Azrafar Posted December 20, 2014 Report Posted December 20, 2014 (edited) I think 0x-0.5 is a better answer then 0x0 now that I think of it. At least it suits the clues, that DD has given, better. The center does not exist, needs to be realised --> not a full tile. If we take 0x0 it is a full tile, even if it doesn't contain a scene (now we know it does) it can be considered a solid wall or a pillar. 0x0 is how ever, mathematicly off if we take the current dimension of the of the labyrinth. It can only be the center if we assume that the Labyrinth is incompleate in some way ( I did that in my entry). 0x-0.5 is technicly given by the geometry of the current Labyrinth, no need for assumptions. Edit: Got instant neg rep from dst. :)) I wonder if it will stick. Edited December 20, 2014 by Azrafar Myth, lashtal, dst and 1 other 3 1 Quote
Guest Posted December 21, 2014 Report Posted December 21, 2014 (edited) Comment removed Edited September 5, 2016 by Guest Quote
DARK DEMON Posted December 21, 2014 Author Report Posted December 21, 2014 (edited) There's no harm in posting this small part of Asthir's entry here I guess. It will blow your minds away. http://storenow.net/my/?f=886042b814fcbf03566f12458cdc6eca And he actually had "physical" proof for this too by the way, which he sent in an earlier message, but I can't post that because it is evidence that can be found by anyone who looks more deeply in the Labyrinth (hence a spoiler). I personally never wanted nor like "which is better" arguments, especially when there's no point in continuing, but nowadays its unavoidable it seems. I've said this earlier and I'll say it again: Amber's entry was awesome, hence she got the second prize. Please see the original thread and see what exactly I've kept in mind when judging: logic. I didn't let "the answer I had in mind" influence any scoring, except the 5-points "answer" category. She did very well and was impressive in proving her answer, and got the points for it. Edited December 21, 2014 by DARK DEMON Kyphis the Bard, dst, Azrafar and 1 other 3 1 Quote
Azrafar Posted December 21, 2014 Report Posted December 21, 2014 Ok, my mind = blown. Realy, realy good job on this part Asthir. And now I am thinking "why haven't I tought of that"? :)) Having a "physical" proof is intriguing. I'll have to go back now again, to find it my self. :P DARK DEMON and Kyphis the Bard 2 Quote
DARK DEMON Posted December 31, 2014 Author Report Posted December 31, 2014 Please don't forget Established Housings, it's a land in its own right. Many apologies. Though it isn't relevant at all, just used as an example :P Quote
Nimrodel Posted January 7, 2015 Report Posted January 7, 2015 You will see the answer for yourself in a few days, I guarantee you :) To quote ary again since its been a few days, now whaT? Ary Endleg, dst and DARK DEMON 2 1 Quote
DARK DEMON Posted January 7, 2015 Author Report Posted January 7, 2015 To quote ary again since its been a few days, now whaT? *sigh* The same: waiting for Mur Quote
Root Admin Chewett Posted January 7, 2015 Root Admin Report Posted January 7, 2015 *sigh* The same: waiting for Mur Contact him again, remind him Quote
DARK DEMON Posted January 7, 2015 Author Report Posted January 7, 2015 Contact him again, remind him Done so, but he is busy. Quote
Burns Posted January 8, 2015 Report Posted January 8, 2015 Put a few posts into a new thread http://magicduel.invisionzone.com/topic/16077-shape-of-the-map/ DARK DEMON 1 Quote
Ary Endleg Posted January 14, 2015 Report Posted January 14, 2015 How do you explain that when your method/logic for finding the center of Labyrinth is applied to mainlands we get result that GoE isn't center of it, and is even less center of world. By your method, center of mainlands would be 1_-0.5x0_1 dst, DARK DEMON, Eara Meraia and 1 other 3 1 Quote
Myth Posted January 14, 2015 Report Posted January 14, 2015 Can't help but notice that the center in this case would be between Tranquil (Planes) and (Gazebo of) Equilibrium :P Quote
Ary Endleg Posted January 14, 2015 Report Posted January 14, 2015 Exactly. dst and DARK DEMON 1 1 Quote
DARK DEMON Posted January 14, 2015 Author Report Posted January 14, 2015 (edited) How do you explain that when your method/logic for finding the center of Labyrinth is applied to mainlands we get result that GoE isn't center of it, and is even less center of world. By your method, center of mainlands would be 1_-0.5x0_1 Prove that the entire MD map (every single land) is based on a single huge grid which has n columns and n+1 rows, where n is an odd number. If this isn't proven, then this method can't be applied to the mainlands. GoE is considered an "obvious" center of the entire realm, just like 0x0 would be considered the obvious center of the Labyrinth. But we all know that the "end product" didn't allow GoE to be the exact center. Like someone said before me, the GoE isn't the exact center because of how the rest of the realm grew around it, not because it was meant to be like the Labyrinth. Edited January 14, 2015 by DARK DEMON Eara Meraia, No one, Chewett and 2 others 1 4 Quote
AmberRune Posted January 14, 2015 Report Posted January 14, 2015 Just as a quick thing before I crash, I looked up the corners of the mainland map in my coord sheet. Didn't look up MDA because it's 1am here and that can be dealt with later if need be but this was what I found: Edge/corner/far parts of main land map 1_-5x-4_1 GG 1_-5x4_1 LR 1_4x4_1 MB 1_4x-4_1 N Rows: 9 Columns: 10 DARK DEMON 1 Quote
Ary Endleg Posted January 14, 2015 Report Posted January 14, 2015 Mainlands are based on single huge grid. N columns and N+1 rows, you say? Actually I'll have to counter argument that and point to you that Mainlands map is pointing north while Labyrinth is pointing west. Hence if you took a closer look you would notice that they actually have SAME grids. In both cases your "center" being half scene to the west. Seems to me we have exact same situation in maze and mainland. DARK DEMON, Eara Meraia, Tal and 2 others 5 Quote
DARK DEMON Posted January 14, 2015 Author Report Posted January 14, 2015 (edited) Mainlands are based on single huge grid. N columns and N+1 rows, you say? Actually I'll have to counter argument that and point to you that Mainlands map is pointing north while Labyrinth is pointing west. Hence if you took a closer look you would notice that they actually have SAME grids. In both cases your "center" being half scene to the west. Seems to me we have exact same situation in maze and mainland. I am aware that it is based on a grid, but its not the same actually, because the structure is opposite. On the mainlands map (that is pointing north), the Laby center would actually be half scene south, not west. And I deeply apologize, I misinterpreted your initial post. You are correct, it would indeed be -0.5x0. Thanks for clarifying! What I conclude from this is that the grids are still different, but the effects are the same. If you're reading the Labyrinth map in perspective of the mainlands map (i.e: its pointing west), then according to my method, the Labyrinth center scene would be half a scene south, on the mainlands map. And this is because the rows on the Labyrinth grid are technically columns on the mainlands grid. So basically... I don't see how this is incorrect: GoE is considered an "obvious" center of the entire realm, just like 0x0 would be considered the obvious center of the Labyrinth. But we all know that the "end product" didn't allow GoE to be the exact center. Like someone said before me, the GoE isn't the exact center because of how the rest of the realm grew around it, not because it was meant to be like the Labyrinth. Credits also go to Shadowseeker for helping me realize this (his shifting point theory is awesome). I asked earlier myself that if the Labyrinth center point could shift, wouldn't that apply to the whole of MD? I got the answer :D Thank you all :) P.S: this maze is always full of awesome surprises, and now I'm like wow Edited January 14, 2015 by DARK DEMON John Constantine and dst 1 1 Quote
Ary Endleg Posted January 14, 2015 Report Posted January 14, 2015 Gah... you don't understand again. I said that center on both maps is to the west from 0x0. Hence logic is the same for both maps. They are equal. If you take labyrinth map and look at it as normal map where north is pointing up then it has same number of rows and columns as mainlands. Clarified? DARK DEMON and Tal 1 1 Quote
DARK DEMON Posted January 14, 2015 Author Report Posted January 14, 2015 (edited) Gah... you don't understand again. I said that center on both maps is to the west from 0x0. Hence logic is the same for both maps. They are equal. If you take labyrinth map and look at it as normal map where north is pointing up then it has same number of rows and columns as mainlands. Clarified? No, I understood correctly this time. Logic/effect is the same, but the exact grid shapes still aren't. Taking Labyrinth map as a normal map where north is pointing up, would indeed give it 9 rows and 10 columns, but in the process it would make the center south of 0x0 (meaning -0.5x0) But looking at it from its own perspective (west pointing up), then the center would be west of 0x0 (meaning 0x-0.5). Edit: actually, it would make the center east, wouldn't it? Not south. It would be 0.5x0 But I still don't see how you fit in the Labyrinth map itself in the mainlands grid map. You can connect Laby, MDA, Trib etc into a map indeed, but that would break the grid. Edit 2: You confused me lol 0x-0.5 is half a scene south, not west. Hence switching its perspective from pointing west to pointing north, would make it half a scene east. Edited January 14, 2015 by DARK DEMON dst 1 Quote
Ary Endleg Posted January 14, 2015 Report Posted January 14, 2015 (edited) Yes now I see your edits. My browser died so my post went poof before I managed to submit it. In reality center seems to be east indeed (because you turn left in archives and continue west), which is exactly opposite than mainlands. (mirror effect?) But if you spin map so it faces south and compare it to mainland map facing north, then it's exact match of grid from mainlands (as in all scene numbers would match each other). Either way my point was that when you spin maze map by 90 degree in either directions number of column and rows will match mainland map. Secondly both maps are grids and if your logic from maze is applied then there's also "secret" center between tranquil plains and gazebo. If this secret labby center is a big deal, then mainland one should also be equally important, if not more. Plus I used your method. Edited February 4, 2015 by DARK DEMON removed Labyrinth map (spoiler) DARK DEMON 1 Quote
DARK DEMON Posted January 14, 2015 Author Report Posted January 14, 2015 (edited) But... the coordinates don't match, even in your pics... Spin a 9 column 10 row grid by 90 degrees, it won't become a 9 row 10 column grid, you'd have to change your perspective too and look from the entrance, not from the side of the map. Yes, you can see previous rows as columns and previous columns as rows, but then the coordinates wouldn't match still. In other words, you can't say the grids are equal, if you are looking both of them from different perspectives. You're looking one normally, and the other when rotated 90 degrees, and even then you only managed to get the rows/columns right, you can't get coordinates right. However, I do share the belief of a secret center between GoE and Tranquil Plains, there is indeed a link between Labyrinth and the mainlands map, even though its a messed up, or mirrored one. I wonder what such a secret place could possibly hold... :P Edited January 14, 2015 by DARK DEMON Quote
Myth Posted January 14, 2015 Report Posted January 14, 2015 (edited) This is why a graph representation of the entire realm is impossible Edit: Underground and Jail aren't represented... they're under... Edit 2: Of course, one can always philosophize about the land being curved in certain ways, but that's another story... Edit 3: Wrong coloring of a location. Thanks :P Edit 4: Unfortunately, because of the coordinate system, a 3D graph representation of the realm as a box is also impossible. Edited February 4, 2015 by DARK DEMON removed Labyrinth map (spoiler) Pipstickz 1 Quote
Grido Posted January 29, 2015 Report Posted January 29, 2015 (edited) This is why a graph representation of the entire realm is impossible Edit: Underground and Jail aren't represented... they're under... Edit 2: Of course, one can always philosophize about the land being curved in certain ways, but that's another story... Edit 3: Wrong coloring of a location. Thanks :P Edit 4: Unfortunately, because of the coordinate system, a 3D graph representation of the realm as a box is also impossible. Why'd you shrink MDA that much? The scenes there are pretty much the same size as scenes in the rest of the realm, after all, and LotE is proportionately much bigger than that... [spoiler][attachment=4474:Full Map 1.jpg][/spoiler] My MDA map was made the same grid size as main map, if kept the same size then the MDA scene would match up with the scene left of where I've adjusted it to. (Colouring wise, it's an old map) Edited February 5, 2015 by DARK DEMON removed Labyrinth map (spoiler) Quote
Myth Posted January 29, 2015 Report Posted January 29, 2015 (edited) Because I have a very small monitor, and I wouldn't have been able to make a screenshot otherwise. :P And that's not exactly my map. I only made that to answer the posts above. The maps I made are scaled a lot better. :p Edited January 29, 2015 by Myth Quote
Fire Starter Posted January 30, 2015 Report Posted January 30, 2015 (edited) So that's why I couldn't find anything on my map - it's too complicated and just confuses all the time, being "spread over" that spreadsheet :)) Am I too far with that - smth made the center collapse a bit? Or perhaps not a one-time event. Perhaps the center is in constant collapse, just like the center of a black whole - we can't see beyond the Event horizon? (Please excuse my random shots of thoughts in the dark. I've just found out why in the past they were right to believe in many gods, not just one.) Edited January 30, 2015 by Fire Starter dst 1 Quote
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