Waterbug

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Waterbug
Island designer box.PNG

Waterbug's
Portraits

Cobalt

Waterbug is the captain of the crew Waterbug Drowning, a small shopkeeping crew in the flag Valor on the Cobalt Ocean.

Waterbug was one of the winners of the Design the Oceans Contest in Dec of 2004. He has also recently taken on Lead Arch design responsibilities with his first arch (Horse Head) going live with the hunter ocean.


Islands Designed:


Dragon's Nest (Cobalt) and Dragon's Nest (Viridian): This was the island I did for the design contest. I received lots of feedback during its creation as I learned my way around the editor. This island was designed without the buildings. The buildings were added by Three Rings for the opening of the ocean.


Wyeth Island (Ice): This was an island that I played around with on the side while building Dragon's Nest. I pulled it out of the play pile and put it in production when we needed islands for Ice.


Napi Peak (Cobalt) and Napi Peak (Viridian): This was my first island after the contest. The cliff tiles weren't available when I started this one. They became available just as I was finishing it and I did a couple of versions trying to incorporate them. I never completely got the flows the way I wanted and had about half a dozen "finished" versions of this island floating around at one point.


Escher Island (Ice): I took a break from reality and the rock work on Napi's with this Escher inspired island: This was fun to build although it was originally designed as an outpost. It was enlarged to a medium as the ocean was short on larger islands.


Fort Royal (Ice): This was an attempt to build a fort. Once this island was out in the ocean we discovered that at certain points mates would overlap the cliff tiles used to build the towers. Lesson for the day, don't use certain cliff and wall tiles next to walkways.


Winking Wall Island (Ice): This island was basically my answer to spending hours going over rock formations trying to detect points where they would flicker. It definitely helped my general mood just to build something where everything is suppose to flicker in and out. I wasn't sure it would actually get used so I was pleasantly surprised to see it one Ice.


Labyrinth Moors (Cobalt) and Labyrinth Moors (Viridian): I was worried that my cliff paths would leave the island unbuildable although reports I hear now indicate that I may have gone to far the other way. Some of the paths I thought I had passable weren't quite as walkable as I believed though.


Cabo de Hornos (Cobalt) and Cabo de Hornos (Viridian): Apparently one of the most popular islands I have designed. This one was done quickly when another island designer's computer failed taking the island they were working on with it. This island is also a demonstation that an island can indeed be to big for the game. By this point I'd done quite a bit of rock work so my speed was really improving.


Penobscot Island (Sage): First island developed for Sage. The attempt here was to create an island with rock spires. I was never entirely happy with the way these came out. There aren't any tilesets in the editor for stacking things on top of each other with the exception of fort walls. This was probably the most frustrating island I worked on.


Albatross Island (Sage): Not much to say about this one. It was a pretty quick island to throw together.


Admiral Island (Sage): This was the first island I did precolonized. While Dragon's Nest started out colonized the buildings were added by the ringers after the fact. The feedback I remember the best on this island was when I lined up a bunch of trashed barrels. Nemo informed me that nobody lines up their trash like that causing me to look out my office at the perfectly lined up row of trashed computers. In case your wondering the barrels went (as did many other initial layouts for the buildings)


Ashkelon Arch (Sage): This one is my personal favorite. It was an effect I didn't know if I could pull off and the frustrations with the spires was still fresh in my mind. But it came together beautifully. There was a small pathing problem on the backside that got corrected after it went in production.


The Lowland Hundred (Hunter): For this ocean I was more involved as a arch designer than an island designer but I spent a lot of time on this island. It showed a lot of what I was trying to accomplish in this arch.


Anegada Island (Hunter): This one didn't quite turn out as I was hoping but time constraints at the end kept me from doing more with it.


Barnard Island (Hunter) / Lyonesse Island (Hunter): These two islands were put together to cover a couple of other designers who were having trouble finding the time to get them finished. They were both built off the same base and were put together inside a couple of days and I think it shows. My habit of putting fissure under rock to keep it from being build over and destroying an effect also caught up with me here as I got it to close to the main walkway rendering the island unwalkable. This has since been fixed.