Server Road Design & Blueprints
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January 24, 2015 at 7:47 pm #8131
This isnt a proper competition, But whoever comes up with the design will win something custom and have their name branded with it.
I would like to start a group of Server Road builders, we have no road structure on piratecraft, it needs to be a unified repeatable design, and it needs to lay out “blocks” of land, I have done a rough sketch over the map on photoshop of where I think the roads should go.
Click the image for a fill sized version.
So this is a competition to come up with a design for the PirateCraft road system, It might be good to have all these road systems in one place, So ill make a place at the cove to build segments of roads, if you are interested in having a go at designing a road, then please reply below!
This thread is also to discuss the layout for the road, I have chosen the current places above as this separates large chunks of land into segments, so it would be easier to find things, All lines are straight and well paced, each crossroads would have signs, and you could get to the cove from spawn.
We could also have roads colour coded using clay somehow, that way you would know what road you are on at all times.
This would also encourage people to build towns off of these main PirateCraft roads!
We will start this on this one continent and then we can go from there!
To go with these roads, we could have an underground, or overground rail system, or even an aquaduct for ships to float down!
We could, at a later date even have special flags set up on roads, like messages to say where you are etc.
January 24, 2015 at 7:59 pm #8133I started building a road it is simple but could be made fancy and I would make it fancy if it was easier to protect some valuable blocks like glowstone and nether brick.
January 24, 2015 at 8:53 pm #8134I’ve spent some time coming up with a few designs. So far I’ve built two types. One is more Organized, and structured, while the other is a bit more organic.
Here are some pictures of the more structured design:
The filling of the road can be pretty interchangeable. It’s all a matter of opinion with the wood type. The filling of the road could perhaps change depending on where you are. These are just some more possibilities.
Here I even tried it with a few log types:
Of course, different wood types suggest where you may be, or where you’re heading. You know, spruce corresponding to colder climates and such. Not to mention different wood combinations give the road a different tone all together. The Oak and Dark Oak are a bit softer on the eyes than the Oak and Spruce.
The colored clay in the border of the road could be another indicator of where you are and what road you’re taking!
The other design I had is plenty more organic, and could possibly be used furthest away from any town city or dock. Here are a few levels of “Structuredness” of the road (More of a path though…):
Before you call me out on this, yes I know, it uses Coarse Dirt. Unless we set a tag with WorldGuard, this design isn’t really possible until 1.8.
Here I added some wood for a bit more definition. Think it looks better?
Here’s it with some border to it. I personally think those stone walls are the Icing on the cake. They really seem to top off the design.
These are just a few small designs. If any of you think these designs are worth refining, let me know what you think!
My forum name is “Spades”, but my IGN Is “Frostbite16”. (Just as clarification)
January 24, 2015 at 9:21 pm #8137There is already a road in the south that I know off. I would suggest connecting large swaths of land, but with a simple combo of cobblestone and gravel, in a similar design to the Organic one shown above.
January 24, 2015 at 9:53 pm #8141I think it is a brilliant idea to connect all the main settlements with a unified road theme. I do however feel that it would look nicer if the roads were to be weaving and natural and not in a grid format like depicted in the first post. As an example, this is the road I think Crazy Pirate was talking about:
See how it snakes and winds? The road fits into the landscape and heads towards a specific place with purpose. The quality is obviously not nearly as good as what will be posted in this competition, but a simple organic design like the one Spades posted could be adapted to any landscape and climate.
January 24, 2015 at 10:12 pm #8142Alright!
I have some designs too !!
First one I have a rural design, it takes little resources to build and it’s easy to make the road follow the terrain for more realism and better looks. Lamp posts can be added of course, but i chose not to in the picture.. I’m thinking it might be nice to place them far apart so that only small sections of the road is lid at night..
Second is a road for walking or riding, complimented with an elevated rail.. The road is also being lid by the lamb posts which will switch on at night by themselves. Stained clay by the path to indicate what road you are travelling. takes alot of resources and might be hard to bend..
lastly we have a wide road, also lid, but with no rails, stained clay is in the middle here.
-Bislo1
Founder of Port Hope
January 25, 2015 at 2:59 am #8160January 25, 2015 at 4:45 am #8162i think it is a good idea to have a road. i don’t know how to put up a snapshot but i say do a road with cobble, gravel, maybe mossy stone, and podzol.i thin also had fences, i say cobblestone fences because i really like it.
January 25, 2015 at 11:50 am #8166I agree that it would look much better to have a more natural road @PaulOnFire
It would look natural from going over hills, through mountains etc, but would benefit being straight, we could go around obstacles to give it a more natural feel for terrain then.
The idea of having sections like I have numbered would mean these would act like states or county’s, we could name them after British county’s Like wessex, sussex etc
The idea being that later on I can overlay these areas with worldguard regions, so I can set flags on the fly for these and also send people messages telling them what county they have entered, we could have people fighting over areas then too.
Or we could have areas that could regenerate, or not be allowed to claim in, or areas that are arenas within themselfs.
Anyway there all options and some ideas im just thinking as I write, but the start of it all is roads, a solid road system!
So far my favourite is @Frostbite16 simple road
I have an area laid out behind the cove for designs to be made now!
January 25, 2015 at 2:42 pm #8172The idea with the county’s is awesome. Perhaps each county has its one big town, and a castle/fort?
January 25, 2015 at 5:55 pm #8179Well we can get to that when we have the roads in place 🙂
We’re going to need a design, and were going to need builders! I can give out resources.
January 25, 2015 at 7:19 pm #8186I finally figured out how to add an attachment again (derp) Here is my multi biome road.
The snow one and the dirt one aren’t really that good looking I think but i really like the way the desert and swamp turned out (even though the swamp might to hard to traverse). Also I reallly wanna help build, like a lot! I LLooovvveee building roads!
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You must be logged in to view attached files.January 29, 2015 at 12:47 pm #8343January 29, 2015 at 1:44 pm #8344@captainvenoms I think we should wait for a community chosen design first, then we can plan a route! I will need to be online to clear a path from claims that could get in the way and admin claim the route first.
So we could start by planning a route.
May 14, 2015 at 1:21 pm #13514Bringing this thread back to life. 🙂
I chanced upon a guy called Cirdanoth’s album on imgur. He has some great designs and guides on how to make natural features and, among other things, roads. I particularly like how rough and wild his paths are, they have a real edge to them!
PirateCraft is in need of more roads. If we were to build more ones like this, it would really give travelling the world a dangerous feel. I think this would fit in perfectly with our pirate theme. 😀
If you’re interested, check out his work at: http://cirdanoth.imgur.com/
An example of a landscape he touched up:
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