It would probally be better to start fresh. There were a lot of seperate mappers doing different sections if I remember correctly. It was all badly coordinated and you'll probally run into problems if using other peoples content.
Ho-kay, better get started then. First we should probably come up with what dimensions we want for the buildings so that we can avoid those problems again. Second, what part of the entrance should we make first?
Get some decent references together first, try and find an accurate layout.
How many units high is one player model?
Players eyes are 64 units high, their head is 72.
Eh, good luck to the above users I guess. How many people do you have working on this so far?
I was just thinking the same thing. we need to get people who can make mods, maps, and everything else for this.
As to how many people working on this so far (which i am aware of from the above comments)... 2 others, maybe three. I know that Zuimzado should lead the project since it was his idea in the first place - if he wants to lead, that is.
So, right now what we need are more people, and some accurate ways (ways which MUST be used unanimously by everyone for the project) to calculate the dimensions of the rides and buildings. If there are any other problems that were encountered in the last project, we should know how to avoid them this time.
It can be done, we just need to make preparations before we get started. And when we finish, we'll pat each other on the back and celebrate that the project is finally complete.
[url]http://www.youtube.com/watch?v=4jdR-LY9-6Q[/url]
Dont recuit till you have a plan, draw up layouts and scales and make a simple greybox map first. Get the scale and more importantly, the limits right first. This is a big project and poor planning is why it failed the first time.
[Quote][IMG]http://www.imagineersmarketplace.com/images/Disneyland_Layout.JPG[/IMG][/Quote]
This image is a good start but someone probally posted a better one somewhere in the thread already.
[QUOTE=RustyC;30373175]Dont recuit till you have a plan, draw up layouts and scales and make a simple greybox map first. Get the scale and more importantly, the limits right first. This is a big project and poor planning is why it failed the first time.
This image is a good start but someone probally posted a better one somewhere in the thread already.[/QUOTE]
Good point. Let's decide what rides we want, where they'll be placed, how they'll be placed, etc. We also need a unanimously used way to measure the lengths of the models and brushes. If anyone else has more details they want to add which will promote the quality of the park, they will be very appreciated. BGM's from the park will also be appreciated. I'll put everyone's ideas together to come up with a rough map of what Walt Garry World's Magic Kingdom will look like after we brainstorm all of this. If anyone else have more ideas for planning out the park, it would be very appreciated if you could write it out on this forum.
Don't forget the reference pictures. You can probably find some nice panoramas.
It'll be interesting to see this project revived.
Here is a map of the original magic kingdom. By using this map we can brainstorm what rides we'll have from the park and where. When we come up with some good ideas i'll post another picture like it with a legend to tell where each ride will go.
[IMG]http://i825.photobucket.com/albums/zz171/BlueMastermind/mk.jpg[/IMG]
special thanks to RustyC for all the experience and help.
Everyone brainstorm in 3, 2, 1...0
Hey guys. Thanks for reviving this idea. You guys will need some help. I'll be glad to share some tips that we learned- oh, by the way, we changed it's name to Walt Disney World: Source. It just sounds better.
1. Don't divide in teams. This was a mistake we committed, and we payed for it. Different teams working on different parts ended in people not knowing what to do, badly-coordinated actions and, in the end, led to the end of the project.
2. Get dedicated people. And I mean, dedicated. This is a big project. And I mean [B]big.[/B] You must not only have skilled people in your team, but also dedicated people. People that like and know a lot about Disney Parks, and if they don't know a lot about it, are willing to learn. We got a lot of people in the start that just joined and then just forgot about the project.
Well, that's about it. I could join the team, and help this get back up, since I changed a lot from the beginning of the project. I know how to model, animate, create textures, etc... I also could help in getting references, I know a whole lot more of people in the internet that share the same love of Disney. A lot changed since that time, and I do believe that we could get it back up and running.
As Walt Disney once said, "If we can dream it, we can do it."
[QUOTE=Zuimzado;30374968]Hey guys. Thanks for reviving this idea. You guys will need some help. I'll be glad to share some tips that we learned- oh, by the way, we changed it's name to Walt Disney World: Source. It just sounds better.
1. Don't divide in teams. This was a mistake we committed, and we payed for it. Different teams working on different parts ended in people not knowing what to do, badly-coordinated actions and, in the end, led to the end of the project.
2. Get dedicated people. And I mean, dedicated. This is a big project. And I mean [B]big.[/B] You must not only have skilled people in your team, but also dedicated people. People that like and know a lot about Disney Parks, and if they don't know a lot about it, are willing to learn. We got a lot of people in the start that just joined and then just forgot about the project.
Well, that's about it. I could join the team, and help this get back up, since I changed a lot from the beginning of the project. I know how to model, animate, create textures, etc... I also could help in getting references, I know a whole lot more of people in the internet that share the same love of Disney. A lot changed since that time, and I do believe that we could get it back up and running.
As Walt Disney once said, "If we can dream it, we can do it."[/QUOTE]
Well you could pull deviding the team up of with leaders per division, yet that would give a problem of having some kind of boss in your team. I wonder if everyone would like that. So as you said no deviding in teams, how tempting that may be.
[QUOTE=Zuimzado;30374968]Hey guys. Thanks for reviving this idea. You guys will need some help. I'll be glad to share some tips that we learned- oh, by the way, we changed it's name to Walt Disney World: Source. It just sounds better.
1. Don't divide in teams. This was a mistake we committed, and we payed for it. Different teams working on different parts ended in people not knowing what to do, badly-coordinated actions and, in the end, led to the end of the project.
2. Get dedicated people. And I mean, dedicated. This is a big project. And I mean [B]big.[/B] You must not only have skilled people in your team, but also dedicated people. People that like and know a lot about Disney Parks, and if they don't know a lot about it, are willing to learn. We got a lot of people in the start that just joined and then just forgot about the project.
Well, that's about it. I could join the team, and help this get back up, since I changed a lot from the beginning of the project. I know how to model, animate, create textures, etc... I also could help in getting references, I know a whole lot more of people in the internet that share the same love of Disney. A lot changed since that time, and I do believe that we could get it back up and running.
As Walt Disney once said, "If we can dream it, we can do it."[/QUOTE]
Yesss, you're back! I'm just starting to design maps, but I know a lot about Walt Disney World. Plus I'm aspiring to become an imagineer, so I'd be amped to help with this. I'll keep getting better with mapping, and I'll contribute as much as I can to this project! It'll be so cool to see this finished!
Also - Gaybacon, those pics are awesome!
[editline]10th June 2011[/editline]
Alright, time to start making some preparation process - what rides do we want to have in the park?
I would love to help you guys with this, but I don't think I should until I can be totally dedicated, because I have another project I'm working on that I really want to finish.
I don't know a lot about Disney Parks either since I've only been to Disney World like 3 or 4 times.
If I ever get done with my project though, maybe I could help out if needed.
[QUOTE=Sparky-Z;30379246]I would love to help you guys with this, but I don't think I should until I can be totally dedicated, because I have another project I'm working on that I really want to finish.
I don't know a lot about Disney Parks either since I've only been to Disney World like 3 or 4 times.
If I ever get done with my project though, maybe I could help out if needed.[/QUOTE]
No problem, just be sure that you can be dedicated enough because we may be counting on you to do things with this project. Since you haven't been to disney world many times, I would suggest going to the following link to see some onride POVs of the rides at the magic kingdom.
[URL]http://vimeo.com/martinsvids/videos[/URL]
Your help would be very appreciated, if it is dedicated help.
-Blue
[editline]10th June 2011[/editline]
I just had an idea. If anyone is interested in this, and is good at making Garrys Mod videos, then would it be possible to make a recreation of the grand opening of walt disney world? (this could be posted as a notice for the park).
Main Street, fantasyland, fronteirland/liberty square must be finished first though.
*if you are interested, see what you can think of doing first! Here is a link to part 1 of the grand opening of walt disney world so that you can get some ideas. Your video can be shortened as needed.
[URL]http://www.youtube.com/watch?v=L0AENShFRxI[/URL]
[QUOTE=Gaybacon;30376151]
Images[/QUOTE]
That, is gorgeous, I love some of those textures, they're so well crafted,, and have a real
professional look to them, those are some great screenshots.
If you are restarting it, Ill join back up as the texture artist.
Good to see the project working again.
Yeah, I can say, this project is back on track. -slowly- getting back on track.
How do you plan on doing this without splitting up into teams? I cant really see any other way.
[QUOTE=Gaybacon;17412385]WARNING: PROOF OF THIS PROJECT'S LIFE BELOW
[URL=http://img29.imageshack.us/i/roofdoneangled.png/][IMG]http://img29.imageshack.us/img29/4257/roofdoneangled.png[/IMG][/URL]
[URL=http://img27.imageshack.us/i/roofdone.png/][IMG]http://img27.imageshack.us/img27/7650/roofdone.png[/IMG][/URL]
For Comparison:
[URL=http://img35.imageshack.us/i/20594338342dc69d114o.jpg/][IMG]http://img35.imageshack.us/img35/3994/20594338342dc69d114o.jpg[/IMG][/URL][/QUOTE]
Where did that models come from? for the windows?
[QUOTE=pinecleandog;30406653]Where did that models come from? for the windows?[/QUOTE]
The Modelers made them...
[QUOTE=Best4bond;30407525]The Modelers made them...[/QUOTE]
Correction: Gaybacon did them. We had no modelers.
[editline]12th June 2011[/editline]
[QUOTE=RustyC;30405979]How do you plan on doing this without splitting up into teams? I cant really see any other way.[/QUOTE]
Simple- we do it the slow way: everybody working on the same part. Sure, it's slow, but it's more organized, more coordianted, and can lead to better results. At least that's the idea we have now.
What I have is missing textures so I'd rather not show it yet til I can reobtain them.
I've been too busy to work on this but I can do more work on it during summer.
Are you going to do Classic Fantasyland, or are you putting the recent work into expanding it into play?
Think it might just be for show?
are there any progress reports on the project so far?
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