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Damian_Firecaster

Any LANDMARK builders here ??

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Hey guys...we're using this Thread to connect actual Landmark-Builder fans...not to hurl fecal matter at each other like monkeys in cages.  While many like myself were drawn in by the lure of EQ-Next (I do desperately want another GREAT MMO to come out) that doesn't mean the creative side of my personality didn't show thru with my creations.  I very quickly became a fan of just building.  Heck, i'd have loved an EQN World where i was nothing more than an architect for guilds to hire and construct their...whatever.  Castle/keeps/homes/taverns whatever.  Learning how to use the sandbox became the game for me and it was just fine for that.

 

For all the problems it had, there were a hundred great things it also did and i'm posting these NOT TO PAT MYSELF ON THE BACK but to prove a point.  If you or your friends or your enemies are going to sit there and say, "Landmark was garbage you could do nothing with it" then how do you explain the items myself and many other far more talented builders made???  MY personal stuff was by no stretch of the imagination "the best" - there's at least fifty other players that i can think of almost instantly who could out-build me with their eyes shut.

 

But there it is.  Here's what *I* built using "That broken piece of dung Landmark that nobody could do anything with"

This build was wiped in Alpha and re-built several times but this is my first recording of the overall structure:

 

 

This next vid was *not* the final version - but it was the final version i vid-grabbed.  It's the same "Keep" as above but several months have gone by and quite a lot has changed.

 

 

Don't like square corners, blocky structures?  How about something a little more organic like my Kerran Monastery?

 

 

 

VERY VERY VERY Few props were used in ANY of my builds - with the sole exception being the "Monastery" where there was the clear need for an over-abundance of plant-props and other sundries.

 

Everyone knows DBG crapped the bed when they fired everyone worth a hoot - everyone with the dream and the drive to make EQN - THOSE were the people who killed EQN, not SONY.  SONY stopped development on it because they didn't want 20 mil in debt on their books when trying to sell off their game-development division...NOT because Voxels are stupid or unusable or whatever...and oh BTW the Enterprise?  Uses ZERO "Voxelmancy" - that's pure built with the built-in tools.  Don't tell me what i know.  I know what i know.

 

As for Voxel manipulation how bout this?

 

 

My train set wound up being a collection of 12 cars each built where nothing is what it appears to be - all of the voxels were offsets or insets or inverted or turned.  Had to in order to make it work the way i wanted rather than the way the Voxel-Farm intended the voxels to be displayed.  Is that breaking the engine?  Or is that expanding it?  Did i build this using nothing but glitches???  DONT TELL ME WHAT I KNOW.  I KNOW WHAT I KNOW

 

Sorry everyone - i'm so sick to ()*#)ing death of the general public ragging on LM simply because they're mostly made up of instant-gratification-required individuals afraid to work their brains a little to figure things out.  Just sick and yeah tired.  Can we please, PLEASE stop with the LM bashing????  

 

I posted these videos to stand up and say to those who made/make those claims, "Yes. You CAN do this.  THIS was made USING LANDMARK and by someone who doesn't know the first thing about "voxelmancy" (I always hated that term btw...called those peeps "Voxelnancies" yeah i'm a child get over it.)  Sure a lot of my builds used fancy bits n pieces all of which i was taught by those specialists i'm referring to.  Were it not for their help, i'd have figured it out - just would have taken a lot longer and hooking up with other builders was actually kind of fun from time to time.

 

Ok stepping off my soap-box now.  PLEASE lets stop with the LM Bashing.  Let the old girl lay in peace.  PLEASE.

 

We're very quickly going to embark into a new world where sandbox building presumably has no limits...we'll see.  We'll see :)

 

-LK

 

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@Elkay

 

Good point, we shan't derail.

 

but a quick sidenote, Landmark dier cause nobody cared for it. It died 3 months after release or so. The difference with DU, is NQ sells DU as a content creation experience and ONE item. 

 

Just saying.

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1 hour ago, CaptainTwerkmotor said:

@Elkay

 

Good point, we shan't derail.

 

but a quick sidenote, Landmark dier cause nobody cared for it. It died 3 months after release or so. The difference with DU, is NQ sells DU as a content creation experience and ONE item. 

 

Just saying.

Digging up various sources, it was a corporate sell-off. The tech was all incipient and the actual game development plan had no long-term provision as to how to "make it all work" - without huge external investment. Yes impressive tech, but impressive for marketing not actually developing a full MMO, hence the sorry saga of EQN -> LM -> 0 (note the scope implosion) from sales pitch to player experience.

 

What seems so far interesting about DU: JC et al. appear to suggest they have a networking solution that works WITH the voxel data storing from modifications. This was NEVER apparent in EQN. So it's a HUGE difference if DU has this working. So agree with the above quote: In the end players were provisioned with a half-broken/developed demo environment in LM as opposed to a full game system around voxels and single shard massive virtual worlds.

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1 hour ago, MookMcMook said:

Digging up various sources, it was a corporate sell-off. The tech was all incipient and the actual game development plan had no long-term provision as to how to "make it all work" - without huge external investment. Yes impressive tech, but impressive for marketing not actually developing a full MMO, hence the sorry saga of EQN -> LM -> 0 (note the scope implosion) from sales pitch to player experience.

 

What seems so far interesting about DU: JC et al. appear to suggest they have a networking solution that works WITH the voxel data storing from modifications. This was NEVER apparent in EQN. So it's a HUGE difference if DU has this working. So agree with the above quote: In the end players were provisioned with a half-broken/developed demo environment in LM as opposed to a full game system around voxels and single shard massive virtual worlds.

Yeah. The tech was impressive, but seriously underhanded by SOE. What ticked me off was them using the EQ:N idea to sell Landmark.

The sad part was they had a combat system that worekd fine - for the most part - a fully destructible enviroment, with raycasted "charged" attacks and normal ones. They literally took an "action game" system and turend it to soft-lock tab-targeting while keeping it fluid enough to be tactical on its handling, something not even Elder Scrolls Online figured out yet. 

As for DU's whole schtick, I can just link this : http://blog.actor-framework.org/2014-12/spotlight-dual-universe/

It's an interview JC Baillie gave on the team behind CAF (C++ Actor Framework). It's a good read if you have programming knowledge. It goes to show you they had a vision since 2014 on how they wanted their cloud servers to behave from the start. Netcode is where DU lives or dies after all.

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Thanks Twerk! Awesome tech link (my programming knowledge is very shallow but I can follow code roughly). I do have a bro who works in software dev and has experience of Erlang/telecoms as well as other languages, which can be useful too.

 

This is a gold-mine on EQN problems internally: https://eq2wire.com/2017/01/05/closing-the-book-on-everquest-next-and-landmark/

 

Indeed, SOE had lots of impressive tech, but they were fishing for investors much more than attempting to dev EQN first, ie they knew they needed money first to dev EQN, but did not tell the players they charged to play Landmark... and that was Georgesson's decision to split them apparently, perhaps it was intended to "play for time / EA cash" etc.

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So this was a project i started in Landmark right at the end of Beta.  I was going to get back to it eventually after the last wipe but never got around to it.

 

It was meant to be a sort of Scifi condo that would be part of a modern city in a hostile icy environment.  I know weirdly specific.

 

https://imgur.com/a/bZobv

 

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15 hours ago, CaptainTwerkmotor said:

Yeah. The tech was impressive, but seriously underhanded by SOE. What ticked me off was them using the EQ:N idea to sell Landmark.

The sad part was they had a combat system that worekd fine - for the most part - a fully destructible enviroment, with raycasted "charged" attacks and normal ones. They literally took an "action game" system and turend it to soft-lock tab-targeting while keeping it fluid enough to be tactical on its handling, something not even Elder Scrolls Online figured out yet. 

As for DU's whole schtick, I can just link this : http://blog.actor-framework.org/2014-12/spotlight-dual-universe/

It's an interview JC Baillie gave on the team behind CAF (C++ Actor Framework). It's a good read if you have programming knowledge. It goes to show you they had a vision since 2014 on how they wanted their cloud servers to behave from the start. Netcode is where DU lives or dies after all.

TWERK!  You nailed it bub (per your usual standards!)  Thanks :)

-LK

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I won a supporter pack from a streamer during the beta and waited for the release of Landmark before playing to avoid any spoilers. The community built up around that game was amazing, but the game took a turn for the worse and so I never actually played the release version in the end (everyone I knew abandoned it ._.)

 

I'm primarily a builder, it's what gives the most satisfaction. I moved on to only building things that serve a purpose other than just looking nice.

 

I recently released my flagship Doom 2 project which was built over the course of one year from November 2016 - November 2017. Full game levels, so maximum interaction.

 

I only found out about this game recently and see it has voxel building, so I'm taking the time to study what goes on in game, if it meets my requirements, I'll pick a supporter pack.

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Mmm...Landmark...whenever someone mentions it, I get this nostalgic feeling. That game (erm?) made me feel like I was reinventing my gaming - the freedom of creation, the tools that were being improved over those two years, the feeling that we (the EQ:Landmark community) were a part of something big that was being created - that was just pure epicness. Ruined by Daybreak (the name stands for itself...) and it's lack of vision and resources to continue creating Landmark and Everquest:Next. Sad... but it was one hell of a ride when it lasted :D

That's why I'm still looking forward to Dual Universe (and lately I became less skeptical about the project) - I'm really looking forward to the same freedom of creation + I'm a fan (and current player) of EVE Online, so it should be a win-win situation, when (if?)  the DU game is released.

Speaking of Landmark again - to all of you that were there I congratulate that we were able to witness such fine creations made by Landmarkanians :D

And to think, it started so humble in 2014...

 

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And after that it skyrocket with possibilities...

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Pure magic of creation possibilities...

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We were building it for the higher goal - it sparked imagination and many contests were hosted, which was even better for that creativity spark :)

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I dream of something similar in Dual Universe... Please, make it happen :)

 

Kind regards,

Hampius

Ex-Landmark builder

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On 9/7/2017 at 4:36 PM, Damian_Firecaster said:

Hello Alpha team

I am Damian Firecaster legat of the Core worlds Coalition. I am a former Everquest LANDMARK builder,  Current Space engineer and second life resident. I wanted to see How many Alpha team members are also former LANDMARK voxel mancers (Master voxel builders). You guys are going to show JC/novaquark just what a voxel engine is capable of doing. Also we need to test this engine to see if we can do micro voxels and negative voxels. so sound off. gentlemen and Ladies. we know what our job is, we have been down this road before ( Everquest Landmark) stress test, find every bug in this game and get it fixed, as with landmark we will find Some bugs that we like and that can be turned in to features such as the a fore mentioned micro voxels and negative voxels. we might find others. but our job is to get this planet / game ready for the other colonist that are asleep on the Arkship. My job will be to explore this planet and find resources. I look forward to meeting you guys again, some of you I know from landmark. It will be great to get back to building in voxels like we did in landmark. but this time our creations will FLY !!!! If you see me in game please say hello, I enjoy meeting people. to all other Members of the Alpha team, if you need assistence with building tools or building I will help some. the Ships I will be building are the S.S. Ram (Luxury yacht/Mobile Home (unarmed)), CWC Wolverine (Science-Command ship (ARMED)), CWC Amazon (Runabout(armed)).

 

Good luck to all of you.

Damian Firecaster

Core Worlds Coalition

Hey there, fellow LM player here.  Nice to see another one of us here!  I have not had a lot of time to play yet but once the servers are up full time i'll be hitting this game pretty hard.  So far I'm in love with what they have done. 

 

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Don't want to start a new topic and that information somehow slipped my mind - is there already release date planned for Dual Universe or it's going to be released "when it's done(tm)"? 

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Just now, Hampius said:

Don't want to start a new topic and that information somehow slipped my mind - is there already release date planned for Dual Universe or it's going to be released "when it's done(tm)"? 

 

No official release date yet, but it's getting there. Read the recent AMA which actually answers several questions regarding that and what to expect soon - https://www.dualthegame.com/en/news/2018/02/08/in-game-ama-feb-3rd-2018-transcription/

 

- Mercutio

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I'm an old Landmark builder! Can't wait to get my hands on DU.

 

I've just found the loading screens folder in my LM directory (I did not delete my game install). Lots of pics in those folders, from beta and launch.

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Hey, yeah, fellow LM player here :-)  There are lots of us here.  I have a few guys in my org, The Outfit and then the Brew Crew has an org named Profit Rocket Foundry.  You should look us up in the community organization area and get in touch! 

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Landmark players!

 

I loved this game :'(

Had potential to become a MMORPG with story and quest, but never go over the "Land building" stage...

 

Dual with the PvP / Usable Ship will have a far better pool of potential players (If you don't want to build your ship or base, you can have someone else do it for you)

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Old Landmarkian here, both me and MaryCath are looking at Dual, it seems to have huge opportunities to become something LM never managed to be. It is of course also possible for it to be another "Mongol Horde" Simulator. Have not bought access yet but we are looking at it.

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(Google translation, I speak French)

Hello everyone, I too am a former Landmark builder and here are some catch of my achievements

 

(traduction google, moi je parle français)

 

Bonjour à tous, moi aussi je suis un ancien constructeur Landmark et voici les quelques capture de mes réalisation.

 

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41 minutes ago, supermega said:

Wow, that's all amazing work.... I never had the pleasure of playing landmark. I don't understand why this game was canceled......

apart from the construction, Landmark had 0 gameplay but fortunately now have to DU

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