Up!
- voxelproof
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Up!
Rules of The Climbing Game.
1. Damage must be enabled. Any use of the "fly" privilege after setting start and summit locations makes the game invalid/lost, with one exception:
2. Free move may be activated only to rescue character from fall damage and the movement direction then allowed is downwards only until player's character touches some surface (noclip is forbidden).
3. Player is not allowed to dig any terrain blocks (dirt, rocks) but may cut tree leaves to clear way. Both snow and ice may be dug freely.
4. Ascending vertical walls is made through placing iron slabs so as to make stair-like configuration, but the slabs cannot be adjacent neither by sides nor by edges. Slabs may be removed then (in fact it's necessary when you want to use the same way up and down).
5. Game begins with marking starting point at the mountain's foot ('camp') and the goal (usually a summit to climb up). After player's character is placed at the camp no free movement is allowed other than rescue descent.
This game is extracted from what the default game provides only, yet it is awesome. You'll discover why when you lose a few lives before finally making your way up and back to the base...
...because achieving the peak is only half a success. The game is won when and only when the player's character after mounting the rock safely returns to the starting point.
So - watch your steps and keep calm, for it's rarely a weekend stroll :)
EDIT: refinement of the rules.
Ad 3: since in real-life conditions ice in mountain glaciers is de facto a rock, it is not diggable and steel slabs may be attached to it. Slabs cannot be attached to tree trunks, leaves, snow nor sand. Sand is diggable. Please do not use waterfalls to gain altitude (unless you're a trout :)). A player cannot use trees to make climbing easier either. The only exception when a player is allowed to stand on a tree is after a fall or a 'safety descent'. Then he must leave it as quickly as possible.
Ad 4: A player is allowed to place only one slab each 'turn' - that is, the one on which he is going to make next jump (or stride). This is a necessary limitation to make the game roughly resembling real constraints of climbing and prevent from marking the trail in advance.
Ad 5: You can use free move downwards only when falling from a steel slab. You can use this kind of movement to speed up return.
EDIT 2:
Ad 3: The rule for placing steel slabs to put it simply is that a player's character is never allowed to stand on a slab that touches another steel slab, ether by side, edge nor corner. When there's no other possibility to make further advance up, you can place two adjacent slabs in order to obtain the floating one after removing the slab attached to the rock wall. However this may be done only as a preparation for the next step; you cannot apply this method to the slab your avatar is standing on.
This clarification allows player to traverse small overhangs.
EDIT 3: Finally, to complete the well balanced set of rules, each such 'floating' step may be placed using only exactly one "extra" facilitating slab (which is to be removed before jumping on the proper one). This mediate, then removed slab may be attached to the terrain only and never to an already existing climbing slab.
The above follows the general principle of minimax in game design (minimum rules, maximum gameplay).
EDIT 4: To widen the scope of accessible overhangs, the rule for placing steel slabs is updated so that it allows to put extra slabs connecting the next step to the rock whenever the distance between each of them and the rock above is equal or less than 2.
Those facilitating slabs may be placed when player's character stands in any place; however placing the usable slab which makes possible the next jump must be done when player's character stands on a slab from which the jump or stride is to be done.
Jabberwocky Rock. Made after second try.
[Posted in "General Discussion' cause it doesn't imo qualify as a proper 'subgame']
1. Damage must be enabled. Any use of the "fly" privilege after setting start and summit locations makes the game invalid/lost, with one exception:
2. Free move may be activated only to rescue character from fall damage and the movement direction then allowed is downwards only until player's character touches some surface (noclip is forbidden).
3. Player is not allowed to dig any terrain blocks (dirt, rocks) but may cut tree leaves to clear way. Both snow and ice may be dug freely.
4. Ascending vertical walls is made through placing iron slabs so as to make stair-like configuration, but the slabs cannot be adjacent neither by sides nor by edges. Slabs may be removed then (in fact it's necessary when you want to use the same way up and down).
5. Game begins with marking starting point at the mountain's foot ('camp') and the goal (usually a summit to climb up). After player's character is placed at the camp no free movement is allowed other than rescue descent.
This game is extracted from what the default game provides only, yet it is awesome. You'll discover why when you lose a few lives before finally making your way up and back to the base...
...because achieving the peak is only half a success. The game is won when and only when the player's character after mounting the rock safely returns to the starting point.
So - watch your steps and keep calm, for it's rarely a weekend stroll :)
EDIT: refinement of the rules.
Ad 3: since in real-life conditions ice in mountain glaciers is de facto a rock, it is not diggable and steel slabs may be attached to it. Slabs cannot be attached to tree trunks, leaves, snow nor sand. Sand is diggable. Please do not use waterfalls to gain altitude (unless you're a trout :)). A player cannot use trees to make climbing easier either. The only exception when a player is allowed to stand on a tree is after a fall or a 'safety descent'. Then he must leave it as quickly as possible.
Ad 4: A player is allowed to place only one slab each 'turn' - that is, the one on which he is going to make next jump (or stride). This is a necessary limitation to make the game roughly resembling real constraints of climbing and prevent from marking the trail in advance.
Ad 5: You can use free move downwards only when falling from a steel slab. You can use this kind of movement to speed up return.
EDIT 2:
Ad 3: The rule for placing steel slabs to put it simply is that a player's character is never allowed to stand on a slab that touches another steel slab, ether by side, edge nor corner. When there's no other possibility to make further advance up, you can place two adjacent slabs in order to obtain the floating one after removing the slab attached to the rock wall. However this may be done only as a preparation for the next step; you cannot apply this method to the slab your avatar is standing on.
This clarification allows player to traverse small overhangs.
EDIT 3: Finally, to complete the well balanced set of rules, each such 'floating' step may be placed using only exactly one "extra" facilitating slab (which is to be removed before jumping on the proper one). This mediate, then removed slab may be attached to the terrain only and never to an already existing climbing slab.
The above follows the general principle of minimax in game design (minimum rules, maximum gameplay).
EDIT 4: To widen the scope of accessible overhangs, the rule for placing steel slabs is updated so that it allows to put extra slabs connecting the next step to the rock whenever the distance between each of them and the rock above is equal or less than 2.
Those facilitating slabs may be placed when player's character stands in any place; however placing the usable slab which makes possible the next jump must be done when player's character stands on a slab from which the jump or stride is to be done.
Jabberwocky Rock. Made after second try.
[Posted in "General Discussion' cause it doesn't imo qualify as a proper 'subgame']
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Last edited by voxelproof on Sat Dec 30, 2017 19:08, edited 1 time in total.
To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
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Re: Up!
A few images depicting a beginners-grade climbing terrain, suitable for some training:
Climber's Paradise
Smooth, vertical walls without overhangs and pillars are the easiest to climb up using the above rules. Nevertheless a player should be aware that appearances sometimes may be deceptive: performing hundreds of jumps makes a fall due to missing one's step highly likely.
Preparing for the Next One
The most dangerous kind of jumping: round the corner. Check your mouse before trying this ;)
Don't Look Down!
A key to the proper immersion. When 'fly' mode is deliberately and consequently avoided, the game environment becomes much more belivable and the virtual space and world features become perceived in quite different way than when playing in creative mode.
Climber's Paradise
Smooth, vertical walls without overhangs and pillars are the easiest to climb up using the above rules. Nevertheless a player should be aware that appearances sometimes may be deceptive: performing hundreds of jumps makes a fall due to missing one's step highly likely.
Preparing for the Next One
The most dangerous kind of jumping: round the corner. Check your mouse before trying this ;)
Don't Look Down!
A key to the proper immersion. When 'fly' mode is deliberately and consequently avoided, the game environment becomes much more belivable and the virtual space and world features become perceived in quite different way than when playing in creative mode.
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To miss the joy is to miss all. Robert Louis Stevenson
- Gael de Sailly
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Re: Up!
Where can I find the Climbing Game?
Just realize how bored we would be if the world was perfect.
- voxelproof
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Re: Up!
This is just an interpretation of a default Minetest Game. It's entirely up to you to follow these rules - maybe someone in the future will add 'buttons' enabling climbing this way, but for me it's fun already. After all, when you play classic board games all the rules are in player's mind only :)Gael de Sailly wrote:Where can I find the Climbing Game?
So, you can play this 'game' in every mapgen except flat.
To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
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Re: Up!
Thank you :-)pengnuin wrote:Heh, I like this. Might try it myself at some point.
Climbing competitions on servers sound like great events!
Lovely screenshots as well - some of this is really picturesque (is that how you spell it?).
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- voxelproof
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Crazy Bison Massif
A few pics of "Crazy Bison", a remarkable terrain structure built by mg v7.
General view. Climbing Bison's Head took about 2 hours due to multiple falls. Thankfully no loss of life.
Front view of this formidable rock.
Scaling "The Rifle" on Bison's back.
General view. Climbing Bison's Head took about 2 hours due to multiple falls. Thankfully no loss of life.
Front view of this formidable rock.
Scaling "The Rifle" on Bison's back.
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- Gael de Sailly
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Re: Crazy Bison Massif
What is the seed?voxelproof wrote:A few pics of "Crazy Bison", a remarkable terrain structure built by mg v7.
Something I propose: making a list of several interesting mountains with seed and position.
I begin with an impressive but quite easy one:
seed: 9053682054377397076
mapgen: valleys
positions: (0,200,0) → (240,278,0)
You have to climb down in a canyon and climb up again up to an elevation of 278 (by the way it's the highest I've ever found).
If you find a good side of the mountain, you don't need any slab to reach the top.
Just realize how bored we would be if the world was perfect.
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Re: Up!
Yes, "picturesque" is well spelled :)pengnuin wrote:Heh, I like this. Might try it myself at some point.
Climbing competitions on servers sound like great events!
Lovely screenshots as well - some of this is really picturesque (is that how you spell it?).
About climbing competitions, this is something very fun to play, we already did this on MinetestForFun server on March 11, 2016, using Meru.
Just realize how bored we would be if the world was perfect.
Re: Crazy Bison Massif
On the wiki, I created some pages to make a Map-Database.Gael de Sailly wrote:I propose: making a list of several interesting mountains with seed and position.voxelproof wrote:A few pics of "Crazy Bison", a remarkable terrain structure built by mg v7.
It would be nice to have entries for impressive landscapes, climbing-tours etc.,
but I need to expand the layout for that.
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
Map-Database
Map-Database
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Re: Crazy Bison Massif
seed=3059254260796776691Gael de Sailly wrote:What is the seed?voxelproof wrote:A few pics of "Crazy Bison", a remarkable terrain structure built by mg v7.
coordinates of the "Rifle's" top:
X=-1186, Y=243.5, Z=-2250
Good idea. I was thinking about something like this. As for me I'm most interested in tall vertical walls with overhangs which can be most easily found in mg v7. I hope I'll find someday really challenging mountain of height well over 500.Something I propose: making a list of several interesting mountains with seed and position.
Thanks for coordinates, going right now to have a look at it.I begin with an impressive but quite easy one:
EDIT
General view of the massif:
Although the discoverer holds traditionally the right to name newly discovered locations, it does so much resemble a gigantic stronghold that I couldn't resist naming it a "Mountain King's Castle" :)
Immense opportunities. Thanks.
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Last edited by voxelproof on Thu Dec 28, 2017 20:06, edited 1 time in total.
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- voxelproof
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Re: Crazy Bison Massif
Great idea. Making a public list of unusual natural structures and points of interest in Minetest would make extra incentive for exploration. Some weird mountains in v7 near pieces of excellent art, some montainous landscapes (not very often, sadly) strongly resemble real terrain, and some are of astounding beauty. Such 'discoveries' are certainly worth to be recorded in some way.hajo wrote:On the wiki, I created some pages to make a Map-Database.Gael de Sailly wrote:I propose: making a list of several interesting mountains with seed and position.voxelproof wrote:A few pics of "Crazy Bison", a remarkable terrain structure built by mg v7.
It would be nice to have entries for impressive landscapes, climbing-tours etc.,
but I need to expand the layout for that.
To miss the joy is to miss all. Robert Louis Stevenson
- Gael de Sailly
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Re: Crazy Bison Massif
Take a look at carpathian mapgen, that will be in the next release (0.5.0). It's already available in the latest development version.voxelproof wrote:Some weird mountains in v7 near pieces of excellent art, some montainous landscapes (not very often, sadly) strongly resemble real terrain, and some are of astounding beauty. Such 'discoveries' are certainly worth to be recorded in some way.
Its mountains are probably the best for climbing (but they are rare).
In v5 also the mountains are a big challenge to climb, even if they are not very realistic, I find they are beautiful.
Just realize how bored we would be if the world was perfect.
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Re: Crazy Bison Massif
I know carpathian from Stonecraft (it's a fork of Minetest). As far as the landscape itself is concerned it is not very convincing, but indeed provides much more good climbing trails than any other mapgen.Gael de Sailly wrote:Take a look at carpathian mapgen, that will be in the next release (0.5.0). It's already available in the latest development version.voxelproof wrote:Some weird mountains in v7 near pieces of excellent art, some montainous landscapes (not very often, sadly) strongly resemble real terrain, and some are of astounding beauty. Such 'discoveries' are certainly worth to be recorded in some way.
Its mountains are probably the best for climbing (but they are rare).
Yes, however they're not very tall. I choose v5 for some landscaping projects rather than extreme sports ;)In v5 also the mountains are a big challenge to climb, even if they are not very realistic, I find they are beautiful.
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Re: Up!
Also some Lua mapgens are good, like watershed, that we use on MinetestForFun. I struggled with the mountains for hours and hours to build roads, carved in the rock (I can't connect this evening to take screenshots…)
Just realize how bored we would be if the world was perfect.
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Re: Crazy Bison Massif
That's right. First I went to the south, but there the mountain is inaccessible without steel supports, then I circumvented the towering rocks to the north and finally found nice sandy slopes and made it to the top. Hooray! :-))Gael de Sailly wrote:
I begin with an impressive but quite easy one:
seed: 9053682054377397076
mapgen: valleys
positions: (0,200,0) → (240,278,0)
If you find a good side of the mountain, you don't need any slab to reach the top.
To miss the joy is to miss all. Robert Louis Stevenson
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Crazy Bison explored
The image below shows the aftermath of climbing activity in the aforementioned massif.
Sadly, one alpinist lost during the escapade.
Sadly, one alpinist lost during the escapade.
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Re: Up!
Omg looks nice
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Re: Up!
Thanks. But the point is not how it looks after completing the climb. It's all about how one feels. Beware of addiction :)CarlBishop wrote:Omg looks nice
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Re: Up!
We also need some entries in the map-databaseCarlBishop wrote:Omg looks nice
for positions with good panorama-views.
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
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Re: Up!
I have some interesting places on my explorer's list. However I'm not sure whether there is any verification system in the said database enabling prevention of worthless entries (e.g. when somebody reports barren flat desert, open sea or anything that is a pretty common, not a remarkable area).hajo wrote:We also need some entries in the map-databaseCarlBishop wrote:Omg looks nice
for positions with good panorama-views.
I'm afraid that it is practically impossible to impose any widely accepted rules to assess this kind of characteristic because it refers to the sense of aesthetics, 'weirdness', 'unusuality' and these are very ambiguous features subject to very individual judge. And this makes such a database prone to corruption by information noise.
EDIT: I think that any record-breaking sites should be entered in the first place, regardlees of it's aesthetical faults or merits, i.e. really high mountains (250+), long rivers, deep or far-stretching canyons etc.
Last edited by voxelproof on Mon Jan 01, 2018 19:35, edited 2 times in total.
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Re: Up!
Some funny hole to climb out of!
Seed: tokyo Mapgen: v7 Positions: Around x=-10 y=0 z=-15
Seed: tokyo Mapgen: v7 Positions: Around x=-10 y=0 z=-15
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Re: Up!
Interesting albeit technically trivial. However as a lanscape spot it's definitely worth recording in the database of remarkable places.azekill_DIABLO wrote:Some funny hole to climb out of!
Seed: tokyo Mapgen: v7 Positions: Around x=-10 y=0 z=-15
May I call it "Azekill's Diablo Pit"? Or perhaps you might prefer spanish name, "La sima del Diablo"?
Top-down view of the site
Looking upwards at the bottom
Back to the surface
Thanks for the coordinates.
@EVERYBODY: if you ever find any really high and difficult non-floating mountain, massif or canyon, please let me know in this thread. Thanks in advance :))
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Re: Up!
let's call it 'Diablo's Pit' :D
I'm glad you like it!
---
for the (nearly)non-floating mountain: mapgen: V5; position: x=52 y=44 z=-256; seed: 12870150893472375920
it touches ground in one place!
I'm glad you like it!
---
for the (nearly)non-floating mountain: mapgen: V5; position: x=52 y=44 z=-256; seed: 12870150893472375920
it touches ground in one place!
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Re: Up!
okazekill_DIABLO wrote:let's call it 'Diablo's Pit' :D
I'll check it. But before...it touches ground in one place!
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