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Hobolympic

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Posts posted by Hobolympic

  1. "So finally Dungrimm 'as claimed yeh, ol' friend. In time, 'e claims us all. May yeh feast long in 'is Silver 'alls, and may yer impressive feats of past bring yeh plentiful favour in tha auction o' tha Gods. Oi'm sure we will meet in tha' next loife."

  2. ((MC Name: )) Hobolympic

     

    ((RP)) Name: Balek Irongut

     

    Known Arcane Arts: Fire Evocation

     

    Position Desired (Student or Instructor): Student

     

    When is the best time to contact you for an interview: I'm GMT+1, though I'll be able to respond any time of the day in most cases.

  3. I'm fine with this, though not as playable race/creature. Make this the background lore for Iron Golem mobs or something instead. I remember we mass-produced those back in the Fringe, to deal with pigmen invasions.

  4. Minecraft Name: Hobolympic


    Discord: Hobolympic#9158

     

    Being a World Dev is more than just building so what can you bring to the team that unique?

    Other having built in Minecraft since Beta, and experienced every single map on this server since its conception, I'm generally very open to new ideas, while also never afraid to speak my mind if I think there's room for improvement or necessary change. That includes also welcoming criticism and acting accordingly. Also, if it's a build I'm confident with and really like, I tend to become a mindless worker-zombie, sitting on my ass for hours and hours at a time pumping out those blocks relentlessly.

    I also enjoy taking inspiration from other games (Wow, witcher etc)

     

    When designing on a scale of a whole world what do you think the most important design decisions are?

    Locations, as well as the scale of the world. By this I'm talking mainly about biomes and natural regions, though they have to make sense in terms of geological locations. An example would be if you're having a desert, it makes very little sense to plop down a tundra right next to it (unless there's somehow significant lore behind it). Any structures in said regions should also adhere to its surroundings, and available resources. 

     

    Another point is that worlds should be interactive, not just eye candy. A region might look pretty and all, but players should still be able to pitch up a tent or settle down for example, within reason. 

    This has generally been a issue I've had with the server more times than I can count, when considering Antagonist regions (Like the North 3.0), and other "untouchable" areas. They can of course be driven away if the staff deems it necessary, but this should happen through roleplay, and not some OOC reason "oh no you can't do that sorry go away". In short, a dynamic, changing environment is always better than a static region.

     

    When designing small-scale areas, like a village, or a cave singular elements what is your aim in the design? (I.E. function overlook, Player Centric, Looks over everything else etc)

    First and foremost, whether the build is supposed to stand out, or blend in with the rest of the region. If the area is there to simply add to the atmosphere (a small grove, ravine etc), then as a rule of thumb I'll usually try to mix it in with the environment so it doesn't become too dominant. If however the idea is to create an incentive for players to explore more, the build should look more dominant than its surroundings, though not too dominant to take away from the rest of the surrounding area. Things are not white and black however, so there's always a delicate balance to it.

     

    As for villages and RP hubs, honestly the question still perplexes me to this day, I've no definite answer to it. I've seen shitty block towns garner more RP than awesome-looking capital cities, so a theory I have is that ultimately it depends on the playerbase and whether they're willing to spend their time RPing trivial **** like what I ate for breakfast this morning. Though I do like to think a nice-looking build helps that process along, and incentivizes it.

     

    A large part of a WD’s job is creating new ideas for environments, give a brief synopsis of an environmental build/design idea.

    Volcanic region:

    • Subtle cracks around the region with rising smoke, maybe a few geyser or tiny magma pools littered about. No point in overdoing this element, no one likes a huge lava party.
    • A different type of vegetation than your normal trees and bushes, due to the mineral-rich soil and unstable environment. Ash, perhaps some giant mushrooms (think morrowind), though generally rather barren.
    • Petrified trees, ruins, or crystals to add something that stands out.
    • A few caverns here and there, leading to a subterranean system filled with magma chambers, spewing out noxious gasses. Also a few caves in stark contrast to the barren ashlands up above. Lush, with glowing mushrooms and rich mineral springs.

     

     

    If you could, what would you change about Atlas and why?

    First of all, there's a few barren mountain regions that I think could use a face-lift. Nothing major, but maybe some snowy caps here and there, interesting rocks and spindly pine trees. I would also like to add some more lakes here and there with appropriate vegetation, as I think those are lacking.

    Caverns are always cool, so I'd probably do some of those as well.

    The coastline is also something I'd maybe want to have a crack at, especially with 1.13 coming up, which adds corals, seaweed etc.

    Lastly, the firelands. Imo it's a mess.

     

    How much time are you on average able to contribute towards being a WD?

    Right now I have a lot of time on my hands, though I've a few exams coming up in May. After those I'm free to dispose a lot of time into this. For now though, an hour or two on weekdays, unless there's something specific that needs doing, in which case I can probably spit in a few more hours.

     

    The world dev team is a diverse group of ideas and opinions meaning disagreements happen show do you handle disagreements or criticism when it comes to your designs?

    I think I already addressed some of this earlier in the application. I'm usually very open to criticism, so long as it remains constructive. More perspectives is always something one should take into account, so we can learn from one another and improve.

     

    Please include any examples of your design work below!

    Honestly, I've been scrounging for screenshots as many have been lost over the course of past years, but I'll see if I can't build examples asap to show a little bit more of what's going on.

    Holm:

    This is a city designed (almost entirely) by myself. It's in game right now, and is pretty much the main project I'm working on these days. What sets it apart from previous builds I've done is that I've tried to keep the natural gorge-feel, to blend it in with the mountain. It's a city that is in game right now (714, 850), so go have a look please!

    (The grass is actually supposed to be green, but there's winter time on the server right now, so it looks more icky than it should). 

    e0cd7adaad152039b842f93e0bef96c4.jpg

    d9dc8a9341523abe0b408e36035b16f1.jpg

     

     

    Mushroom Cave in Axios:

    This region was used as an event site several times by Urguan. 

    c737054d46628747e222da3a6ebd9637.jpg

    4e2ac23a9071897c24f2f941b98e194d-jpg.jpg

     

    Other notable works I've no screenshots of:

    Dreadfort in Anthos

    Some parts of The North in Anthos (3.0)

    Second version of Abresi, capital of Oren back in 3.0

    Kazradin Foothills outside dwarf capital in Athera (4.0), also the redesigned capital (Kal'Karaad)

    Hiebenhall 4.0

    Kal'Akash in Vailor, voxeled the region too.

    Halls of Urguan alongside Omith

    First dwarf capital in Axios

     

    Other comments (Not required)

    Nada

  5. On 3/11/2018 at 2:57 AM, Nate1450 said:

    Initiate Application

    MC name: Nate1540

    Character Name: Adam Swiftfoot

    Discord (Optional): Will PM it to you

    Race: Halfling 

    Age: 30

    Do you know any magic currently?: No.

    Which subject do you plan to learn?: Alchemy, water evocation if possible.

    Do you swear to abide by the rules of the academy?: Yes.

     

    On 3/12/2018 at 3:52 PM, Quirkyls said:

    Initiate Application:

    MC name: Quirkyls

    Character Name: Aemich

    Discord (Optional): dan?#8849 

    Race: Mountain Dwarf

    Age: 121

    Do you know any magic currently?: No

    Which subject do you plan to learn?: Alchemy

    Do you swear to abide by the rules of the academy?: Yes

     

     

    14 hours ago, Chromie said:

    Initiate Application

    MC name: LargeMagnum

    Character Name: Donyae Sugarfoot

    Discord (Optional): I'll Pm

    Race: Halfling

    Age:24

    Do you know any magic currently?:No

    Which subject do you plan to learn?: Alchemy, And fire Evocation if possible

    Do you swear to abide by the rules of the academy?:Yes

     

    11 hours ago, Hook said:

    Initiate Application

     

    MC name: Hook

    Discord: Hook#9681

    -

    Character Name: Artwinkle Pudd

    Race: Human, Heartlander

    Age: Twenty Two

    Do you know any magic currently?: None

    Which subject do you plan to learn?: Fire Evocation

    Do you swear to abide by the rules of the academy?: Solemnly.

     

    ALL ACCEPTED!

    Please visit as soon as possible to have your respective teachers assigned.

  6. Format your title as follows: [Type of Magic] [MA] MC or RP name

     

    MC Name: Hobolympic

     

    Character's Name: Balek Irongut

     

    Character's Age: 443

     

    Character's Race: Cave Dwarf

     

    What magic(s) will you be learning?: Conjuration

     

    Teacher's MC Name: DarthArkous

     

    Teacher's RP Name: Dorin Irongut

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: No

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?:  Yes

     

    Are you aware that if this magic is undergoing an activity trial and fails said trial, that you will lose the magic?: Yes

     

    Have you applied for this magic on this character before, and had it denied? If so, link the app: No, I have an accepted fire evocation app though: 

     

     

  7. MC Name: Hobolympic

     

    Character's Name: Balek Irongut

     

    Character's Age: 441

     

    Character's Race: Cave Dwarf

     

    Link to your accepted MA:

     

    What magic(s) will you be teaching?:

    Fire Evocation

     

    Summarise the Lore of this magic(s):

    Evocation is a form of magic that relies on the caster's connection with the void. Having studied an element for many years, the mage knows the shape and structure of said element down to the very particles it is made of. Using this knowledge, the mage can tap into the void, where he/she can piece together particles from the void into an actual element (in this case fire, hence fire evocation), before summoning it to the real world. The mage can then shape and form these flames to their liking, more adepts mages being able to form big, combustive balls, and other crude shapes. Whatever has been summoned from the void, must return to the void however. These elements remain in the real world so long as the mage wills it, or until their mana is depleted. 

     

    As stated earlier, fire summoned from the void will not spread and last in our reality. However, its effects are very much affecting the real dimension in the same manner as normal fire; heating up materials, and causing them to burn, thereby sparking a "real fire". While the flames from the void will die down and return, the real fire will not.

     

     

    Write up a lesson that your character would give to a student:

    The big doors of the Khronheim Academy creaks open as Balek enters. Walking down the stairs, he grumbles as dwarves usually do. He glances over at the two beardlings currently seated in the great hall, eager to delve into the famed magics of the Ironguts. Balek clears his throat before speaking, walking up on the podium in the middle of the hall. 

     

    "Simmer down yeh two. There's work tae' be done" he declares, slapping two rather dusty and large tomes on the nearby desk. 

     

    "Well then. Now t'at ye've both clumsily managed tae' begin tappin' intu tha void, it is toime tae' shift our focus on to more substantial, and arguableh more interestin' curriculum" he says, placing his hand on top of one of the tomes, a smirk forming on his face. "Indeed, lads. Dis is where tha true work begins."

    The two younger dwarves tilt their heads, frowning as they eye the books.

     

    "Readin'? Thought we were gonna loight 'fings on foire todeh?" one of them grumbled. 

    "As much as Oi'd loike t'at as well, yeh two will be nowhere close tae' even formin' eh simple spark, wit'oot tha proper knowledge baked intu yeh."

    Balek wipes his hand across the cover of the book, old dwarven letters appearing from under the layer of dust. He grabs the book in both hands, holding it up in front of him.

     

    "This tome 'ere, is tha work ov Hiebe Irongut. One ov tha most respected n' oldest mages ov our clan. Just loike yeh two, good mages will spend years before being able tu master eh magical art. That would ne'er be possible, wit'oot 'eavy studyin' n' research. Indeed, this tome alone represents 'iebe's understanding ov foire. Tha way it moves, the composition, its interaction wit' tha physical world.

    This knowledge is of utmost importance if yeh ever 'ope tae' cast foire ov yer own, through your connection wit' the void."

     

    Balek places the tome down on the desk again. Taking a deep breath, he opens his palm where a spark flares up, a small flame now swirling in his hand. Motioning to the flame, he begins to speak again.

    "Oi will nae' 'ave yeh read books todeh 'owever. Fer research on dis matter requires more than jus' relentless studyin' ov ol' texts" he says, swinging his hand in a swirling motion, letting his fingers guide the flame towards his other free hand, where it settles. "Yeh must study tha vereh flame itself, 'ow it crawls along surfaces, in the air, what it consumes tae' sustain itself. 

    Balek's expression turns more stern as he claws the flame in his hand, before throwing it aside, embers streaking out from his hand towards the nearby brazier, the impact flaring up and lighting it. 

     

    He turns back to the beardlings entranced by his display. "That, is yer assoignment fer today" Balek says, gesturing to the lit brazier, with various materials littered around it. "'ave eh seat. Take notes as yeh poke tha flames wit' tha materials before yeh, and see 'ow tha foire reacts to 'em. Wroite down aneh questions, n' Oi will be back shortleh" he says, giving a nod to the beardlings before he turns toward the entrance. He stops in his tracks however, raising an eyebrow as if he had forgotten something. Scurrying back to the table, he grabs the two tomes under his arms. "Aye, and yeh won't be burning these" he chuckles, heading out and leaving the beardlings with their kindling.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: No

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Sure

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app: No

  8.          Application

              RP:

                Name of resident: Balek Irongut

                 Race and Ethnicity: Dwarf, Cave

               Combat Experience (circle one): None ; Some ; Moderate ; Weathered

     

                OOC:

                 IGN: Hobolympic

                  Discord: You got it

               ~Hours on server spent a day: 2-3 hours weekdays

               ~Availability on weekdays: Most evenings

  9. "It is good to see our 'ard work 'as nay been for naught. Khron'eim will stand as a bastion ov 'ope and salvation, untouched by the conflict that is to rise amidst our fellow sons of Urguan. Dis will be eh haven fer men, elves and dwarves aloike, willing to live in 'armony for the prosperity of the collective", Balek remarks with a smile. "Great work lads."

     

  10. Cave Goblins

    21e74037a88a0098b3bc4df0e76f415c.jpg

     

    Habitat: Mountainous regions and caverns

    Description:

    Often mistaken for Goblins descending from Krug, Cave Goblins are a different breed entirely. Their skin color is usually gray or pale, some with a tint of blue. Cunning and hostile to outsiders, they usually inhabit grottos and places that are hard to reach for those of larger stature. The Cave Goblins form tribes, guarding their territories fiercely from potential threats, as well as from other tribes. They build primitive huts of twig, and bones from large creatures long since gone, usually settling in old ruins and crevices. As such they have been a considerable nuisance for the Dwarves of Urguan, stealing resources and ambushing those who would stray too far away from the safety of their mountain holds.

     

    Being that wood is a rare commodity in the cavernous depths, most goblins make use of bones to craft tools and weapons. Bone tipped arrows, bone knives and bows are common instruments used by the Cave Goblins. The Cave Goblin diet usually consists of mushrooms found in grottos. Given that most of these fungi contain many toxins, it is theorized that this diet is the cause of the Cave Goblins' feral nature. They also hunt whatever game they can find, such as spiders or mammals. Cannibalism, as well as the consumption of human or dwarven flesh, is not unknown to most tribes.

     

    Given the Cave Goblins' small and slim stature, they are relatively weak in melee combat. What they lack in strength however, they make up for in numbers and cunning guerilla warfare. Relying heavily on their archers and hidden flanking tactics, they can prove a considerable threat to even the most experienced of soldiers. Some tribes have also been known to tame or befriend other cavernous creatures, such as trolls and giant spiders, bolstering their threat significantly.

     

    Author: Hobolympic

     

    LM Approval Required: No, only used in events

     

     

  11. Seems a lot of people are not fond of freebuild, and I can't help but disagree with them. Honestly, some of my best times on this server have been where the lands were open for all kinds of people to settle. More specifically, I'm talking about Aegis and the Fringe. 

     

    Both of these maps had to a certain extent unlimited freebuild, giving rise to new factions to interact with, incentive to tour and explore, and generally speaking pulled in a lot of new and fresh RP.

     

    Yes, there's no denying that a few bad builds will come of this, but being unable to interact with environment for miles on end dulls the experience of travelling considerably. I miss the times when at night you could plop down a campfire with your mates, or set up a shack somewhere in the wild just to gather resources and roleplay with some new neighboors.

     

    You guys are blowing the cons way out of proportion. If keeping RP centralized in your nation is difficult, create more incentive for RP rather than scapegoating freebuild, because as I recall, the Fringe was perhaps the most active time I've seen the server in a long time (granted, the map was considerably smaller, something I've always been in favor of). Besides, we probably got one month left on this map, so for all I care, unregion as much land as possible.

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