Discuss anything regarding MineRealm Classic here.
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#61714
schmidtbochum wrote:
fritterdonut wrote:[snip]

Erm... nowhere does Intelli say you must avoid rare blocks. Besides, my design uses less than 2 stacks of glowstone. Your design looks dark enough to spawn mobs in. Also, your design appears to have no exit.

Also, learn to spell. It's criticism, not critism
In german it is just "Kritik", therefore I often spell it wrong in english ;)

If it is to dark, you can still add torches. But I think the lava produces enough light

My Design has an exit. 360 Degree. New Players will hopefully read the rules while looking for it. For you again:
Image
Intelli wrote:There must be one exit, at the end of the row of signs. Exits at the beginning of the signs are not permitted. This is to enforce that new players pass by the signs.
#61715
schmidtbochum wrote: --------
eplawsl wrote:I tried to use several of these suggestions in this concept. The idea is that you spawn right in the water like you used to in alpha SSP (not sure if it still happens as frequently as it used to), surrounded by sand and transitioning to forest or whatever biome you ended up in. I was also aiming to make it as open as possible. /Trade is underground, under the spawning pool glass floor.
I'll have pics of inside of /trade up in a bit.
Image
  • The Signs are too far away
  • It doesnt fit into spawn city
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I honestly think the signs are fine, and the set up will allow new players to instantly realize that they are being faced with a little necessary information and not a maze of signage and poorly written tutorials as on most other servers. However I was already considering moving the signs closer and into a sort of parabolic orientation but I was worried that blocking a new players entire view with signs in that fashion might overwhelm them and they will not actually be reading the signs as well as they should, i may still try it.

What in specific does not fit from your point of view?

Regardless im working on a design I think you may like better and others may prefer it as well :)
#61725
I have a really good one coming!! Just wait until tomorrow! I'll post it!!!
#62104
Calticman wrote:
RyGuy130 wrote:How do you plan on transitioning from one spawn building to the next?
This.

And here's my building I made in creative, a video tour (cuz I'm fancy like)



:D
Looks nice, lol'd at the 'black market trading' corner.
#62107
Question: can the initial spawn point for first-time players be separate from the spawn point linked to the /spawn command and post-mortem respawning? If so, the signs could be included in a separate part of the building with an exit on one side, and the first-time spawn point placed at the beginning of that hallway. Then, this hallway could open up into a larger room with multiple exits to different directions, and still fulfill the requirement that new players start in a closed area and be forced to go past the signs.
#62143
Prodigy9 wrote:Question: can the initial spawn point for first-time players be separate from the spawn point linked to the /spawn command and post-mortem respawning? If so, the signs could be included in a separate part of the building with an exit on one side, and the first-time spawn point placed at the beginning of that hallway. Then, this hallway could open up into a larger room with multiple exits to different directions, and still fulfill the requirement that new players start in a closed area and be forced to go past the signs.
What if players didn't read the signs When they spawned for the first time?
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long long title how many chars? lets see 123 ok more? yes 60

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