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 Forum index » Archive » Archive: MetaCortechs » MetaCortechs: General/Updates
Aquapolis Incident logs
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yanka
Fickle


Joined: 06 Oct 2003
Posts: 1214
Location: undesirable

Re: Guest modules/rooms ... how many?

xnbomb wrote:
The most straightforward way to approach it is that a single module is a single room


Well, really this is a semantics argument, but I think it's better to call a "room" a "room" as opposed to a "module". As we know from the log, there are a, b, g, d modules, each being 10 levels tall. I think the Lobby is also a module (4 levels tall), as well as "Sub Pen" is a module. The "guest module" then is the total of all the rooms on all the levels.

Sorry for being stubborn Wink
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PostPosted: Thu Oct 23, 2003 3:06 pm
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aegir
Boot

Joined: 05 Oct 2003
Posts: 51
Location: Pittsburgh, PA

Re: Guest modules/rooms ... how many?

yanka wrote:
...as well as "Sub Pen" is a module. The "guest module" then is the total of all the rooms on all the levels.


i'm kinda confused about what you were saying, but just wanted to reiterate what i posted elsewhere... the sub pen is the holding pen for subs. prob not a guest module or room. that's why the two doors with one closed.

i have a strong feeling everyone else in the world has already figured that out... <grin>

aegir

PostPosted: Thu Oct 23, 2003 3:53 pm
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yanka
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Joined: 06 Oct 2003
Posts: 1214
Location: undesirable

Re: Guest modules/rooms ... how many?

aegir wrote:
yanka wrote:
...as well as "Sub Pen" is a module. The "guest module" then is the total of all the rooms on all the levels.


i'm kinda confused about what you were saying, but just wanted to reiterate what i posted elsewhere... the sub pen is the holding pen for subs. prob not a guest module or room. that's why the two doors with one closed.

i have a strong feeling everyone else in the world has already figured that out... <grin>

aegir


This confusion, imo, stems from the inconsistency between the guy's statement on Metacortex news "one level of the Beta module" and the label "guest moduleS". If Beta is a module, then so are a, g, d. What else is a module? Probably all the self-standing structures - the Submarine place is a one-level-tall module, the lobby is a 4-level-tall module, and then there is the entire guest module. That was my thinking. Right now I'm utterly confused about how to properly label things as well; fortunately, it does not matter that much, as long as we know what each one of us is talking about. Confused
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PostPosted: Thu Oct 23, 2003 4:07 pm
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aqualung1105
Boot


Joined: 16 Oct 2003
Posts: 55

Yanka - point is taken about the missing (or probably not) missing number of rooms - and my initial miscount....

All the points about my (and othersī) statements considered, I still feel thereīs reason to believe, or at least suspect, an unmentioned level.

But we donīt know that much about Aquapolis yet, except that they seem to have problems with the Delos module, and that press releases concerning their incidents tend to be somewhat sugarcoated...

- and the game continues....

PostPosted: Fri Oct 24, 2003 4:05 am
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vanman0254
Boot

Joined: 23 Oct 2003
Posts: 22

I don't think focusing on the aquapolis is the right thing to do yet, it seems to be the "end" point if you will. Drawing to much attention to the structure and such seems to be irrevelant at this stage.

Andy

PostPosted: Fri Oct 24, 2003 9:15 am
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xnbomb
Unfettered


Joined: 13 Oct 2003
Posts: 660
Location: J302B S8JDC

Irrelevant but amusing

vanman0254 wrote:
Drawing to much attention to the structure and such seems to be irrevelant at this stage.


Yeah, well ... I'm bored, what else is there to talk about or do right now?

Inspired by aqualung's beautiful rendering, I decided to futz around with the log jpegs and make another model of the structure.





I took some artistic license here and there ... I made the big modules into spheres, despite the cross sections not being right for it ... I think whoever made the cross sections was not working from a 3-d model, and couldn't be bothered to do the math (EDIT: no trigonometry required, just Pythagorean theorem ... later in the day, it seems easy and obvious) to get the circle sizes right for the different levels: Assuming the 10 levels divide the spheres into 10 slices of equal thickness, you should be able to use the radius of the sphere to get the diameter of a circular cross-section if you know where a cross-section is located on the sphere (or vice-versa, assuming the floors being equal height and the midpoint of a floor being where the cross-section is located).

The diameter at levels 5 and 6 is 135 pixels, and assuming that cross section is 1/10 of a radius above center, that should be about 99.5% of the radius ... so I used 68 for the radius. That makes the spheres 136 pixels tall, and dividing that into 10 levels gives floors that are 13.6 pixels tall. Using a scale of a pixel being about a foot seems to work alright, in terms of the width of hallways and size of guest modules: The guest modules are roughly ellipses with a major axis of 38 feet and a minor axis of 19 feet, which gives them an area of 566.371 square feet, right in the ballpark of the 500 square feet suggested on the Aquapolis site (by the way ... there was a lot of talk earlier about the number 500 being repeated over and over ... hmm, 500 rooms, 500 square feet).

I figure the bulkheads sticking out sideways from the hallways in the jpegs was primarily for the display, to make them big enough to see ... so I narrowed them back to the hallway width. I made the guest modules 10 feet in height to give pleasantly high ceilings and some space between levels. Now that I think about it, my hallways aren't really tall enough. The only other wrinkle was the Grand Sea Stairway between the portico and lobby. I think what they were trying to show was that it goes from level 0 at the portico to level 2 at the lobby, so that's what I did with it.

I'm ready for something to happen Smile

(EDIT: Moved image to attachment)
aquasm.jpg
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aquasm.jpg

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PostPosted: Fri Oct 24, 2003 3:19 pm
Last edited by xnbomb on Wed Nov 26, 2003 7:21 pm; edited 2 times in total
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Omnie
Entrenched


Joined: 07 Oct 2003
Posts: 772

Wow, xnbomb... Very Happy See, PMs? This is the danger of not giving us any obvious puzzles to solve! I'm holding you responsible for the incipient psychosis induced by these logs. Also that induced by the Eye See picture...as well as the Nekodas sky pic. "The sky's turning GREEN!" Heh... we're all going crazy. And it's all your fault!

*evil Smith laughter*

[edited because I used the wrong name...see, I *am* going crazy!]

PostPosted: Fri Oct 24, 2003 3:51 pm
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Marl64
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Joined: 04 Oct 2003
Posts: 456
Location: Prisoner of Zion

Re: Irrelevant but amusing

xnbomb wrote:
I took some artistic license here and there ...


That's Exactly how I imagined it. Shocked

Nice Job Very Happy
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PostPosted: Fri Oct 24, 2003 4:01 pm
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aqualung1105
Boot


Joined: 16 Oct 2003
Posts: 55

Xnbomb -
Absolutely lovely! That was the way I thiught of it, and I only went with the "diamond shape" main modules to see what happened if I adhered strictly to the pictures...which are obviuosly schematic.

BTW, I agree that itīs probably of little importance to the game, all this speculation on APīs physical layout - but weīre having fun with it...

PostPosted: Sat Oct 25, 2003 7:17 am
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