Submachine Universe
- mentalEngineer
- subnet technician
- Posts: 290
- Joined: 03 Jan 2015 14:04
- Location: Pixelmachine
Re: Submachine Universe
The best thing to do is to make a interactive 3d map, then connect the ones that seem plausible with lines. It may give us a new visualization of our connected sectors.
Through every problem, raw persistence will prevail.
Re: Submachine Universe
Yeah, that's a good solution.
- ENIHCAMBUS
- karma portal traveller
- Posts: 8653
- Joined: 04 Feb 2013 22:17
- Location: Pastel Lands.
Re: Submachine Universe
I think the coordinates are just codes, nothing related to spatial coordinates.
ENIHCAMBUS: State of the Art Scanning!
- mentalEngineer
- subnet technician
- Posts: 290
- Joined: 03 Jan 2015 14:04
- Location: Pixelmachine
Re: Submachine Universe
So I used Minecraft to show the coordiantes.
304 is a bit misplaced as its real cord should be something like 570.
304 is a bit misplaced as its real cord should be something like 570.
Through every problem, raw persistence will prevail.
Re: Submachine Universe
Wow, that looks pretty cool :O I can imagine them floating in the black void.
Re: Submachine Universe
R I P Submachine Lego ProjectVortex wrote:a 3D map would be interesting anyways, I think noone has done that before.
- ENIHCAMBUS
- karma portal traveller
- Posts: 8653
- Joined: 04 Feb 2013 22:17
- Location: Pastel Lands.
Re: Submachine Universe
D:Error_3113 wrote:R I P Submachine Lego ProjectVortex wrote:a 3D map would be interesting anyways, I think noone has done that before.
ENIHCAMBUS: State of the Art Scanning!
Re: Submachine Universe
I meant of SubVerse :B
but why RIP?
but why RIP?
- ENIHCAMBUS
- karma portal traveller
- Posts: 8653
- Joined: 04 Feb 2013 22:17
- Location: Pastel Lands.
Re: Submachine Universe
It just took way too much time...and I simply didn't have enough time to do it. Also SubFLFHD came out after I finished SubFLF so now I don't feel like going back and redoing it...It's just not worth it to me