Difference between revisions of "Talk:Linden Department of Public Works"

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One of the things that was commented-on early on was the use of linear, but sometimes not square-to-grid orientation of parcels in the Bay City sims.  Having a mainland parcel that has features which make it not square-to-grid oriented, I know first hand what challenge it can be as a novice builder under these circumstances.  So, I want to suggest that perhaps those of you that are more experienced than I might put on your PR hats and come up with a builders kit for the Bay City folks to assist with the problem of non-square and angle oriented builds.  Maybe this is as simple as having Torley fashion-up one of his awesome you-tube vids with some tips and tricks.
One of the things that was commented-on early on was the use of linear, but sometimes not square-to-grid orientation of parcels in the Bay City sims.  Having a mainland parcel that has features which make it not square-to-grid oriented, I know first hand what challenge it can be as a novice builder under these circumstances.  So, I want to suggest that perhaps those of you that are more experienced than I might put on your PR hats and come up with a builders kit for the Bay City folks to assist with the problem of non-square and angle oriented builds.  Maybe this is as simple as having Torley fashion-up one of his awesome you-tube vids with some tips and tricks.


The other suggestion that I have also has to do with navigating the city with the layout as it is.  It looks cool from above, very regular and sensible.  But when I was cruising around at ground level, it was very confusing, I felt rather like a rat in a maze. This was under the current conditions of plenty of open space that gave me lots visual queues as to where I was. I have to believe that as the build matures, and some of the skyline drops out, this issue will be compounded.  Even with the minimap up, it was a little hard cruising around on a slow scooter and figuring out where I was / wanted to go next. My suggestion is that there the mini- and main maps get some supplementation to test out.  Street names and signage would go a long way on that point.  Perhaps you could offer detailed map textures (with street name labels) at kiosks at regularly spaced intervals. Maybe you could try that in a single sim or two to start.  I think it would make a big difference.
The other suggestion that I have also has to do with navigating the city with the layout as it is.  It looks cool from above, very regular and sensible.  But when I was cruising around at ground level, it was very confusing, I felt rather like a rat in a maze. This was under the current conditions of plenty of open space that gave me lots visual queues as to where I was. I have to believe that as the build matures, and some of the skyline drops out, this issue will be compounded.  Even with the minimap up, it was a little hard cruising around on a slow scooter and figuring out where I was / wanted to go next. My suggestion is that the the mini- and main maps get some supplementation to test out.  Street names and signage would go a long way on that point.  Perhaps you could offer detailed map textures (with street name labels) at kiosks at regularly spaced intervals. Maybe you could try that in a single sim or two to start.  I think it would make a big difference.


One last, selfish suggestion... the bowling alley is awesome :).  As you build out more regions, please do put in free, lightweight activities like this... how about a bocce, lawn chess / checkers, tennis (remember pong?) or croquet?
One last, selfish suggestion... the bowling alley is awesome :).  As you build out more regions, please do put in free, lightweight activities like this... how about a bocce, lawn chess / checkers, tennis (remember pong?) or croquet?

Revision as of 22:37, 10 May 2008

Teen Grid

In the suggestions section, it would be great to have a separate section for the TG. I'm tired of no one caring about the teen grid...

Teen Grid is getting copies of Bay City when the main grid gets their copies. Nobody forgot the teen grid ;) -Blue

Parks

On the map there isn't any space set aside for a park in Bay City. -- Strife Onizuka 23:48, 22 February 2008 (PST)

It's not a definitive version, if you ask me. I think a lot depends on what people want to have too. Maybe a theatre at a sim edge will be wanted, it can't be on the map already when it's not all known. That said, I do think a park-like parcel could be drawn in each region, simply to represent an amount of space that will become any sort of public space. -- Daedalus Young 14:59, 24 February 2008 (PST)


Pagoda, Wind Turbines and Peace : )

It would be nice to perhaps see, on just one area atleast a Peace Pagoda in settings like the Real Life one in Milton Keynes (UK) and also Wind Tirbines I think would be nice in one area, or maybe out at sea : P Just a couple of Ideas that I think would look nice, peacefull and pretty too. Meghan Dench Monday 25 Feb 08 @ 8:35AM (PST)

Public Transportation

I would really like to see the installation of trains, trams, busses etc. Both on the starter bay sims as well as on the mainland sims as well.

There's an automatic (stops at regular intervals so you can "hop on"), working railroad on Barney Boomslang's Lummerland with seats that face outward (there's one on Miramare also, w/ a different style). That's actually a really nice way to take a little tour around - sit on the train. Personally, if there were these available on the mainland, I'd even pay a nominal fee (couple of Lindens??) to be able to sit on one and enjoy a look around.

  • peace*

Hulaboom Voom (pls just call me Hula)

I'd really like a reliable system! Maybe (hopefully/possibly) once Havok4 runs smoothly this would improve for existing systems. And I do think that when it's well scripted, you can even run them on a timetable :D -- Daedalus Young 09:33, 28 February 2008 (PST)
There's also a monorail/trolley/boat system at the regions Nunki Kai, Sagittaria, Al Nasl, and to the Galaxy ship. It's a really cool system! :D -- Daedalus Young 23:33, 29 February 2008 (PST)

Industry

How about a "Prim Recycling Center"? A dumpster full of used prims by the loading dock, and pallets of plywood cubes ready to ship out just inside. -- Argent Stonecutter 12:41, 9 March 2008 (PDT)

Sounds fun! Add it to the Suggestions list in the main article. - Daedalus Young 16:24, 26 March 2008 (PDT)

Bay City Regions and "flatland vertigo"

First off, I am quite impressed and excited by the new build. Bravo every one that was involved! I am personally very encouraged with the alternative approach co-creation by the citizenry and LL. It will be interesting to see what a modicum of external control applied in this way will produce.

One of the things that was commented-on early on was the use of linear, but sometimes not square-to-grid orientation of parcels in the Bay City sims. Having a mainland parcel that has features which make it not square-to-grid oriented, I know first hand what challenge it can be as a novice builder under these circumstances. So, I want to suggest that perhaps those of you that are more experienced than I might put on your PR hats and come up with a builders kit for the Bay City folks to assist with the problem of non-square and angle oriented builds. Maybe this is as simple as having Torley fashion-up one of his awesome you-tube vids with some tips and tricks.

The other suggestion that I have also has to do with navigating the city with the layout as it is. It looks cool from above, very regular and sensible. But when I was cruising around at ground level, it was very confusing, I felt rather like a rat in a maze. This was under the current conditions of plenty of open space that gave me lots visual queues as to where I was. I have to believe that as the build matures, and some of the skyline drops out, this issue will be compounded. Even with the minimap up, it was a little hard cruising around on a slow scooter and figuring out where I was / wanted to go next. My suggestion is that the the mini- and main maps get some supplementation to test out. Street names and signage would go a long way on that point. Perhaps you could offer detailed map textures (with street name labels) at kiosks at regularly spaced intervals. Maybe you could try that in a single sim or two to start. I think it would make a big difference.

One last, selfish suggestion... the bowling alley is awesome :). As you build out more regions, please do put in free, lightweight activities like this... how about a bocce, lawn chess / checkers, tennis (remember pong?) or croquet?

Well done, molefolk. Thank-you LL, for creating yet another flavor of canvas for us.

- Hulaboom Voom