74 submissions
This is the square and crossroads of a fairy village. There is a central statue of Faia, two different restaurants, and on the main entrance street there are two stalls, one for the mining ants and one for the bees. Behind the central statue, the square splits into two separate streets, and between them there is a flat ride.
Originally, I wanted to include many more stalls, with custom fairy characters of different species; I was thinking of adding a praying mantis and a snail character. But, as I already mentioned, creating the fairies was a nightmare and they take up too much space — I simply didn’t have the motivation to create them piece by piece.
This entire massive creation, overall, took up a whopping 8000+ objects, back when the maximum limit was still 4000. So, everything had to be split into three blueprints to be joined together — luckily, everything can be aligned easily thanks to the paths that snap together.
For the bee stall, I wanted to create something similar to a small beehive, with drawers shaped like hexagonal cells and colored water simulating honey dripping from the ceiling. The hexagons are custom-made, because among the geometric shapes available in-game, there are no pentagons, hexagons, etc. Unfortunately, they didn’t turn out well, so they ended up looking “long and squashed.”
The flat ride Gaia’s Nature Celebration (in-game, the ride is called Scizzer) can only be described as a giant fidget spinner… actually, a double giant fidget spinner. This attraction spins clockwise and counterclockwise. In the background, I added a classical waltz that matches the elegant and celebratory theme. The central statue, mounted on the ride, also rotates. The large runic rocks hanging from the ceiling, with lasers, are meant to resemble disco lights — they are animated and rotate 90 degrees to the left and right. Unfortunately, these lights were supposed to move independently from one another and not in sync, but when I place the blueprint, the game makes them move in perfect synchronization. Since I don’t feel like editing and reloading this massive blueprint from scratch, the lights’ rotation has to be adjusted manually by changing the timer by just one nanosecond between each movement.
All the surrounding green areas are empty, once again due to the object limit. They can be freely filled with whatever the player prefers.
Originally, I wanted to include many more stalls, with custom fairy characters of different species; I was thinking of adding a praying mantis and a snail character. But, as I already mentioned, creating the fairies was a nightmare and they take up too much space — I simply didn’t have the motivation to create them piece by piece.
This entire massive creation, overall, took up a whopping 8000+ objects, back when the maximum limit was still 4000. So, everything had to be split into three blueprints to be joined together — luckily, everything can be aligned easily thanks to the paths that snap together.
For the bee stall, I wanted to create something similar to a small beehive, with drawers shaped like hexagonal cells and colored water simulating honey dripping from the ceiling. The hexagons are custom-made, because among the geometric shapes available in-game, there are no pentagons, hexagons, etc. Unfortunately, they didn’t turn out well, so they ended up looking “long and squashed.”
The flat ride Gaia’s Nature Celebration (in-game, the ride is called Scizzer) can only be described as a giant fidget spinner… actually, a double giant fidget spinner. This attraction spins clockwise and counterclockwise. In the background, I added a classical waltz that matches the elegant and celebratory theme. The central statue, mounted on the ride, also rotates. The large runic rocks hanging from the ceiling, with lasers, are meant to resemble disco lights — they are animated and rotate 90 degrees to the left and right. Unfortunately, these lights were supposed to move independently from one another and not in sync, but when I place the blueprint, the game makes them move in perfect synchronization. Since I don’t feel like editing and reloading this massive blueprint from scratch, the lights’ rotation has to be adjusted manually by changing the timer by just one nanosecond between each movement.
All the surrounding green areas are empty, once again due to the object limit. They can be freely filled with whatever the player prefers.
Category Virtual Photography / Scenery
Species Unspecified / Any
Size 1606 x 2295px
File Size 6.43 MB
FA+

Comments