Which way was home again? Getting lost in caves is the in new thing.
Just as promised, caves were added to the game on Monday, 10th of June. I’ve spent the past two days, running around, harvesting new plants and seeking treasure chests. I’ve also spent the last two days lost.
Caves are very disorienting. It’s certainly added a new dimension to the game (pun intended) along with new goodies to craft, resources to harvest and potions to brew. It’s a great sneak peek at how rich the crafting system will be when the game is fully realised. Continue Reading
It’s true, caves are scheduled for Monday, 9th of June. Want an update on the recent changes from Wednesday’s patch then watch this video for news with pictures. Thanks Buz, for being our Landmark reporter.
Radish Roost in the early dawn light. Rebellion, Scree, NE of spire. (Beta Build).
Landmark recently held a competition for landmarks, builds that would make a statement on the landscape, to permanently add to the game world at the spires. We haven’t heard about the winners yet (dang those bushfires) but I thought I’d show you my own entry into the competition.
I’ve been experimenting with wood sculptures since the beta started and that gave me the idea for my entry. Many folk in Landmark have built treehouses winding around the outside of tree props with great success and I do so love them. I wanted to go one step further and build a treehouse inside a tree. Thus the Radish Roost was born. Continue Reading
Somewhere in this build are lost light orbs. Rebellion, Scree, NE of spire.
Ever lost a prop in a build? Have you been using a white orb to light your working surface, added a few more voxels and, voila, your light source has disappeared? You know it’s still there, shining away, you just can’t reach it without deleting your work. This happens to me all the time. I started building my ‘Landmarks of Landmark’ competition entry with the white light orbs x 10 and finished with only 4 left. I used 4 in the build and, somewhere, a white light orb or two still shine on hidden beneath the voxels.
The prop attrition rate is only going to rise as more props become available. We need a way to find our props and recover them. We need a prop management system. Continue Reading
My inspiration turned into something quite different.
Alpha build by Radish.
Landmark’s alpha has come and gone, we’re well into beta now. I challenged myself with an inspirational picture in Settling Into Landmark and I thought it was time to let y’all see how that went. The lead picture depicts my tower and courtyard walls, along with my attempt at an onion dome.
The two pictures don’t look much alike, do they? One is all circles and domes, the other octagonal and pointy. I suppose that’s the thing about inspiration, you never know where it will lead. Setting myself this challenge did accomplish one thing, it got me building and experimenting with voxels. Continue Reading
Landmark’s prop interface is clumsy, tedious and slow.
Building with voxels is all the rage in Landmark. Voxels are great for building rectangular structures but anything other than a box is more tricksy. People (innovative, curious, experimenting people) find a way to do extraordinary things with voxels and the rest of us learn from them.
When I look at some of the tricks voxel builders are pulling off, I suspect a degree in advanced geometry is required to fully master voxels. For those not wanting to invest in advanced geometry, props will add the decorative complexity we need to create our dreams. As their numbers increase, props will become the other half of the building game in Landmark. Continue Reading
A dwarvish lamppost, too wide for it’s height, too short for it’s width.
Rift calls them dimension items, Landmark calls them props, they’re the icing on the cake to a builder. Rift relies on dimension items to bring life to player housing, though calling Rift’s dimensions ‘player housing’ denies the artistry and flexibility of the system to build scenes, stories, vehicles and anything other than houses.
Landmark started with a small selection of props, that asthetics-wise, go together. To my Rift-oriented eyes, these props look sturdy, functional and without grace. I long for something more refined, more elvish.
Some players see themselves as dwarves, others as intelligent cats or rats. If there’s a fantasy race I identify with, it’s elves and the props available do not sit well with delicate elven sensibilities. Take a look at the lamppost, it has dwarven proportions. The post is too wide for the height and the height is too short for the width, just like a dwarf. Continue Reading
Inspiration for a Landmark build. Artist unknown.
There are some crazy good builders in Landmark. Their ability to conceptualize a structure in 3-D has me stunned. Every week, SOE creates a screenshots thread
for players to show off their creations. If you haven’t seen some of the very skilled creations, this thread is an excellent sampling of talent.
I’ve barely started the process of learning to build in Landmark. I struggle with the tools; they seem so clumsy and foreign to me. I struggle with the unruly voxel distortion, especially when west-facing voxels behave well, but east-facing voxels distort. The voxel distortion offends my sense of symmetry. There are techniques I want to try but I lack a concept to try them on. So, under the philosophy that the best way to learn things is to play with them, I’ve set myself the goal of constructing the lead picture for this article.
I love the tiered and layered look for this town and I’d love to achieve this look on a build. I’ve got my three claims all set up in a L shape and about two weeks till the next wipe. Let’s see how I do.
Inside the maze, where left, right, up, down are all valid choices.
I should be finishing my article on dreamweaving and it’s effect on dimensions, I should. Instead, I’m running around Landmark building my amazing 3-D maze.
I must love mazes, my first build in Rift included an aerial 3-D maze in the sky. Sadly, that build was accidentally deleted, much to my dismay. A maze is a structured building; it’s easy to build as it’s just a bunch of walls, has a start and a finish, and so long as the two connect with a few confusing bits in between, she’s apples. As well as giving great pleasure when solved, mazes can be quite visually interesting, decorated with statues, artworks or even rooms for resting, dining or other seductive pleasures. The Radish Inn and Maze included little scenes on the platforms for visitors to admire as they passed by. Continue Reading
The loading screen for Landmark shows an idyllic landscape.
A week of Landmark and what a week it’s been. While off to a rocky start, with server down times, unavailability of land for claiming and voxel wipes, we found the fun in this new offering form S.O.E.
Mining is a surprisingly enjoyable activity. Chasing ore nodes into the ground, finding an added bonus of rarer materials at the end, digging oneself into a hole then having to dig oneself out again, all add to the satisfaction of mining. Chopping trees? Not so much. There are no awkward situations, node chasing or visual interest in tree chopping, just a boring grind of holding the mouse button for 10-15 sec while watching wood add to my bag. In the interest of my sanity, I’d like to see wood harvesting change. We could make chopping more interesting, a la mining, and I’ve seen several suggestions for that, including visuals of bleeding trees or small animals running screaming from the axe, to chasing wood nodes through the tree or using the grappling hook to climb it. Or we could speed up the process of wood harvesting so that it takes less time and button holding. Continue Reading