I'll go over some details here as well. 
So far I've designed 2 models, a Passenger Liner and a Cargo Ship. The Cargo ship was inspired by the new "Spy Blimp" designs the US Military has been toying with the last few years. It Started out as 2 Passenger ships side by side that I "welded" together.


The West Skyport is built Hanging off the side of Level 4. It has 5 Docks, the 3 centre Docks are for the Passenger Liners, and there is a Crew Dock for the Cargo Ships on either end. I don't intend to have Cargo at this port, but I wanted a place to dock both models side by side.


Level 2: Farm and Ranch
I wanted this to be a self sustaining town, so I made Level 2 into Farmland. One half of the floor is Irrigated Rows for Crops, the other Half is Pasture and pens for LiveStock


Levels 1 & 0: Undecided
I haven't Quite decided what to do with These floors yet. With the Taper the space is kinda awkward. Early on in the build I was toying with the idea of running pipes down the shaft and giving the town a working sewer. Had I gone that way, this would have been utility space. But when I dropped that Idea, I lost my only decent plan for this floor. I've considered Storage but that drew a blank as far as designs go. 


Levels -1 through -12:  Balconies, Ground entrance and Lower entrance

When I numbered the floors I wanted to differentiate between Town levels and Tower Levels. I didn't want 12 floors of nothing and then have the town start at 13. So I  picked the Taper as a mid point and called that 0.


While checking out The view, I realized Just how damned high the Dome is. From the Level 4 Balconies you can barely see the ground, never mind any scenery. With this in mind I took a look at the Tower, I realized that that was a decent height for a nice view.  So I put a Wrap-around Balcony on each floor. This also helped fill in all those Featureless Floors in the Shaft. The Entrances flip back and forth between floors because the Staircase takes 2 floors to wrap around completely, I just put the door in front of the stairs on each floor. This part was pretty tedious, and a little dizzying, The only generated part of this was the outer ring of the balconies. The rest was done by hand, So it was a lot of going around in circles



In the End the pit will be filled with water, but since the bottom Balcony is so Close to the ground I'll be making it the Ground entrance and will put in a bridge or two. I want to put a Seaport here as well, but I don't know how close I am to any seas. Since there is no room at the Skyport for Cargo, I'm also thinking of putting a lower Cargo Ship Dock down here for loading Cargo.

The lowest Level will have a few Tunnels as a Lower Exit, but so far I haven't decided what else to do Down there.

I'll grab some more detailed shots soon.

So far I estimate I've spent, 32 hours for the Structure, 40 hours for the interior and another 20 on the Skyport and Airships. 92 hours over 2 weeks? Naw i'm not addicted at all...

No comments: