#3D landmark Puzzles
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mylittletales · 2 months ago
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Wooden 3D Cognitive Puzzle Board, Pet Animal, Forest Animal, Dinosaur and Fruits & Vegetables Puzzle Sorting & Stacking Toys
Engage young minds with our Wooden 3D Cognitive Puzzle Board! Featuring pet animals, forest animals, dinosaurs, and fruits & vegetables, this sorting and stacking toy promotes fine motor skills, color recognition, and logical thinking. Perfect educational gift for toddlers, encouraging hands-on learning through play!"
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the-delta-42 · 1 year ago
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#cubicfun #londonlandmarks #doubledeckerbus #cubicfun3dpuzzle #cubicfunlondonlandmarks #cubicfundoubledeckerbus #cubicfunlondonlandmarksdoubledeckerbus
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fixomnia-scribble · 18 days ago
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I love forensic anthropology so much, it's been one of my dream topics to study for a very long time! I've been hoping to go to school for it but I'm worried I don't have the smarts or discipline for it, especially because I want to specialize in the osteology aspect of it (if that's even possible i have no idea tbh) and I've always done poorly in school. But it makes me so happy to see other tumblr users in the field! I hope you're having a great day ✨️
Hello there! Thanks for reaching out! I've actually been busy with a forensic science symposium, or I'd have replied earlier! There are free forensic webinars and symposiums online and in person, by the way - worth looking around for. Also, FutureLearn usually runs free Forensic Anth online courses. I found them both fun and useful for university review. https://www.futurelearn.com/courses/forensic-archaeology-and-anthropology
If I may give you a pep talk, don't get in your own way with thoughts of not being up to the studies. Yes, there is a lot of foundational stuff to get through, but in forensics there is always something that grabs you and makes you WANT to keep coming back for more, and figure out new ways to make it lodge your brain. And the people you will meet are some of the most wonderfully nerdy, interested, service-minded and friendly you will meet.
I made a first run at university at age 19, and it did not go well. Nobody was talking about ADHD, and it was a cold and isolating place at the time. I wouldn't have had the guts to go ask for help even if I'd known where to go. That was in 1993. Fast forward to 2010, and I very suddenly got bitten by the Forensics bug. I started re-doing all my Gr 12 sciences, to get ready to re-apply. I found out that my brain had shifted. I knew how to play to its strengths. I wasn't anxious and trying to graduate, but working towards something I wanted. I had role models I wanted to follow. And I was able to e-mail researchers and even my future grad supervisor directly, and they were incredibly supportive.
I finished that first degree with strong marks, but a dismal CGPA, because no amount of work could entirely pull up that year of 0.25 GPA (I just disappeared from classes.) I might have still applied for Grad School and made the case that I had shown what I was capable of. As it happened, I went back for another two and a half years, and did a second BA with an Honours research component. (You generally only have to do the upper level stuff and a few key pre-requisites, for a second degree.) That was enough to get me into Grad School. And THEN I figured out I probably certainly definitely was a textbook case of hidden ADHD.
Osteology: Yes, osteo is hard. I thought it would be easier for a visual learner like me, but oof, it is a lot of 3D puzzles of bony fragments, with landmarks and grooves and subtle wear marks! But it CAN be done. Look up the William Bass Human Osteology Field Guide and textbook. They're the gold standard, and they're in grayscale, which makes them much easier to make out than natural coloured bones. Start slow and just have fun with it before starting any courses. Figure out what your brain likes. I've found my top two osteo hacks are to make plasticene models, or simple flashcards.
And yes, there are lots of forensics careers that are based around Osteology - it might be fun to do some digging and reach out to a few osteologists or forensic anthropologists to ask them about their work.
Come chat bones any time!
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alex-the-nonsensologist · 1 year ago
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Disney Dreamland - Part 6: Discoveryland
Here it is, the final part! This area follows in the footsteps of Discoveryland in Paris, allowing more creative freedom than the traditional Tomorrowland. The land would be divided into two major “time periods”, one based on Victorian era / Belle Époque steampunk, and the other based on a high-tech modern day digital era that would evolve from said steampunk era.  There would be a decent amount of greenery in the land, none of those lifeless metal tree sculptures. Trees could be in their natural form in the steampunk half, while in the modern day half they could be trimmed into neat geometric shapes.
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Timeless Square
This area serves as the entry point from the hub. It is in-between the two major time periods of the land, bridging them. Would feature a detailed astronomical clock tower landmark. 
“Discoveryland Thru the Years”: Successor to Carousel of Progress / Progressland, one of the four New York World’s Fair attractions. Tells the land’s “history” progression from the turn of the 20th century to the modern day, and ends with an optimistic hope for the future. I didn’t call it a carousel to avoid confusion with the other actual carousels I put in the park, but it is still a rotating theater.
Discoveryland PeopleMover: Successor to Ford Magic Skyway, one of the four New York World’s Fair attractions. A relaxing classic ride that weaves all throughout Discoveryland, including through various attraction buildings. The only challenge would be creating a vehicle that matches the aesthetics of both time periods of the land. 
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Discovery Academy
The steampunk-inspired half of the land. While the theming uses elements of British Victorian steampunk, the architecture would mostly be modeled after Art Nouveau / Belle Époque Paris. I want the vibe of the area to be similar to a college campus or museum, but a really fancy inviting one, not a cold imposing one. In the center of the building is the Automaton Courtyard, a garden courtyard to rest and relax, but also part-walkthrough attraction. Would feature lots of fancy automatons and 3D zoetropes that guests can activate. Includes:
Butai Karakuri theater: Performances by Japanese automatons. 
Steampunk Carousel: In the center of the garden. Animals could be artistic sculptures made of metal and gears.
Gift shop that sells mini wind-up automaton toys, and features coin-activated booths for drawing automata that produce souvenir pictures.
This area also includes:
Escher Exhibit & Mathmagic Land: Walkthrough attraction inspired by the artwork of M. C. Escher, particularly the multi-dimensional maze of “Relativity”. Guests can also view optical illusion sculptures such as the Penrose triangle and the Impossible trident.  Alternatively, I wouldn’t mind an attraction based on “Donald in Mathmagic Land” either. Giant numbers and “square root” trees would dominate the landscape. Interactive geometric shapes and puzzles.
Astronomical Orbiter: This indoor version features a planetarium ceiling that projects the stars and colorful galaxies so guests can actually feel like they’re flying through space. Diverting for both riders and guests still waiting in the queue. Inspired by the Chamber of Planets in Fortress Explorations from Tokyo DisneySea. 
The Time Machine: Dark ride inspired by EPCOT’s Spaceship Earth. Travel through various time periods from the age of dinosaurs to the start of the Victorian era (so as not to conflict with the fictional history of the land).
Cafeteria: British, French, and Indian cuisine. Buffet.
“Paris Métro” station: As mentioned previously, this is probably not feasible idea, but I think it’s very neat. Provides underground transport between Discoveryland and Mysteryland (the Mysteryland is themed to the London Underground). The tunnels could contain zoetropes for guests to view during the ride, which tease the theme of the destination land.
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Explorer’s Landing
Technically part of the Academy, but features attractions that are “off campus”. Inspired by the original concept of Discovery Mountain for Paris. Features a lagoon for the submarines, and a mountain range for the other rides to blend into; would somewhat resemble the Mysterious Island from Tokyo DisneySea.
Soaring Skies / Weather Kites: Airships are a core part of steampunk, but I wasn’t sure where to put such a ride in my park that didn’t disrupt sightlines. I eventually settled on a version of Soaring. I love Tokyo’s iteration, but sadly, my version of the ride does without the fantasy aspects and GORGEOUS fantasy artwork, but the queue will still feature neat “history of flight” and weather exhibits. Ride vehicles would of course fit the steampunk aesthetic. Most important of all, I want the ride movie to focus on skyscapes and natural landscapes, not famous landmarks (I personally don’t mind the landmarks version, I think it was balanced out nicely with some nice landscapes, but now all the ride movies are the same which is boring). I want winding rivers through forest valleys, fluffy white clouds over mountain peaks with machines blowing clouds on the guests, golden sunsets over the sea, lightning storms with thunder and actual wind blowing and rain spraying the guests, and a starry night sky with a brilliant rainbow Aurora Borealis over a snowy tundra. The building exterior and queue could resemble a giant air zeppelin in an air hangar, similar to the Hyperion in Paris, based on the unbuilt Discovery Bay concept. In hindsight, this area probably has too many rides, so this attraction could also be moved to the Wild Western Frontier area in Adventureland, and be rethemed to environments of the American West, the Rocky Mountains, and the Pacific Northwest. 
Journey to the Center of the Earth: I absolutely love Tokyo DisneySea’s version. It's one of the best rides out of Imagineering, but in my park, this would follow the original drop tower concept for Paris.
20,000 Leagues Under the Sea / Expedition Atlantis: Suspension ride like the one in Tokyo DisneySea, with water filled windows that bubble to create the illusion of being underwater. Could either be another take on Jules Verne’s novel, or based on the Atlantis movie. Either one works.
The Nautilus underwater restaurant: Seafood dishes. Table service. 
Lunar Mountain: Based on Paris’s original De la Terre à la Lune incarnation of Space Mountain. I love the idea of a giant cannon firing guests into space, and I especially love the cannon’s design with the classical illustrations of the sun and the moon on it. I also prefer the look of Paris’s more secure seats. I’ve only ridden Tokyo and Orlando’s versions, and as fun as they are, I always get an irrational gut feeling I’m going to be decapitated during the ride. 
Journey to Treasure Planet / Journey to Mars: Omnimover dark ride. To sell the idea of blasting off into space, guests would ride in a “rocket elevator” prior to boarding, similar to the entry performance for the Space 220 Restaurant in EPCOT. Treasure Planet is another movie that deserves more recognition, but due to it taking place in another universe with its own separate world-building, I am also okay with this ride having an original story instead. Perhaps a trip to Mars with a secret civilization living under the planet’s surface. For reference, I’m thinking of something inspired by the Castle in the Stars graphic novel series by Alex Alice. The building facade could resemble an observatory. 
“Planetarium restaurant”: Would feature international dishes not available in the Small World buffet. Table service. The Space 220 Restaurant was really neat (if a little overpriced), and I would love a steampunk version in my park. 
Disney Dreamland Railroad Discoveryland station: Art Nouveau steampunk style.
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Discovery Institute
The modern digital half of the land. Discoveryland opens a new campus dedicated to computer sciences. I do not want this area to look sterile like the current Tomorrowlands, though I might be okay with it resembling Shanghai’s version of Tomorrowland; I have heard their glass structures described as “organic” and I quite agree. I want the architecture of the area to be a believable evolution from the Art Nouveau steampunk, with the curves of Nouveau transforming into the curves of something resembling what Tokyo has planned for their renovation of Space Mountain. 
Visions of Tomorrowland: Based on an idea I once had of a version of Tomorrowland that represents alternate timeline futures. This ride could show different “what if” scenes of different Discoverylands.  There could be a main story featuring a scientist as our host, the inventor of a multiverse portal, showcasing his invention to guests, and along the way we run into alternate versions of the scientist from the other realities. One version could be a classic mad scientist from a dystopian world, bent on conquering other dimensions and exploiting their resources, and our host has to fight them off. I guess you could describe this as a much more immersive sci-fi version of the Jungle Cruise. While I would prefer this to be a ride, I guess it could also work as a stage show.
Adventure Thru Inner Space: I have heard nice things about this ride and would have loved to experience it. Shout-out to @disneylanddilettante.
Robot Showcase: Omnimover dark ride. This ride is basically just an excuse to show off high-quality animatronics. Animatronics for days! Could include Baymax, Wall-E, and Lil Bulb as cameos in the ride. 
“Robot Cafe”: Based on the unbuilt concept for The Great Gonzo's Pandemonium Pizza Parlor. This restaurant would have robot animatronics deliver guests’ food by way of an overhead "train track" system.
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Cyberspace Arcade
Technically an area within the Discovery Institute, but significantly different enough to require its own description. The entire area would be indoors.   Guests are “digitally transported” into Cyberspace. For visual reference, I’m thinking of the concept art for the (maybe canceled?) Play! Pavilion at EPCOT, but without the Ralph Breaks the Internet branding (I LOVE Wreck-It Ralph, but the sequel not so much) and without all the Disney IP spam (I’m already putting in three movie based rides, so the IP quota has been met). I want the area to feel more like a representation of a private server, or at least a single website, instead of the broader Internet (the Internet is a very scary family-UNfriendly place). The "sky" would have cool graphic projections, similar to how Mamoru Hosoda visually portrayed the Internet in Summer Wars and Digimon Adventure: Our War Game! As for the three movie based rides, I want the explanation to be that the scientists wanted to be able to travel into their favorite video game worlds, and here is the result. The entrances to each attraction could look like a giant icon you can click on. There could also be an actual arcade area, for guests to just relax and chill. That area would feature actual working console games of Fix-It Felix Jr, Sugar Rush, and Hero’s Duty.
“Cyberspace Playground”:  Guests can physically change the environment by interacting with it. If anyone has watched Infinity Train, think of something like the first episode’s Grid Car, but on a grander scale. Could utilize interactive projection mapping.
Videopolis: Stage for live entertainment and dance parties. Just an excuse to have a specific area dedicated to the 80s / 90s. …I just really miss the 90s, okay? I also think the retro music would add the perfect energy to the area.
Star Command Astro Blasters: I honestly just put this here to help balance queue wait times with the other two major rides, and to have at least one thing based on retro space aesthetics. Between this and Toy Story Mania, at least this has physical sets and is less rushed. There would still be plenty of kinetic energy on the ride (not at all like the embarrassingly lifeless and static Ant-Man and Wasp update in Hong Kong). I would only change the animatronic Buzz to at least have a real face though. And maybe at the end of the ride, everyone could get free stickers or postcards or some other physical reward so that it feels like the points earned meant something. I would also emphasize that the context here is Buzz Lightyear of Star Command, NOT Andy’s Buzz from Toy Story. 
TRON Lightcycle Run: I have no personal attachment to Tron, but my friend @mewtwowarrior loves Tron, so this indoor coaster is included just for her. Shout-out to @pureimagineering for the idea of two different colored tracks that wind around each other in twists and turns as the two groups of guests race against each other. At the end of the ride, the unloading dock would flash the colors of the track that wins.
Sugar Rush Speedway: Wreck-It Ralph is my top favorite Disney movie. While the movie’s themes of mid-life crisis, rejection by society, and found family would be difficult to adapt into an attraction, this ride can at least embody the “love-letter to video games” aspect, and recreates one of the most visually stunning worlds Disney has ever designed. Sadly this ride makes no references to Ralph, King Candy/Turbo, or non-Princess Vanellope (which includes her glitch, hoodie outfit, and the kart she and Ralph made together), as those aspects are specific to the console in Litwak’s Arcade, and adding them to this ride would have sad implications that Mr. Litwak gave up his console and thereby separated the Sugar Rush characters from their community in Game Central. Alternatively, having the entire Arcade be themed as Litwak’s could fix that, but then would raise questions of why Mr. Litwak let a research team experiment on his games and interrupt his business. So it’s best that this Sugar Rush is a “generic” console to make things simple. That said, I have no issues if the candy shop makes reference to the movie’s events, or with having Ralph and Vanellope as walk around characters (we can say they’re visiting this Arcade via the Internet). When thinking about the queue, I considered it could wind through the candy box grandstands, so that guests that are still waiting for their ride could double as a cheering audience for the guests before them. The theme song by AKB48 would of course play on a loop. On the ride, guests would “race” through rich environments such as Gumball Gorge, Cherry Bomb Cakeway, the Frosty Rally ice cream mountains, and Diet Cola Mountain. To make it feel like a video game, there could be “power-ups” located throughout the ride. The guest that “claims” the power-up first (perhaps by pushing a timed button in their vehicles) gets the advantage. Power-ups can cause some karts to speed up or opponents slow down, or activate obstacles and surprises. Would it be a hazard to shoot “sprinkle” confetti at the guests? Alternatively, this ride could also possibly use virtual reality headsets to enhance the experience with visual effects and make the ride feel like even more of a game, as demonstrated by the Mario Kart ride at Universal Studios, a ride with gorgeous physical sets that is maximized by the VR (again, emphasizing that VR should not be a replacement for good physical sets and effects). The guest who wins the race could receive a free framed souvenir snapshot of their victory.
Finish Line Sweet Treats: Candy shop, bakery, and ice cream parlor. Based on Vanellope’s Sweets & Treats on the Disney Dream cruise ship. Guests could make their own kart cake at the Kart Bakery. Sundaes are served in trophy cups and replicas of Vanellope’s kart like the ones on the cruise ship. The Ralph-in-a-cupcake red velvet cupcake is a must. Would also feature a selection of Japanese sweets such as konpeito and mochi. Giant cotton candy like the kind you’d find in Harajuku.
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Closing thoughts:
There was a lot I wanted to include, but couldn't think of solutions for, such as attractions based on Zootopia and Monsters Inc. But I'm quite happy with this end result. (I say this like it's actually being built, and not an elaborate daydream in my mind, lol.)
As you might have noticed, my park does not feature Marvel or Star Wars in any capacity. While there are some Marvel shows I like, I do not consider myself a Marvel fan, and I have little interest in Star Wars. And quite frankly, I think that visually, they clash horribly with most Disney aesthetics.
There are a lot of minor things I forgot to mention, like there would be plenty of benches and sitting areas with shade, plenty of restrooms, the food would have effort and quality put into it to be worth theme park prices, and backstage would have plenty of space and comfortable break rooms for Cast Members. Not related to the park itself, but I would also like to imagine the Cast Members here are paid and treated well, and have a good amount of free benefits, like park tickets and room and board for out-of-town residents and interns.  
I realize that in order to accommodate everything I want, this park would have to be MASSIVE, at least the size of Shanghai Disneyland. I just like far too many things. I realize it would have been smarter to break off some parts for a second park, but I'm just too fond of the idea of having everything all in one place.
As I mentioned, I REALLY love carousels and could not resist putting so many themed carousels in my park. They might not be exciting rides, but I legitimately think they are GORGEOUS works of art that add perfect visual beauty and musical atmosphere.
Much like Walt's initial sentiment, I don't think my ideal park will stay this way forever. Who knows, in a few years I might update this. We'll see. Thanks for taking the time to read these. :)
~ ~ ~ ~ ~ ~
The rest of the park:
World Galleria
Adventureland
Mysteryland
Fantasyland
Create-It-Land
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roomycd50 · 1 year ago
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Unpopular Wizard101 reddit post that I took the opportunity to vent on.
The animations are cool, but maybe add an option if you're soloing to just show a png of the spell card to speed it up.
There should be more side worlds.
Pet banks need to exist
Having a furry as a concept artist was the smartest decision kingsisle has ever made
The integration from 2D to 3D has a lot to be desired, too many things are bug eyed, inconsistent color palletes, and proportions that don't match earlier world.
lip-syncing was a mistake
Pet-stitching should exist if different pets give different cards, what if I want kookaburra cards on a forest leviathan or crow?
speaking of which You should be able to customize which item cards a pet has, I want to give my life pets feint and I'm willing to breed for it.
Pet breeding is way to time/effort costly.
Set bonuses could have been incredible for set building (an under-hyped part of the game), but they just kinda suck, the first boosts are too useless, and the last boosts are good, but composite sets just outclass them. they need a total rebalancing.
The only useful set bonuses were the Dinosaur pet and the dragoon gear. both are now obsolete.
Making bosses with universal resist and then making them a bit more resistant to fire/storm/myth is counter-intuitive to the point different schools, What's the difference between life and storm in the shadow Malistaire fight? the life has 100% pips and accuracy, boosted damage on first phase, more health, more resist, and can heal if they want. the storm makes it up in the second phase, but it pales in comparison to the first.
Going in blind into cheating bosses sucks when the cheats are too rough, I get instant killed the moment I choose the wrong spell, and usually categories of spells aren't allowed.
Healing, is that banned? what about maycasts?
Can I blade, what about aegis?
Traps, do I need to protect them as well?
Are auras an instant lose?
Do I have to aoe because targeting an individual causes them to -90 me? or is it vice versa?
Myth needs a "if you get 30 monstrology points for this creature you can get its summon card as an actual spell". It would be kinda broken, but myths identity would be saved and they kinda need it. It would also change it's gameplay to differentiate it from other schools
Arc 1's story is viewed as best due purely to cohesiveness and nostalgia. Morganthe alone is more compelling and you can at least see PART of what made her into who she is. A side quest where you can find one of Malistaire's memory crystals in dragonspyre as he tries and fails to save Syvlia would have done WONDERS for him. He might not have even felt overdone or pandering with azteca/darkmoor. the same could be said for daseign and grandfather spider.
World design (generally): arc4=arc3>arc2>arc1
notable highlights: out-of-water celestia and azteca
edit: grizzleheim too
More world design opinions, every arc one world besides Wizard city and grizzleheim have areas that are too repetitive.
Krok with it's recolored tombs. The digsite and colloseum are the only landmarks
marleybone with rooftops. (Remember the gazebo with the kidnapper? that was about as much variety as it got)
mooshu with the bamboo trails. remember is mirage when you fought in cites? That with china town syle would be awesome.
dragonspyre with purple/red pompeii style is the only style, its why the time travel is so memorable.
The krokosphynx boat, the marleybone airships, and the great spyre battle drake made the world seem so much bigger and more cohesive than several areas stitched together by loading screen.
Transportation methods besides teleportation and mounts and both variety and worldbuilding. so this is how they get around, imagine a battalion of drake riders flying through here or something.
a train where you could talk to the passengers and learn about whatever world you're in would do a lot.
There's not nearly enough puzzles, it would fix the problem of defeat x amount talk defeat and collect, talk talk defeat boss, rinse and repeat. Mixing up different game play like Khans dance game was great. Imagine trying to siege a castle with grumpy gobblers mechanics, saving a power grid with a bigger shock a lock, or making your way through a trapped dungeon way of the ninja pig style.
PvP for the better part of a decade has been nigh impossible to get into and the hieroglyphic parts killed any enthusiasm I may have had. I will say seeing the ravenwood teachers have new spells was really nice and I wish they would add more new spells up to level 100, 150 or just anything really.
Grizzleheim up to but not including Ravenscar has by far the worst story (after is peak though).
It's too much to go through in order to get to the meat of the story. Some more in your face foreshadowing or additions to the areas to maybe not hint that the coven is the bad guy, but the looming threat of Ymir's awakening could be pretty interesting. Just the idea of oh no, maybe I'm doing something wrong would add a lot to early grizzleheim.
Newer worlds are good, but I'd rather do the 170 quests in new wizard city, krok ,or marleybone areas.
In retrospect, ranting at 1 A.M didn't improve my grammar as considerably as I hoped.
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goombasa · 9 months ago
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Banjo-Tooie and The Problem with "Bigger = Better"
I love Banjo-Kazooie.
At least, I love the first one. I wouldn't just call it one of my favorite Nintendo 64 games of all time, I would call it one of my favorite games of all time, full stop. To me, Banjo-Kazooie took the layout of the 3D collect-a-thon platformer that Super Mario 64 pioneered, and perfected it. It is not a perfect game (there is no such thing) but any negatives that I see in the game are so minor when compared to the litany of positives that they barely register to me, and it is one of those games that I know front to back and up to down.
And when Banjo-Tooie was announced, I couldn't wait to get my hands on it.
And then I played it. And I really, really liked it.
But I didn't love it.
Don't get me wrong, I did think that Banjo-Tooie was a good game, and to this day, I maintain that opinion. It's a good collect-a-thon, but even when it was brand new, something felt off about it compared to the original. It wasn't the tone, though the game's somewhat darker storyline and character interpretation compared to the whimsical, fairy-tale like excuse plot of the first game was a bit of a change-up. No, it was more in the gameplay. And a few years afterwards, I realized what it was, at least for me.
The game was just too damn big.
Look, Banjo Tooie was released pretty late into the N64's life span and it really pushed the system to its limits. I'm not going to pretend that it is not super impressive what they managed to shove onto a tiny, tiny cartridge. But you can tell they were running up against issues just by the fact that the game does not run great on original hardware, even when there's not a huge amount of stuff happening. But it still runs well enough to be played, and of course if you're playing the Xbox remaster, it runs perfectly fine, and that's how I'd recommend it be played. But when you get down to it, in terms of its design, the game is just way too big for its own good.
Banjo-Kazooie, even when its words were on the larger side, were not terribly big by comparison. They were very carefully broken down into manageable chunks that made navigating them really easy. You always knew where you were in relation to everything else in the world. Even more wide open worlds like, say Mad Monster Mansion, each area of the mansion and the grounds stands on its own so well that navigating around and getting from place to place is really easy to do.
Banjo-Kazooie doesn't really have that. Don't get me wrong, its maps are peppered with recognizable landmarks and most of them are also broken up into chunks. I think Witchy World gets the closest out of all of its worlds to the design of the first game, as its basically designed as a compass with a distinct area of the theme park at each of the cardinal directions, and the big top in the center. Of course, each of these cardinal areas have several sub areas inside of them, but the point is, its design is very easy to follow and navigate. But it's one of the few worlds that are designed like this. Most of the worlds in Tooie are made up of massive areas that don't really flow into one another. There's not as distinct a break between one area as there is another. There are landmarks everywhere, and yet they don't help you navigate nearly as well as you would think.
This is made worse by the fact that, especially in later worlds, navigating is just… just such a chore. There's a reason they had to add warp pads in the second game so that you can more easily navigate from one part of the world to the other, but that doesn't help at all when the game deliberately limits your movement options, which feels pretty horrible, especially your first time through. The absolute nadir of this particular problem is definitely Grunty Industries, which makes getting around its multi-floor factory an absolute nightmare, and considering how many of the puzzles require you to jump from floor to floor, sometimes in multiple forms (with each form needing to utilize a different means of getting around the different floors, and having to UNLOCK those means beforehand), you spend a LOT of time wandering around not doing anything because you can't figure out where anything is.
Even the hub world is more tedious to traverse. The first game had the cramped tunnels and chambers of Gruntilda's lair as its main hub, and it was mostly a linear ride from one area to the next, with some offshoots for extra stuff or to solve puzzles to go deeper into the lair or find secrets here and there, but it was purposefully built to lead the player around in a quick and easy manner. In Tooie, since you're wandering around an entire island, every new section of the island is like a miniature level to explore, chock full of things to look over and figure out, and it can get overwhelming. And again, warp points were introduced to make traveling the thing more palatable.
It's not just the level design that feels too big or bloated. The game kind of assumes you've already played the previous game, and as such, it feels like it's designed to pick up right after that. You already have your full moveset from the last game. Now, the last game stopped teaching you new moves a little ways past the halfway point. But the sequel has you learn at least one new move in every single level, or at least upgrading some sort of aspect about your characters, such as giving you a ton of new egg types to use like fire, ice, and grenades.
But most of the new moves that you get kind of feel… unnecessary? There are some good ones in there. The ability to split Banjo and Kazooie up and use them both independently of one another, but most of the new moves are either highly situational, like Kazooie's hatch ability or the beak bayonette attack, straight upgrades to pre-existing abilities, like the drill pound or the first-person egg aiming, and then first person aiming in the air or underwater, all of which are considered separate moves by the by, or so incredibly situational that it feels like they were added in at the last minute and they couldn't figure out a lot of interesting ways to use them, like most of Banjo's backpack abilities.
Not saying that some of the moves in the original weren't situational as well, but it felt like they were used a lot more often than some of the moves in Tooie, and since you stop getting new moves after like world six or so, you have time to get a bit more use out of each move you've learned, rather than only using a move for one or two specific uses during the last couple of worlds… or in the case of the beak bayonette, using it for one challenge. In the second world. Right next to the room you learn it in, and then never again.
I don't want to sound like this ruined the game for me though. The wide, large, sprawling maps do lend themselves to a lot of interesting puzzles, many of them spanning multiple worlds, and all those worlds are often, in some way, interconnected with one another. I like these ideas on paper, but in practice it leads to a lot more busy-work, a lot more backtracking, and a lot of dead air between all the different challenges. There was a single instance in Banjo Kazooie where backtracking for a challenge was mandatory, but in Tooie, every world except for the final one requires you to backtrack to complete at least one challenge. On the plus side, since the backtracking is designed into the framework of the game, it doesn't feel as out of place as it did in the first game.
This does lead into a very interesting feeling. When you do finally complete one of these very long-running challenges, there's no doubt that it does feel good, like you've triumphed over a major obstacle, but at times in between, it really feels like you're spinning your wheels. I really just feel like this game might have been a bit better if they had just taken what already existed and just refined it, and then walked back some of the ‘more’ that they were putting into the game. There are plenty of ways they could have substituted the duo's existing moveset for things that you learn in the second game, and the fact that it insists on you learning the duo's basic attack moves when they're separated as their own individual moves (even forcing you to not be able to learn them unless you're playing as only the necessary character when you find the molehill) does bother me. It really feels like padding meant to make it feel like you're finding new moves with every place.
Again, I find the game fun to play, but it's a game that feels so, so draining to play for long periods of time, because it takes so long to feel like you're accomplishing anything. I just can't marathon this game like I can with the first. The positive feedback and the progress in the original Banjo Kazooie feels constant, it's invigorating. With Tooie, that feeling takes longer, the time between triumphs is much, much slower, and I've had whole sessions with the game where I didn't do much of anything because I was just wandering around, trying to figure things out, and yet I never managed to get to the point where I'm moving towards the goals that I've set for myself.
This is a bit of a running theme with other collect-a-thons, even with Rare. The amount of collectibles or the distance between them is just superfluously large. The gameplay is solid, it's sound, but the game just had to get bigger. And if all of these massive, open worlds in games these days are any indication, bigger isn't always better, especially when it hinders an otherwise very well designed game.
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devotedlybeardedbeard · 11 months ago
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Unveiling the Craftsmanship: A Deep Dive into Minecraft Models
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Minecraft, the iconic sandbox game that has captured the hearts of millions worldwide, is not just about digging, building, and surviving. It's a canvas for creativity, a platform where players can craft intricate worlds and structures limited only by their imagination. At the heart of this expansive universe lie Minecraft models – the building blocks that bring these virtual landscapes to life.
Minecraft models are the fundamental units of construction within the game. From simple wooden houses to towering castles, from pixelated animals to complex machinery, every entity in Minecraft is constructed using a combination of these models. These models, or blocks, come in various shapes, sizes, and materials, allowing players to create diverse environments and structures.
At its core, Minecraft models are voxel-based, meaning they are composed of volumetric pixels or "voxels." Unlike traditional 3D models which are made of polygons, Minecraft models are made up of small, cube-shaped voxels arranged in a grid pattern. This voxel-based approach gives Minecraft its distinctive blocky aesthetic and makes building and manipulating structures intuitive and accessible to players of all ages.
The versatility of Minecraft models is perhaps best exemplified by the game's creative mode, where players have unlimited access to every type of block and can build without constraints. From recreating famous landmarks to designing fantastical worlds, creative mode empowers players to express themselves freely through their creations. This mode also serves as a playground for aspiring architects and engineers to experiment with different building techniques and hone their skills.
Beyond mere aesthetics, Minecraft models also play a crucial role in the game's mechanics and gameplay. Redstone, a unique material in Minecraft, allows players to create functional contraptions and machines using a system of logic gates and circuits. Leveraging the power of redstone, players can build anything from automated farms and transportation systems to intricate puzzles and mini-games. The possibilities are endless, limited only by the player's understanding of redstone mechanics and creativity in designing complex systems.
Moreover, Minecraft models extend beyond static structures and contraptions to include dynamic entities such as mobs, or mobile entities, which populate the game world. From friendly villagers and domesticated animals to hostile creatures like zombies and skeletons, these models add life and interaction to the Minecraft experience. Players must navigate these diverse entities while exploring the game world, adding an element of challenge and adventure to their gameplay.
The beauty of Minecraft models lies in their simplicity and accessibility. Unlike high-fidelity 3D modeling software that requires technical expertise and specialized skills, Minecraft's block-based system allows anyone to become a virtual builder with just a few clicks. Whether you're a seasoned player or a newcomer to the game, the intuitive nature of Minecraft models ensures that everyone can participate in the creative process and contribute to the ever-expanding Minecraft universe.
Furthermore, Minecraft's open-ended nature encourages collaboration and community engagement. Players can join forces on multiplayer servers to collaborate on ambitious building projects, share their creations with the world through online forums and social media platforms, and even participate in community-driven events and competitions. This sense of camaraderie and shared creativity is what has fostered a vibrant and enduring Minecraft community over the years.
In conclusion, Minecraft models are the building blocks of creativity in the virtual realm. From shaping landscapes and constructing buildings to crafting intricate machinery and bringing virtual worlds to life, these simple yet versatile units empower players to unleash their imagination and realize their wildest dreams. Whether you're a casual builder or a redstone engineer, Minecraft offers a limitless canvas for creativity, where the only limit is your imagination.
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deadspace2411 · 5 months ago
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Surviving the Horrors of Dead Space
The original creators of Dead Space, like Glen Schofield, were super into sci-fi flicks like Alien and Event Horizon, and horror games like Resident Evil 4, which is why revisiting this remake has me itching to delve into and buy Xbox games that capture that same intense atmosphere. Schofield, who’s now behind the chilling Callisto Protocol, which dropped in December, gave major props to EA’s Motive team for totally nailing the Dead Space Remake. It was some serious praise, and I'm totally feeling it too. This game totally freaked me out on so many levels, sometimes just by leaving me solo in the dark with my heart racing. Basic sounds like hummin' engines and screeching trams can totally spook you when everything suddenly shuts down, and then BAM, a monstrous roar. From tiny creepy-crawlers to huge bosses with arms like a freakin' octopus, Dead Space throws every type of horror at you. At the start, it's all about the mystery. You've got no clue why these beasties, the Necromorphs, are wiping out everyone aboard this mining spaceship. Isaac Clarke isn’t some superhero from the get-go. He's just a regular mining dude in deep space who’s stressed about his girlfriend on the USG Ishimura mining ship. His crew hops onto this wrecked "planet cracker" to figure out why it went quiet in some far-off star system. There are things lurkin' in the shadows aboard that ship, and all you've got to see 'em is a flashlight with a super narrow beam.
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Combat Tactics Against Necromorphs
Motive has added some sick gameplay features. It amps up the intensity on the fly if it feels like you need more action, which really enhances the overall immersion. It's the kind of innovation that makes me eager to buy PS5 games and explore what else is possible in gaming. And there's this peeling system where when you hack up the Necromorphs, you don't just get a messy pile of goo. You see layers of flesh, tendons, and bones that actually break apart. You might blast off a chunk and find there's still more to strip away. Imagine creatively slicing off a limb and then skewering the Necromorph to the wall with a spike. The game sticks with the main mechanic of strategic dismemberment. If you don't chop off their legs to slow them down, these beasts will trap you in a corner. These Necromorphs aren't always slow either, so it’s smart to use either the cutting tools or Stasis beams to put them in slo-mo. They’re so ugly and loud that your first instinct is to freak out, but that’s not the move. You wanna stay calm, take aim, and one-shot blast off a limb. It’s the ammo-savvy way and kinda like an art form for Dead Space pros.
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Advanced Weaponry and Strategic Upgrades
In space, there’s no solid ground to tread on, and Dead Space really messes with your head with its 3D puzzles. You’ve gotta stay on top of your direction using landmarks or adjusting your orientation, but I often thought I was going the right way, only to get spun around and end up totally off course. There are also puzzles to crack inside the ship. Sometimes, a door’s stuck or blocked by junk. You peek through a window, use telekinesis, or shoot a fuse to pop it open. Plus, you’re constantly rewiring stuff or plugging in batteries to get things moving. When it comes to combat, you start off with just a mining tool. The plasma cutter shoots lasers that can slice through targets, but I’m not the best shot, so it took me a few tries to chop up the Necromorphs, so they’d stop coming at me or swiping with their massive spikes. You can twist your gun to blast off limbs, but that takes focus. Usually, I’d just keep shooting and end up low on ammo. Once you cleverly slice up an enemy, you can close in for a melee attack to save bullets. Or better yet, grab something with telekinesis and jab it right through them. As you progress, you snag better guns. The pulse rifle sprays rounds fast, perfect for unloading on these bigger, scarier Necromorphs. The Contact Beam eventually became my go-to—it dishes out major damage when you keep blasting. The Ripper was awesome too, sawing through legs as these creatures charged with spikes. Watching them fall was oddly satisfying. And setting traps with the Line Gun was sick; they'd walk right into those laser beams. Upgrading these babies at the Bench? So satisfying, man.
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Intense Sound Design and Terrifying Encounters
The graphics upgrade in Dead Space totally amps up the creepy vibe. Picture Isaac floating in zero-G, surrounded by tons of tiny debris floating and spinning, with crazy lighting and shadows making everything eerie. I took a breather in a room filling up with decontamination smoke—it’s nerve-wracking 'cause you can’t see where the baddies are creeping in from. The sound is insane; all that bending and grinding metal messes with your head. Whether it’s screeching metal, Necromorphs jumping out at you, or terrifying horror music blaring, it’s all super intense. The crew’s infected, and even the ship’s captain turns into these freaky, powerful enemies. Even those little acid-tossing baby imps are a pain, especially when you’re low on ammo.
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Strategic Weapon Upgrades in the Dead Space Remake
Even though I’ve played Dead Space before, this remake is way more fun. They made a bunch of small tweaks that really add up to a big improvement. The game keeps you on edge 'cause one wrong move or missed shot and you’re toast. It stays true to the original but the story’s even better now. You really get into Isaac’s head, seeing his mental health spiral and his complicated relationship with Nicole, 'cause now they can actually talk and interact, moving the story forward. Plus, you’ve got tons of control. You pick which guns to beef up, how much health and ammo to lug around, and where to pump those crucial upgrades into your weapons. It’s a prime example of taking a clean slate, polishing up all the graphics and gameplay, and ending up with a way better product than the original. This remake of a classic proves why video games just keep improving over time.
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mylittletales · 2 months ago
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noisycowboyglitter · 6 months ago
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Dinosaur Puzzle Piece: Piece Together the Prehistoric Puzzle
A dinosaur puzzle piece combines the fascination of prehistoric creatures with the engaging challenge of jigsaw puzzles. These unique puzzle pieces are designed to capture the imagination of both young dinosaur enthusiasts and puzzle lovers alike.
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Buy now:19.95$
Typically, dinosaur puzzle pieces are part of larger jigsaw sets that, when completed, form an image of a prehistoric scene or a specific dinosaur species. These pieces often feature vibrant colors and detailed illustrations, depicting various aspects of dinosaurs such as their scales, teeth, claws, or habitat elements like ancient plants and landscapes.
The shapes of dinosaur puzzle pieces can vary, sometimes taking on more complex forms to match the contours of the dinosaur's body or the scene's features. This adds an extra layer of difficulty and satisfaction to the puzzle-solving experience.
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Dinosaur puzzle pieces are not only entertaining but also educational. They help develop fine motor skills, problem-solving abilities, and patience in children. Additionally, they serve as a tool for learning about different dinosaur species, their characteristics, and the prehistoric world they inhabited.
These puzzle pieces are often made from durable materials like thick cardboard or wood, ensuring they can withstand repeated use and handling by enthusiastic young paleontologists. Some sets may even include 3D elements or textured surfaces to enhance the sensory experience of assembling the puzzle.
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Autism Spectrum Disorder (ASD) Awareness Month, observed in April, is dedicated to promoting understanding and acceptance of individuals with ASD. This month-long initiative focuses on educating the public about the diverse experiences of those on the autism spectrum, their unique strengths, and the challenges they face.
Throughout April, various events and campaigns are organized to raise awareness, including educational seminars, fundraisers for research, and sensory-friendly gatherings. Many buildings and landmarks are illuminated in blue to symbolize autism awareness.
The month emphasizes the importance of early diagnosis, intervention, and support services. It also provides a platform for autistic individuals to share their perspectives, fostering a more inclusive society. By increasing awareness and acceptance, ASD Awareness Month aims to create a more supportive environment for individuals on the autism spectrum and their families.
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Autism gifts for teens cater to the unique interests and needs of autistic adolescents. These thoughtful presents often focus on sensory experiences, special interests, or skill development. Popular options include noise-canceling headphones, weighted blankets, fidget toys, and special interest-related items. Tech gadgets like tablets with autism-friendly apps or social skills games can be both entertaining and educational. Sensory-friendly clothing, time management tools, and books featuring autistic characters are also appreciated. The best gifts consider the individual teen's preferences and support their personal growth and comfort.
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magicbooks123 · 6 months ago
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"Unlocking Ancient Mysteries: Time Traveling with MagicBooks!"
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Introduction: Step into a world where history comes alive, where the past isn't just a chapter in a dusty old book—it's an immersive adventure waiting to be explored. Welcome to MagicBooks, where learning transcends reality! In this blog, we'll embark on a thrilling journey through time, using the power of Augmented Reality to bring ancient civilizations back to life. Get ready to witness wonders, solve mysteries, and uncover the secrets of the past!
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Imagine gazing upon the majestic pyramids of Egypt, walking the streets of ancient Rome, or standing in awe before the towering statues of Easter Island—all from the comfort of your own home! With MagicBooks, these iconic landmarks and historical sites are just a page turn away. Our AR technology transforms static images into dynamic 3D environments, allowing you to explore the wonders of the ancient world like never before.
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What secrets lie buried beneath the sands of time? With MagicBooks , you'll become a virtual archaeologist, digging deep into the mysteries of lost civilizations. Piece together ancient artifacts, decipher cryptic inscriptions, and unlock the secrets of forgotten cultures. From the enigmatic hieroglyphs of the Egyptians to the intricate pottery of the Incas, every discovery is a step closer to unraveling the mysteries of the past.
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History isn't just about dates and events—it's about the people who lived it. With MagicBooks, you'll meet the faces behind the history books, from legendary pharaohs and fearless warriors to visionary leaders and ordinary citizens. Hear their stories, walk in their footsteps, and gain a deeper understanding of the human experience across time and space.
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But the adventure doesn't stop there! With MagicBooks, you're not just a passive observer—you're an active participant in history. Engage in interactive activities, solve puzzles, and embark on quests that challenge your wits and creativity. Whether you're building a pyramid, conducting a Roman legion into battle, or navigating the high seas with ancient explorers, the possibilities are endless!
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At MagicBooks, we believe that learning should be an adventure—one that ignites curiosity, sparks imagination, and leaves you inspired to explore the world around you. So why settle for ordinary when you can experience the extraordinary? Join us on a journey through time with MagicBooks, where learning transcends reality and history comes to life before your eyes!
Let's embark on this epic adventure together—your ticket to the past awaits! ✨📚
MagicBooks brings learning to life!
Augmented Reality and Virtual Reality, Powered by Artificial intelligence 
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makers-muse · 8 months ago
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Code, Create, Print: 3D Printing As A Teaching Aid
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One compelling application is in Historical Education. By using 3D printing, educators can recreate historical artifacts and architectural models, providing students with tangible and immersive experiences. For instance, printing scaled replicas of ancient sculptures or famous landmarks like the Colosseum or the Taj Mahal allows students to closely examine historical objects, fostering a deeper understanding of history and culture. Platforms like Tinkercad or Thingiverse provide a plethora of historical models that can be easily printed.
For Mathematics And Geometry, 3D printing can produce geometric shapes and math manipulatives, providing students with hands-on learning tools. Printing 3D shapes like cubes, spheres, or pyramids helps in visualizing geometric concepts. Moreover, creating puzzles or manipulatives for fractions, algebraic equations, or geometric theorems fosters an interactive learning environment. Websites like Tinkercad or Mathigon offer customizable and printable math models.
3D printing aids prototype and design thinking in the field of Engineering And Design. Students may design and print prototypes of their inventions or engineering projects, allowing them to test and iterate their plans. Printing models of bridges or basic machines, for example, can assist students comprehend structural principles and engineering ideas. Applications like as Autodesk Fusion 360 and Tinkercad assist kids in designing and printing their projects.
Furthermore, by generating 3D printed characters or locations from literature, 3D printing may enhance Language Arts and Storytelling. These printed pieces assist students in visualizing and engaging with story themes from books, so encouraging conversations and deeper comprehension. Characters and sceneries appropriate for printing may be found on websites such as HeroForge or Yeggi.
These diverse applications of 3D printing offer educators a multitude of options to create interactive and engaging learning experiences across subjects, making learning more tangible and memorable for school kids.
So, educators, join us in embracing this transformative tool and witness the awe-inspiring journey of learning through 3D printing. Together, let’s sculpt a future where imagination knows no bounds.
In the end, the magic of 3D printing lies not just in what it creates, but in what it inspires within us.
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gqresearch24 · 9 months ago
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Exploring The World Of 3D Printing: Beginner-Friendly Ideas And Projects
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In recent years, 3D printing ideas for beginners have emerged as a revolutionary technology, empowering individuals to bring their ideas to life with unprecedented ease and precision. Whether you’re a hobbyist, an aspiring entrepreneur, or simply curious about this innovative field, diving into 3D printing can be an exciting journey. However, for beginners, getting started can be daunting without the right guidance. Fear not! In this article, we’ll explore a plethora of 3D printing ideas for beginners, offering a gateway to unleash your creativity and explore the endless possibilities of this transformative technology.
Customized Phone Accessories:
Design and print your phone case, tailored to your unique style and preferences.
Create personalized phone stands, holders, or cable organizers to keep your workspace tidy.
Experiment with designing custom pop sockets, offering both functionality and aesthetic appeal.
Miniature Models and Figurines:
Bring fantasy worlds to life by printing miniature models of castles, dragons, or mythical creatures.
Craft intricate figurines inspired by your favorite characters from movies, video games, or books.
Design and print miniature replicas of famous landmarks or architectural wonders from around the world.
Home Décor and Ornaments:
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Print decorative vases, planters, or succulent pots to add a touch of greenery to your living space.
Personalize your home with custom-designed lampshades, candle holders, or wall-mounted hooks.
Create unique holiday ornaments or seasonal decorations to adorn your home throughout the year.
Educational Tools and Learning Aids:
Print 3D models of anatomical structures, molecules, or geological formations for educational purposes.
Design and print math manipulatives, puzzles, or interactive learning aids for children.
Explore the principles of physics by printing models of simple machines, gears, or pulleys.
Functional Tools and Gadgets:
Print custom-designed kitchen gadgets such as measuring spoons, cookie cutters, or utensil holders.
Design and print organizers for your workspace, including pen holders, cable management solutions, or desk accessories.
Create customized tools or gadgets to enhance your hobbies or DIY projects, such as guitar picks, fishing lures, or camera accessories.
Prototyping and Product Development:
Utilize 3D printing ideas for beginners to prototype and iterate on product designs, allowing for rapid development and testing.
Print functional prototypes of inventions or innovations, from household gadgets to wearable technology.
Explore the potential of 3D printing for small-scale manufacturing, producing limited batches of products for sale or distribution.
Fashion and Wearable Accessories:
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Design and print your own fashion accessories, including jewelry, hair accessories, or cufflinks.
Experiment with creating custom buttons, badges, or pins to personalize clothing or bags.
Explore the intersection of technology and fashion by incorporating 3D printed elements into wearable tech projects, such as fitness trackers or smart jewelry.
Artistic Expression and Sculpture:
Use 3D printing ideas for beginners as a medium for artistic expression, creating sculptures, installations, or mixed-media artworks.
Experiment with innovative techniques such as voxel-based modeling or generative design to push the boundaries of traditional sculptural forms.
Collaborate with other artists or designers to explore interdisciplinary projects that combine 3D printing with other creative disciplines, such as painting, photography, or digital art.
Customized Gifts and Keepsakes:
Surprise your loved ones with personalized gifts made with 3D printing ideas for beginners, such as custom keychains, photo frames, or engraved plaques.
Create unique keepsakes to commemorate special occasions like weddings, birthdays, or graduations, adding a personal touch to your gift-giving.
Experiment with incorporating photos, names, or special messages into your designs to make each gift truly one-of-a-kind.
DIY Repairs and Replacement Parts:
Use 3D printing ideas for beginners to fabricate custom replacement parts for household items, appliances, or gadgets, saving both time and money on repairs.
Fix broken or worn-out components by designing and printing your own solutions, from drawer handles to shower curtain rings.
Explore online repositories of 3D printable files, where you can find a wealth of designs for common replacement parts and components.
Functional Prototyping for DIY Projects:
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Enhance your DIY projects by prototyping custom components and accessories with 3D printing ideas for beginners, ensuring a perfect fit and functionality.
Print adapters, brackets, or mounts to customize existing tools or equipment for specific tasks or applications.
Iterate your designs quickly and affordably, making adjustments as needed to achieve the desired results for your project.
Educational Demonstrations and Experiments:
Use 3D printing to create interactive educational materials for classrooms, homeschooling, or STEM outreach programs.
Print 3D models of scientific concepts, historical artifacts, or engineering principles to aid in visual learning and hands-on exploration.
Engage students in interactive experiments or demonstrations that leverage the unique capabilities of 3D printing ideas for beginners to bring abstract concepts to life.
Customized Gaming Accessories:
Enhance your gaming experience by designing and printing custom accessories such as miniature terrain, game pieces, or storage solutions.
Personalize your gaming setup with themed accessories inspired by your favorite games, characters, or franchises.
Collaborate with fellow gamers to create unique gaming accessories and components, sharing designs and ideas within online communities and forums.
Environmental Sustainability Initiatives:
Harness the power of 3D printing ideas for beginners to support environmental sustainability initiatives, such as recycling plastic waste into new 3D printable filament.
Print eco-friendly products and accessories using biodegradable or recycled materials, reducing the environmental impact of manufacturing.
Explore innovative solutions for sustainable living, such as 3D printed gardening tools, compost bins, or water-saving devices for home and garden.
Community Engagement and Social Impact:
Use 3D printing as a tool for community engagement and social impact by collaborating on projects that address local challenges and needs.
Organize workshops, hackathons, or maker events to introduce 3D printing ideas for beginners to diverse audiences and foster creativity and innovation.
Partner with schools, libraries, or community centers to establish maker spaces or fabrication labs equipped with 3D printers, empowering individuals of all ages to become makers and creators.
Conclusion:
As you embark on your journey into the world of 3D printing ideas for beginners, remember that experimentation and exploration are key. Don’t be afraid to try new ideas, learn from your mistakes, and celebrate your successes along the way. With the wide range of beginner-friendly projects and resources available, there’s never been a better time to dive into the exciting world of 3D printing ideas for beginners. So roll up your sleeves, fire up your printer, and let your creativity soar!
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martisticdesigns · 10 months ago
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AWESOME MEGA PACK +20000 DXF CDR CNC 3D Files Pantograph CNC Router DollHouse. Massive selection of over 20,000 intricately crafted vector artwork files compatible with laser cutters and CNC routers. Collection includes 3D puzzles, architectural wonders, wine racks, toys, lamp designs, holiday decor, premium landmarks like the Vatican and White House, plus vehicles, animals, practical items, and more. Files provided in DXF, EPS, CDR formats to ensure compatibility with all major CAD and CAM software. One-stop design asset bundle makes starting any cutting or engraving project simple after just a few hours of creative exploration. Digital download only. Once your […] http://tinyurl.com/23vzpudo
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gertlushgaming · 1 year ago
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DREDGE The Pale Reach DLC Review (PlayStation 5)
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For this DREDGE The Pale Reach DLC Review, In The Pale Reach, we will navigate the treacherous ice fields to discover a mystery frozen under the ice. Retrace the steps of the last crew that came before us and unearth a story of bitter betrayal. Find some familiar faces and develop new equipment to navigate the area and profit from its inhabitants. On a side not I have added in details from the main game in case you are coming in fresh.
DREDGE The Pale Reach DLC Review Pros:
- Beautiful graphics. - Download size. - A new set of trophies for the DLC. - You get the PlayStation 4 and the PlayStation 5 versions of the game. - Controller settings – Invert axis and sensitivity sliders rebind controls, camera shakes amount slider, and re-center. - Accessibility settings – change color schemes (Colourblind support), relaxed fishing mode, radial menu, motion smoothing, chromatic aberration, pop-up duration, and text speed. - New In-game cutscenes. - Set the clock style (12/24), and units used (metric/imperial). - Tutorials – on/off. - The fishing is done via a mini-game where you must press a button within the marked areas. - You can go and play the DLC whenever you want, It's an area at the bottom of the map and is always accessible, I mean you just need a bit of cash to get some ice rods and nets then off you go. - The ice breaker is the new toy for your ship and this allows you to break through the ice chunks that inhabit the new area. - Item management is handled like Resident Evil in that you can almost play Tetris arranging and moving items around to make them fit. - Full 3D camera control. - You can see fishing spots on the water’s surface. - All fish and items come in different shapes and sizes to add an extra puzzle-like layer to managing your inventory. - Time only advances when you are fishing, moving, or doing a particular action. - Full day/night cycle. - All fishing spots are different kinds like seawater, freshwater, etc, and require particular equipment. - Easy dock and undock controls. - A ll new fish that take new fishing gear for the ice waters. - Trophy fish can appear. - The goal of the DLC is to rebuild the hut, explore the area, and catalog all new finds. - Multiple choice encounters. - Your inventory is the Shap of your boat and this means you have sections marked out for new ship parts, engines, rods, etc. - The shipwright will repair damage to your ship and also sell upgrades. - Research new equipment for it to appear in shops. - Central storage box. - Quick sell all button option. - The encyclopedia fills in with caught fish. 128 in total with 7 water types like coastal, volcano, oceanic, etc. - There is an upgrade tree for your boat. - Collect resources by finding them or exploring shipwrecks. - Panic sets in in the dark and can only be lessened by sleep or using the boat light. - Different weather effects. - Pursuits are the game’s missions amd you get a lot of side ones to accompany the main story pursuits. - Upgrades take real in-game time to complete. - Advance time by sleeping. - You can see the fish underwater swimming around and this helps with identifying rare fish. - Books can be awarded and found. Select one to have it read as time passes. - Fish locations randomly change. - At night you can catch different fish/resources. - Interact with landmarks and points of interest. - Chilled soundtrack. - Corrupted fish are rare and can garner a high sell price along with a bonus award. - When upgrading you can store what resources you have at the moment to free up inventory space. - Find lost relics and give them to the collector for dredging tools. - Talk with locals to learn about potential side pursuits and secrets like sunken ships etc. - All the dredging and fishing mini-games are variations of the idea. - The map fills in with destinations. - Get powerful needed abilities like Haste (faster acceleration)that are good but also have side effects. - There is a dark almost horror element to the game. - Five locations to unlock each with unique towns folk, shops, and selling prices. - The game is a huge time killer. - You read the books to get permanent buffs. - The encyclopedia works like a Pokedex and catching a new fish for the first time will put them into your encyclopedia entry. DREDGE The Pale Reach DLC Review Cons: - You have to remember to collect the map before going otherwise it never fills in. (This is your heads up) - Short playtime, I clocked it in around five hours. - Money is really needed to start the DLC just so you can get a few basic new ice rods and nets so you can start and progress in the DLC story. - A lot to take in. - The first hour is tough as you have a slow boat, Wide open areas and you need to grind out currency. - Turns into a juggling act with so many pursuits on the go at once. - The true game takes a while to show itself. - Dragging and dropping is not as snappy as it should be. - A fair bit of grinding as you need to get the upgrades so you can do a few things at once. Related Post: UFO Robot Grendizer The Feast of the Wolves Video Review  DREDGE The Pale Reach DLC: Official website. Developer: Black Salt Games Publisher: Team 17 Store Links - PlayStation Read the full article
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magicwrapz · 1 year ago
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7 Amazing Car Wrap Ideas for Events and Promotions
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In the fast-paced world of marketing and promotions, businesses are constantly seeking innovative ways to capture attention and leave a lasting impression. One such creative avenue gaining traction is using unique car wraps for special events and promotions. Gone are the days when a simple logo on a vehicle sufficed; today, businesses are turning their vehicles into mobile works of art to stand out in the crowd.
Auto wraps, vinyl graphics applied directly to the vehicle's surface, have become an effective and visually appealing tool for marketing. While many businesses utilize wraps for brand visibility, some take it further by customizing their vehicles for specific events and promotions. Here, we explore the fascinating world of unique wraps that go beyond the ordinary, turning heads and generating buzz.
Themed Wraps for Seasonal Events:
Tailoring car wraps to suit seasonal events can be a game-changer. Imagine a car adorned with vibrant autumn leaves for a fall festival or a winter wonderland-themed wrap for a holiday promotion. These wraps align with the event and create a sense of excitement and festivity that draws attention wherever the vehicle goes.
Interactive and 3D Wraps:
Take engagement to the next level with an interactive and 3D car wrap. Augmented reality elements or designs that create an optical illusion can captivate audiences and encourage them to interact with the vehicle. These wraps can be particularly effective at events where audience engagement is crucial.
Glow in the Dark Wraps:
For events that extend into the evening, a glow-in-the-dark car wrap can add an element of surprise and intrigue. Whether a nightclub promotion or a late-night product launch, a car glaring in the dark will turn heads and leave a lasting impression.
Chalkboard Wraps for Dynamic Messaging:
Auto wraps need not be static. Chalkboard wraps allow for dynamic messaging that can be updated for different events or promotions. This versatility makes them an excellent choice for businesses with ever-changing offerings or event schedules.
Reflective Wraps for Nighttime Visibility:
Safety meets creativity with reflective car wraps. Perfect for events that extend into the night, these wraps showcase your brand and enhance visibility on the road. It especially benefits businesses participating in parades, festivals, or nighttime promotions.
Thermochromic Wraps:
Add an element of surprise with thermochromic wraps that change color based on temperature. This technology allows the vehicle to transform before spectators' eyes, adding a touch of magic to product launches or special events.
Localized and Customized Wraps:
Tailoring vehicle wraps to the local culture or specific event themes can create a sense of connection with the audience. Whether incorporating local landmarks, cultural symbols, or event-specific motifs, a customized wrap can resonate deeper.
Puzzle and Storyboard Wraps:
Tell a story through your vehicle by creating puzzles or storyboard wraps. Each panel of the wrap contributes to a larger narrative, enticing viewers to follow the visual journey. This approach is particularly effective for conveying a brand's history, milestones, or product evolution.
In conclusion, using unique automobile wraps for special events and promotions provides businesses with a powerful and visually stunning marketing tool. The possibilities are endless, from themed wraps that align with seasonal events to interactive and 3D designs that engage audiences. As businesses continue to explore creative avenues for brand promotion, auto wraps' customizability, and versatility make them an exciting canvas for turning ordinary vehicles into extraordinary marketing assets. So, the next time you see a vehicle with a captivating wrap, remember that it's not just a mode of transportation; it's a mobile masterpiece designed to leave a lasting impression on the streets and in the minds of consumers. Visit Magic Wrapz for the latest car wraps for events and promotions and leave a long-lasting impression. The leading  auto detailing company specializes in custom vehicle wraps, ceramic coating, and paint protection film services to  elevate the beauty of your car and protect it for years.
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