when a cakewalk becomes too much cake


a cakewalk is supposed to be something easy and i thought making a dozen mazes would be cake. well . . . it’s more like i’ve bitten off too much cake! o_O

making the mazes is pretty easy, but more time consuming than i thought. of course, getting off track and freestyling a two story section ate into my one hour estimate!

i also think i’m gonna only build the ones in the image below and leave the rest as open shops with pass-throughs

once they are done, i’ll need to figure out how to texture them and give each one a name. each maze can be a challenge to complete in the pseudo-quest game of Hax Nuit

the mazes to the right of the blue ball are dual two story mazes and will be a huge pain to try to do in mouselook without any map cheating (they’re probably a bigger pain to do using the map!)

the three mazes in the back (north side of the sim) are more comples and longer to build. fingers crossed that these get done this weekend, i’d love to put this up on Kitely soon . . .

what kinds of OpenSim stuff (could be an event too) have you done where you’ve bitten off more than you can chew? =)  *yum, good cake, pass the milk please*



Twitter Tumblr Digg Reddit Stumbleupon Delicious Facebook Plusone Pinterest Linkedin Tumblr Posterous Snailmail

written by Ener Hax

December 15th, 2012 at 3:46 pm

posted in OpenSim

tagged with

5 comments to 'when a cakewalk becomes too much cake'

subscribe to comments with RSS or trackBack to 'when a cakewalk becomes too much cake'.

  1. Hi Ener,

    Please post a link to this world once it’s on Kitely, I’d love to visit it :-)

    Ilan Tochner

    15 Dec 12 at 5:51 pm

  2. One of my big bites was when I agreed to make a model of a building in a relatively dense forest with lots of weeds and debris on an uneven floor forest. The building was a snap. But, man it takes a lot of time to do enough individual trees,dead logs, rock, weed patch items so that it doesn’t’ look like some cookie cutter deal. Nature doesn’t seem to want to be so regular as modeling human artifacts.

    Casias Falta

    15 Dec 12 at 6:36 pm

  3. you bet Ilan! i have dedicated way more time than i planned, but i have enjoyed every minute of it! =)

    wow Casias, that sounds like a very nice build. i had a heck of a time just placing default palm trees so i can’t imagine your work with so many more details like the logs and rocks!

    it’s funny though because those details, the ones no one will particularly notice are exactly what make nice builds. when someone can “over look” something like that landscaping effort, it means you did a great job and nothing seems out of place =)

    Ener Hax

    15 Dec 12 at 9:52 pm

  4. We did several mazes for our world of begabungs. One 16 by 16 cells and another 32 by 32 cells. I used a similar approach you did and created a map texture as a template, but building it was a real challenge … I had similar thoughts you did. Adjusting the walls so it would be regular, then shifting whole areas by accident and at the end having to redo it because of a db failure :/ Well I had some practice then ^^

    For the simpler maze I put up a map at the entrance, the bigger one our kids had to navigate more or less blindly but it was amazing how fast the first kid solved it.

    Till Stirling

    16 Dec 12 at 4:41 am

  5. hi Till! that sounds awful about accidentally shifting it! i have done that sort of thing many times with buildings and it is sooo heartbreaking, but . . . as you said, it leads to practice (especially the practice of patience!) =)

    kids are so smart and they pick up virtual worlds so quickly!

    a 32 by 32 must have been hard!

    maybe i am overestimating the ones i am making, but they sure seem like they would be difficult, but maybe not for those under 16! =)

    btw, your latest website redesign looks really nice! i hope Begabungs is doing well =)

    Ener Hax

    16 Dec 12 at 8:58 am

leave a reply - add your thoughts

you can use these tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>