The Dimension Entry Point

A new entry point here adds to the illusion of coming home after walking a long road.
A new entry point here adds to the illusion of coming home after walking a long road.

Some of the default dimension entries make us scratch our heads in wonder, because they’re a bit awkward, to say the least.  The default entry point to Sanguine Shores, for example, puts you face first to the entry of the shrine.  It makes sense, until you cover up the shrine, then you’re face first into a tree, a rock, or something else.  Once upon a time, we just worked with it.  Now, we can change it, with the Dimension Entry Point, available from the store for the price of 675 credits with the patron discount.

I greatly enjoy being able to change the entry points in my own builds, because it adds to the freedom that I have as a builder to do what I want within the item limit and dimension boundaries.  It has saved tons of items in trying to figure out how to work the default entry into a particular theme.

Changing the entry point is all well and good, until render lag makes it so that whatever you’re putting the entry point on doesn’t render right away and you fall through to become trapped, or when it just bugs out.  Some dimensions are worse for these issues than others.  Edge of Infinity and Shoreward Island are two of the most egregious offenders when it comes to Entry Point bugs.  Not everyone has problems with the Entry Point, but for those of us that occasionally do, there are some ways where we can make the entry point work more effectively for us and the themes we want to accomplish.

RIP, PvP:  Disorientation
RIP, PvP: Disorientation

I broke down PvP: Disorientation for a number of reasons, but one of the primary reasons for taking it down was the Entry Point.  I placed a building block within the Empyreal Launch Pad that visitors spawned on, but with the way the dimension rendered (from back to front, which may be a factor to keep in mind), neither the Launch Pad nor the building block would be enough to keep people from falling through and getting stuck.  This happened so consistently that I grew more and more irritated until there was nothing for it but to tear it down and move it to a new location where I could rearrange the entry to keep people from getting stuck.

Render lag has been getting better, but sometimes, particularly when I’ve been playing for a while, it still kicks in, especially in those dimensions with a high item limit, or a transformation.  Dimensions render now from back to front, as stated above, so if your entry point is set very high above the ground or where there are no pieces of the base dimension acting as a support, the chances of falling are very high.  One thing to keep in mind if you, like me, use the Ashoran Mountainsides in quantity, these items take the longest to render of anything.

The entry point here has been moved to the far rear of the dimension, and just in case, has a building block tucked just beneath the surface of the sand.
The entry point here has been moved to the far rear of the dimension, and, just in case, has a building block tucked just beneath the surface of the sand.

Some simple tips to help the Entry Point be more effective for you both as a builder and as a tourist:

1.  Keep a piece of the base dimension under the entry point.  The base dimension never has render lag, it’s always there.  In dimensions that have bits and pieces, find a spot with collision that will work with your theme, and use it to anchor the entry point.  Even if the rest of the dimension puts itself together in front of your visitors’ eyes, at least they won’t fall and get stuck in a big rock.

2.  Set the entry point at the rear of the dimension.  Not only will this reinforce any transformation by disorienting visitors who may be familiar with a base dimension’s original entry, but the section with the entry point *should* render first, giving visitors solid ground to stand on.

3.  If you fall, let the dimension fully render, then exit, then go right back in.  This takes a bit of patience, but most of the time, it works.  When you zone back in to a dimension you had been stuck in, 9 times out of 10, you’ll be able to zone in where intended.  Often, I have to do this when I visit Edge of Infinity builds where the entry point has been changed, and it’ll be the only way I can zone in to take a look around.

4.  For items that take a long time to render, like many rocks, place a building tile just beneath the entry point, so that will hopefully catch people in case the rocks don’t manifest.

5.  If all else fails, start jumping while you’re still on the loading screen.  Okay, this is a bit of a joke, but just a bit, because it does help.

Due to all the rocks and landscaping, this entry point is at the very back of Castle Fortune, and located on top of the wall.
Due to all the rocks and landscaping, this entry point is at the very back of Castle Fortune, and located on top of the wall, just to be on the safe side.

As a builder, it’s frustrating and embarrassing (for me, at any rate), when visitors say they can’t get into my dimensions because they keep falling through the entry point, so hopefully, there’s some tips here that can help alleviate that frustration and making both building and touring a bit more enjoyable.  As a tourist, it’s frustrating to fall and get stuck, sometimes so much so that I’ve just left and not gone back.  I enjoy the Entry Point enough to want to be able to use it, just because of the possibilities this one item opens up, and I’m sure others feel the same way.

Happy Building!

 

 

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