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Old 05-11-2008, 10:16 PM   #51 (permalink)
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someone summon the moles plz
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Old 05-11-2008, 11:40 PM   #52 (permalink)
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I guess I'm just happy they are making an effort once again on the mainland. I thought the set up was pretty cool, and I love the features like double prims, and the lots can't subdivided which will save a lot of problems mainland normally has. I think if the lindens offered more sims with roads and a few trees, it would greatly improve mainland all around.
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Old 05-12-2008, 02:53 AM   #53 (permalink)
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Quote:
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I guess I'm just happy they are making an effort once again on the mainland. I thought the set up was pretty cool, and I love the features like double prims, and the lots can't subdivided which will save a lot of problems mainland normally has. I think if the lindens offered more sims with roads and a few trees, it would greatly improve mainland all around.
I'm with you 100% on those points for sure Sarah.

If it were being graded on an effort to improve the mainland it gets an A+. But I was under the impression - maybe mistakenly - that this was to be a showcase over all and if that's the case, quite frankly anybody who is even a halfway competent builder could have done a lot better. Not to mention getting paid for it. I'm not talking about the resident's builds in the sims mind you, I'm talking about the content put out by Maintenance.

Charlemagne mentioned Rezzable. Is it too much to expect that type of effort from LL's own employees?

Am I off base on this issue and missing the bigger picture? It would be the first time...lol.

Oh, and I forgot to mention that ban lines within 2 or 3m of "public" roads are just as ugly and hazardous to vehicle travel in Bay City as they are everywhere but that's another topic.

P.S.- I'm most willing to take an 8 hour a day paycheck if someone out there has 20 sims they would like developed into a zoned, working community and I promise to do my best to align prims correctly and have functioning infrustructure.
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Old 05-12-2008, 04:27 AM   #54 (permalink)
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bri and i are going to go check it out in a little bit.
here is a golden opportunity for you all to see us in-world.
dont miss out.
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Old 05-12-2008, 04:36 AM   #55 (permalink)
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bri and i are going to go check it out in a little bit.
here is a golden opportunity for you all to see us in-world.
dont miss out.
Wait, who are you, again?



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Old 05-12-2008, 07:29 AM   #56 (permalink)
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Your not off base, I think we were just looking at it differently.
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Old 05-12-2008, 09:36 AM   #57 (permalink)
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Where is this secret base of which you are speaking?
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Old 05-12-2008, 09:43 AM   #58 (permalink)
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Quote:
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Take a run over to one of the residential neighbourhoods and look how the rounded lane ways hump over into the main road. I mean come on, it looks like crap.
Residential sims? You mean Blumfield?
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Old 05-12-2008, 09:45 AM   #59 (permalink)
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Where is this secret base of which you are speaking?


I think, in response to Bear, the build were perhaps not be too primmy, since it is residential sim. It's more of a compromise, really, between artsiness and real estate.
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Old 05-12-2008, 10:01 AM   #60 (permalink)
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Quote:
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Residential sims? You mean Blumfield?
I was too busy dodging ban lines and watching my car bounce all over the place on uneven prims to make note of the neighbourhood but it was over the one big ass bridge. I'll try to get over there again today or tomorrow and have another look.

Quote:
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I think, in response to Bear, the build were perhaps not be too primmy, since it is residential sim. It's more of a compromise, really, between artsiness and real estate.
From what I saw it's got nothing to do with keeping prims down. The bridges and street lighting alone on the sims is ridiculous for prim counts not that that's a bad thing. They do look really nice. That is to say the bridges that aren't pointing straight down into the water look nice.

I didn't right click on the lane way prims but it looks like they used stretched out half spheres - - and the ends of the lanes are these ugly bulges on either side of what is a pretty decently textured road. Just ugly and stupid from a vehicle standpoint. With H4 now even updated cars and motorcycles bounce like crazy over things like that.
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Old 05-12-2008, 10:28 AM   #61 (permalink)
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I was over there yesterday and had a quick look. I liked it.
I got the impression that it was more the presentation of a theme, loose and general in order that residents have an idea on how to expand on it?

The parts I saw were lovely. I liked the waterways and the bank side builds. looked really cool. Whatever the building quality (and every builder will have ideas on how s/he would have done it better) it is a vast improvement on the usual sim after sim of chaos and garish mayhem that the mainland is famed for.

Every new sim should be released in such a way in my opinion. I would think it far easier to live with a few restrictions than to live with a mega bling monstrosity hovering over my plot.
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Old 05-12-2008, 10:29 AM   #62 (permalink)
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Quote:
Originally Posted by BEARintheMorning View Post
I was too busy dodging ban lines and watching my car bounce all over the place on uneven prims to make note of the neighbourhood but it was over the one big ass bridge. I'll try to get over there again today or tomorrow and have another look.
Bay city is to the southwest of where you visited.
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Old 05-12-2008, 10:45 AM   #63 (permalink)
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I still think Ban City is nicer. You'll never run out of corn.
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Old 05-12-2008, 10:46 AM   #64 (permalink)
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Quote:
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I was too busy dodging ban lines and watching my car bounce all over the place on uneven prims to make note of the neighbourhood but it was over the one big ass bridge.
You were in the wrong sim. Search for Bay City. If you end up in Blumfield, Westhaven or Shermerville (not part of the city area) you've gone too far.
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Old 05-12-2008, 11:54 AM   #65 (permalink)
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Old 05-12-2008, 12:37 PM   #66 (permalink)
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I finally found the rezzable area where you can start driving, for those interested. its in North Channel, most of that sim is water, but theres a bit of road on the far west side, theres a street sign to let you know.

however driving around yesterday only served to remind me how very crap driving in SL is.

if you go to the mental hospital, be sure to get on one of the tables in the operating theatre.
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Old 05-12-2008, 03:46 PM   #67 (permalink)
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Thanks Ingrid, it was Shemerville with the weird lane ways.

Just an FYI for anyone looking to rez a land vehicle the spot I used was at secondlife://Barcola/156/76/27
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Old 05-12-2008, 03:50 PM   #68 (permalink)
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however driving around yesterday only served to remind me how very crap driving in SL is.
I actually did OK in my Damani Roadster Friday or Saturday night, and that's not even a Havok 4 tuned vehicle.

Driving in SL is a very different skill than any other interpretation of driving. Sometimes, you're going to have to enter edit mode and pick the car up and put it back on the road. Once you learn to accept that, it becomes a lot easier.
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Old 05-12-2008, 04:21 PM   #69 (permalink)
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Yeah, I've just used edit to drag the cars, boats and balloons around since 1.4 was released. It's all pretend anyway.
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Old 05-12-2008, 05:51 PM   #70 (permalink)
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Quote:
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P.S.- I'm most willing to take an 8 hour a day paycheck
So would the moles. Cut that figure in half and then some.

Considering the time restraints I'd say we did pretty well.
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Old 05-13-2008, 04:21 AM   #71 (permalink)
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The Asylum is well done. The sound effects are quite creepy.
So true. And there was a prisoner (a bot?) and a strange lady who had escaped from her room and was hiding on the gurney (that lady was a player) when I visited. I don't know if the Lady was a tourist or a resident, but she played the resident they forgot to lock in very well.

Had a fun conversation with her that added to the creepiness until my client crashed.

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Old 05-13-2008, 08:21 AM   #72 (permalink)
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