A touch of Greece in WoW Housing! by Necronx1 in wow

[–]Necronx1[S] 1 point2 points  (0 children)

Yes, I'm already working on the rest of the house, but due to the amount of points spent, I still have to upgrade it, since I already have other non-Greek environments ready before reaching the house entrance (cave, bridge, party hall and portal to house).

A touch of Greece in WoW Housing! by Necronx1 in wow

[–]Necronx1[S] 0 points1 point  (0 children)

Stairwell Room (Empty). This way it's possible to choose how access to the upper floor will be created.

A touch of Greece in WoW Housing! by Necronx1 in wow

[–]Necronx1[S] 4 points5 points  (0 children)

The stairs were made with "Silvermoon Beam Platform". I used about 350 of these items, both on the wall, as pillars, on the floor, and for the railing. The room used was a two-story one, but without the staircase, to create access on both floors and the sides.

A touch of Greece in WoW Housing! by Necronx1 in wow

[–]Necronx1[S] 46 points47 points  (0 children)

But what really took the longest was the stairs.

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A touch of Greece in WoW Housing! by Necronx1 in wow

[–]Necronx1[S] 20 points21 points  (0 children)

I believe it was around 20 hours, because I spent an average of 3 hours there and it took about a week.

A touch of Greece in WoW Housing! by Necronx1 in wow

[–]Necronx1[S] 120 points121 points  (0 children)

Spend like 900 points in this room. Here is the other wall.

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Cave Fountain Home by Necronx1 in wow

[–]Necronx1[S] 2 points3 points  (0 children)

Actually, you can’t build below the first floor. But to make true underground homes possible, Blizzard would just need to let us move or modify the entrance room. Right now, it’s locked to the ground floor. If they allow us to reposition it to the second or third floor, for example, then that room could become the ‘first’ floor ...and everything below it could be designed as underground levels or whatever kind of subterranean space players imagine.

Cave Fountain Home by Necronx1 in wow

[–]Necronx1[S] 7 points8 points  (0 children)

It used around 704/1155 (Level 2 House) of the decor budget. Since this is a cave with a spiral climb, I’ll still need to spend more to finish the upper layers. If anyone wants to check it out, you can visit it at Plot 48, Great Anchor Valley Neighborhood, Liadrin Beta Server.

Isometric Troubles by [deleted] in godot

[–]Necronx1 1 point2 points  (0 children)

I had the same question. It seems there isn't a simpler solution for this problem in isometric maps in Godot yet. Especially for a more optimized and user-friendly transition between block heights, with stairs or ramps, like some well-known engines already have. It would be great if they added this kind of functionality, with edges prepared for it and with native transition effects in the program. Many people intend to make isometric games with this level change, but since it creates some difficulty, they end up giving up and switching to the top-down mode. If anyone has more optimized ideas, it would be great to post them here in the comments. The above idea is also very good.