In January 2019 we visited 2019-XS by zee9. At the time, I noted:
The region has an adult edge to the role-play, and is intended as an extension to her previous (and now departed) build Drune. I’ve not seen that design, but will say that while compact, 2019-XS has a certain ambience that is hard to define, but has seen me make three visits to it in order to fully appreciate the ambience and setting.
Well, we’ve recently had the opportunity to immerse ourselves in Drune design, as zee9 2019-XS has been remodelled into the fourth chapter in the series, Drune IV: Aftermath.
Maintaining much of the look and feel of 2019-XS (and previous Drune builds) in terms of general layout, Drune IV Aftermath presents an environment in which it is clear that, as the region name suggests, some form of cataclysm has befallen the city.
The once pristine roads, neon-lit by business signs, cleaned by robots and home to electric vehicles, now lie broken and slowly being overcome by plant life. Power cables hang and lie in disarray, and the once bright buildings are slowly being overcome by vines and creepers.
Exactly what has come to pass is hard to say: is the disaster man-made or natural? Did the city bring it upon itself, or has some external factor played a role? These are the questions that roll through the mind in exploring the elevated walkways, the roads and the alleyways.
But it is clear that human life has not entirely abandoned the city. Some of the street lights still work, and free-standing floodlights illuminate stairways and other areas, drawing their power from generators that must have some form of fuel supply or means to be recharged, even as more light is shed from many of the windows peppering the tall towers.
More signs of habitation can be found along the shadowed streets, where makeshift stalls have been set-up by people trying to eke out a living. Some of these are lit by neon signs, again suggesting an operating power source, while others rely on lamps suspended from the beams of the elevated road sections.
The lifestyle of those who remain has perhaps taken a turn towards post-apocalyptic hedonism, going by some of the market stalls, while a nightclub similar to that found within 2019-XS appears to still be in use. It sits at street level almost in reflection of another dance space sitting atop the tallest of the city’s towers. Elsewhere, follow the faint sounds of a piano playing and you may eventually be led to the entrance of what might once have been a plush club, but which now sits behind broken doors, squatting in its own gathering mould.
The region used to be open to free-form role-play, and while I’ve no idea if this is still the case but the region certainly still captures elements of a range of sci-fi / cyberpunk films, including the likes of Blade Runner, Neuromancer, and Strange Days and even, despite its presentation of nature victorious, the Fifth Element. And even without the role-play, Drune remains an engaging visit.
HollyWeird is the name Schmexysbuddy has given to his Homestead region of Hotel California.
This is a region that tends to change on a monthly basis, which keeps visits fresh and interesting. We first visited in April 2019 – see: Welcome to the Hotel California in Second Life – and while I try to avoid writing about a region again so close to having previously blogged on it, Schmexysbuddy’s August design is so out-of-the-ordinary, it deserves both a visit and a write-up.
There is no obvious theme to the region, which is one of the things that makes it intriguing. There is a reference to the name on which it draws on, with the appearance of the famous Hollywood hillside sign in the north-east corner of the region, complete with the relay tower rising behind it. But does that make it unique? Well no – until you consider the giant fox that’s leaping into the air beside it.
And that’s just the start. Travel the region and you’ll discover the remnants of a fun fair lying alongside a field of giant plastic flowers (where I’ve arbitrarily opted to set the SLurl in this article). This points the way into the region, passing two huge walls – and two even bigger clowns. Fortunately, the latter aren’t the, “just wait there while I sharpen my meat cleaver” type of clown – they are the genuine funny article. And if you touch one, he’ll happily play the maracas he’s holding, while the other will bang his snare drum.
The landscape itself maintains something of a thematic design with some of the past Hotel California designs by Schmexysbuddy: a semi-flooded and broken, complete with the ruins of buildings and elevated roads and a smattering of trees. Mixed within this are platforms topped by with the most unusual and garish buildings. They rise from the (shallow) waters like bizarre oil or gas platforms except where the former would have derricks rising from their backs, these have trees and windmills.
All of this makes HollyWeird immediately attractive – but there is far more. The fun fair, the platforms and the Hollywood sign and its fox form what are really mini-scenes within the region; vignettes if you will. And there are more to be found across the region, many of them focused on elements of art by the likes of Bryn Oh (including the flowers mentioned above), Cica Ghost and CioTToLiNa Xue.
There’s even a touch of science fiction and sci-fi movies that both folds into the Hollywood motif as well as standing on its own. This can be found to the south-west of the region, and includes “greys”, a flying spaceship, landed “flying saucer houses” and is completed by a collection of Cica Ghost’s characters either greeting or saying farewell to the ship overhead.
Most of the buildings and ruins within the region are empty – but make sure you visit the old theatre, as it sits partially flooded. This contains a beautiful and simple vignette of pieces by Bryn Oh.
It is this art content and the vignettes and motifs it brings with it that I find particularly attractive within the region – particularly the way in which the details can suddenly pop out where you least expect them. These, combined with the sheer unusualness of the region make it a genuinely unique setting that really draws visitors into it.
Our thanks to Shawn Shakespeare for the nudge about this update to Hotel California.
Grauland, July 2019 – click any image for full size
In March we visited Grauland, the homestead region held by JimGarand and home (in the sky) to his M-1 Art Poses (see: Art as a landscape in Second Life). At that time, I noted that the region was one of the more unusual design we had visited.
Since then, Jim has redesigned Grauland to present a new look and theme, as Shawn Shakespeare nudged me about. So we hopped back to take a look at how things have changed, and whether the beautiful minimalism and artistic expression that was so attractive in March has been retained.
Grauland, July 2019
In terms of the minimalism of the region, this is still very much still in evidence. Now forming a C-shaped island surrounding a shallow bay, Grauland is low-lying and marked by a handful of buildings, most of them looking somewhat the worse for wear. They are scattered around the open ring of the island in such as way as to encourage visitors to step out and explore.
There are some carry-overs which help give a feeling of continuity for those familiar with the March design: the basalt columns, so mindful of the Giant’s Causeway on Northern Ireland’s northern coast remain, for example. There are also touches that offer familiarity by with a twist, such as the ranks of rock-like rectangles marching ashore from the small centre islet of the bay. These echo the concrete cubes once present in the courtyard of the gallery from the March design.
Grauland, July 2019
The gallery itself is no more, sadly, but the buildings replacing it offer a curious mix. There’s a cannabis farm within one, another looks to be the remains of what might have been an industrial unit, filled with assorted detritus (including some with adult poses). Alongside the landing point there is what appears to be the skeleton of a theatre, bare stage with graffiti filled back wall, wooden seats still ranged before it, while elsewhere, smaller buildings simply offer views across the water, both within the bay and out to sea.
Other places to sit can also be found scatter across the landscape, including the little islet in the bay, reached via an ageing board walk. This offers a good view of the trawler edging its way into the bay, ready to manoeuvre between some of the rock pillars and come alongside the island’s single pier.
Grauland, July 2019
I confess to missing the slant towards accommodating art that was far more present in the March build, but there is no denying Grauland in this latest iteration offers many opportunities for photography, and for simply relaxing, be it on the beach or elsewhere.
No actual landing point is enforced, so I’ve arbitrarily set the SLurl in the piece to a point in the north-west of the region, simply because it is there that the region’s gust book Flickr link and primary tip jar can be found, and because it perhaps offers the best point from which to start exploring the region.
Grauland, July 2019
Finished with a sound scape that includes the cry of gulls as they circle overhead or vie for space on the beach and which is mixed with the softer song of birds (some of whom add their own splash of colour for those who look closely enough), together with the plaintive warning chimes of a buoy at the neck of the bay, Grauland retains its delightful minimalist feel whilst still offering a lot so see and take in.
Isla de Sol, July 2019 – click any image for full size
A little while ago I received an invitation from Noirran Marx to visit Isla de Sol, her Homestead region, which I gather is open to the public. It took a while for us to get there, but we did in July and found it to be a quiet, balmy tropical island that makes for an easy, gentle visit.
At the time we dropped in, the island offered a roughly north-south orientation, with the clearest signs of human habitation at the southern end, most notably in the form of a large house sitting within a low walled garden, with two trailer-style homes sitting close by under the boughs of tree that might be more at home in more northerly latitudes than suggested by the rest of the island’s styling.
To the north, the island is more open and tropical in looks. Grass sits under palm trees and a Greedy Greedy table sits bracketed between and old adobe building and the (rather incongruous) cone of a volcano that appears to be erupting…
The volcano forms the highest point within the region, but does tend to a look a little “glued on”, so to speak. To us, it was slightly jarring visual element in what otherwise is a pleasant low-lying island where the aforementioned Greedy Greedy can be enjoyed, and the outdoor decks offer places to sit, think, cuddle and / or chat.
So far as we could tell, the house is open to the public; there were certainly no security orb warnings on approach. It is cosily furnished, but the garden perhaps offers the best opportunities for those taken with photography.
Off to the west side of the island, behind the screen of fir trees, a four-legged platform rises from the shallows. A rusting lifeboat slide to one side of it suggests it might have once been some form of small drilling platform, but it is now given over to a shack in need of some renovation. The sea lions on the raft and rock below it don’t seem to mind its presence, tho.
Small, quirky and perhaps needing some of the bushes and plants to be made phantom (we bounced off of some of the palm trees while trying to pass under them!), Isla de Sol presents an easy visit for the beach inclined. There are opportunities for photography (rezzing is possible with a 5-minute auto-return) throughout, and it avails itself to a range of windlight options (I again used my default takes on Annan Adored’s End of Silence and Morning Dream in the four images here.
Basilique is perhaps one of the more well-known public regions in Second Life. It has been popular among SL photographers, as well as once being the home of the Basilique Performing Arts Company.
In more recent times, ownership of the region has passed to Niccoli Sweetwater, who has taken it on with the aim of maintaining and extending the region’s arts ties, as she stated to me recently, “My goal is to restore Basilique and share it with the SL arts and live music community. This place is truly a labour of love.”
As a part of this, Niccoli has not dramatically changed the ground-level design of the region, which still retains its town-like feel and presents a welcome feeling of the familiar. Those who have visited the region whilst under its prior ownership will recognise the long form of the Basilica, modelled after the San Pietro Martire, in Murano, Italy.
Once a centre of productions by the Basilique Performing Arts Company, the Basilica has been restored to its role as a church, its triple nave dominated by two huge frescos. The pews and candles here are interactive, and the church is now offered for weddings and ceremonies.
Other familiar locations remain as well: the domed basilica, now the Galleria di Basilique, a ground-level art gallery; the pier and the appropriately-named Bar Moderna sitting in its corner terrace with fish still “flying”. But what now draws them together is a history and tour guide that has been written for the region by Niccoli. This both places the setting as an island community located on Lake Garda and traces the town’s story from 1292 as a fortified defensive location, through more recent times.
A group of deserting French knights founded Basilique in 1292, when they fled seeking refuge from the Mamelukes after the fall of Acre. The knights chose the island for its defensive position and established a stronghold, soon intermarrying with the local population. Over time the legions increased fortifications, but a fire destroyed the original structure in 1457 at which time the remaining inhabitants constructed the foundations for the modern town around the only remaining edifice – the stone tower that was at the centre of the old fort.
The guide also points out the smaller locations in the region, including the Member’s Club, host to wine tastings, and incorporated within the old bathhouse alongside the island’s gardens, the pier with is rezzable rowing boats and the Taverna Fico Bar.
A new addition to the region is the Palazzo di Basilique, a gallery space located in grounds of its own up in the sky. It is intended to offer “an elegant venue with a huge dance floor and dinner tables for a romantic night out listening to some of SL’s most talented artists.” Outside of this is a terrace café and gardens to be enjoyed.
Still a photogenic region with much to offer, Basilique remains an engaging destination for visitors old and new. Just do please note that the house on the island to the north-east is a private residence that is not open to visitors.
A while back Yasmin (YouAintSeenMe) mentioned to me that she was considering a rock climbing system for Second Life. Being one who doesn’t particularly handle looking over the edge of extreme tall / high things in the physical world, it struck me that a) rock climbing would not be my first recreational pursuit, and b) but why not have a go in Second Life where bones don’t get broken?
So, armed with a follow-up note card from Yasmin on the subject, I toddled off to try out a climb she’s set-up on the west face of Nitida Ridge, Heterocera.
Nitida Ridge – 100m of cliffs to climb!
Here, at the foot of the ridge, sits a little base camp established by Yasmin, with tents, food and a warm fire. Close by is a sign that both introduces the climb(s) up the rock face and provides visitors with the necessary kit when touched. The latter is free, and comprises:
An abseil harness (worn invisibly, just ADD to attach to the stomach attach point); information on the climbing HUD, a note card on the routes up the cliffs – direct or extended; and an image of the cliffs overlaid with the routes up (green) and abseil descents (red).
The climbing HUD – clicking the sign will cause a pop-up asking for this to be attached so your avatar can be animated during a climb.
Starting my climb
The HUD attaches towards the lower right of your screen by default – although obviously can be repositioned. It is colour-coded as follows: Blue (generally the default) = ready; Green = active climb located / engaged; red = disabled. In addition, touch the HUD brings up a dialogue box. There are a handful of points to be remembered when climbing, and with the HUD in particular:
It is still an in-development system, so not all features may be present and the occasional bug might try to put you off your climb.
Not all the options on the dialogue box may be fully functional at present.
The ones you are most likely to want to use are the climbing speeds (Faster / Slower) and the avatar position options (In / Out) – the latter to move your avatar either further away from the rock face (so you’re not up to your elbows inside the rock, for example, or climbing air).
Taking a breather and a look around at 170 metres above sea level and …. Eeep! It’s a long way down!
Climbing is a matter of finding the first pitch along the foot of the ridge. To do this, it is suggested that you examine the image of the ridge and then zoom out with your camera and align things visually. This can be a little difficult (but then, it’s not like people hang signs on rock faces that say, “Start Your Climb Here!” – you pick your start point by eyeballing the best spot to make an ascent), so for those who may get frustrated in trying to work out where to start, there is a direct SLurl link.
When you’ve found the correct point, the HUD will try green to indicate you can start to climb. Use the Up arrow key to climb – turning off any AO system can be an advantage here to prevent conflicts. When pressed, your avatar will start what is effectively a solo free climb. Releasing the key will pause you, but shouldn’t cause any backsliding.
Taking a rest in a bivvy and inset, where it sits on the climb….
The nature of SL may mean at times you might get stuck. Should this happen, release the Up key and they resume. Similarly, you may “slip” and assume your default falling pose – again, releasing the Up key should revert your avatar to the “rest” pose. Also, sometimes using the Left / Right arrow keys can help a little – but take care. Left / Right can help you crab diagonally sideways in the climb, but use one of them too much and you’ll leave the “climbing path” – your HUD will turn blue and you’ll take a fall!
After the first 15 metre climb to a very broad ledge, you’ll have a choice: the direct route, or along the “bivvy” (bivouac) route. The latter is the more challenging, and requires you channel your inner Tom Cruise (Mission Impossible 2) for some diagonal climbing across the rock face to reach various ledges – including one with the tent, allowing you a little respite from the exertions of climbing – and additional vertical ascents.
Abseiling down the Nitida Ridge (note ropes added in post-processing so I don’t look like I’m simply sitting in mid-air!
The direct route is just that – straight up the cliff, using a natural fold in the rock, just as a real climber would. I admit to having a little trouble at the top of this – the climb animation refused to release, so I’d reach the top, fall back a couple of metres and resume climbing, reach the top, fall back… A double-click TP resolved this.
For those prone to a little daring-do, the Nitida Ridge climbs also include a couple of high lines (shown in blue on the climb image), where a little tightrope walking can be, um, enjoyed, using Yasmin’s tightrope kit.
Of course, getting up a climb is half the story – there is also getting back down. For this, Yasmin has included abseil options. Just find the anchor points located at various places on the cliff face (again, use the supplied image to help in locating them). Each is a square metal plate fixed to the rock with a carabiner hanging from it. Touch the carabiner and you’ll abseil neatly down the rock face.
Ropes for abseiling are invisible (a particle system would likely complicate matters), but the animations are fun to watch, and in keeping with climbing (I assume at least, not being an expert in any way whatsoever!) the shorter descents are more hand-over-hand.
This system is – as noted – still somewhat in development, but it is simple and clean – and works. Obviously, you can add to the feel of climbing by dressing appropriately if you wish – I was tempted to add either a rucksack as a climbing backpack, or at least a bum bag to double as a chalk bag, but in the end just opted to get on with it.
Yasmin offers a number of alternate possible climbs within the HUD instructions note card, but as the HUD appears to be temp attach, you’ll need to keep it in place in order to try them, or return to Nitida Ridge to affix a new one before visiting an alternate climb. Overall, however, the Nitida Ridge climb is the most well-rounded in terms of climbs and features.
High lines offer the opportunity for some tightrope walking …
You still wouldn’t get me hanging off the side of a cliff at the end of a length of rope in the physical world, but within Second Life, free climbing / rock climbing like this is fun, and Yasmin has put together an excellent package that can be enjoyed individually or with friends. The kit isn’t (yet?) commercially available as it is in development (a further reason to try it at Nitida Ridge!), but I would suggest that if / when it is made commercially available, anyone with reasonable cliffs and highlands (say 15m or greater), it could be an attractive addition as an activity.