Intersnout

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Players eastbound on Intersnout 10 in November 2014 approaching the village of Moosehorn, about 15 km west of Mako City.

The Intersnout highway system (Dwight D. Eisenham National System of Interstate and Defense Highways) is the name for a standardized road network in WoodenAxe. Essentially, an Intersnout is a wide, well-maintained road that goes long distances. The system was originally devised by mapcratic in February 2011 on the Aporkalypse server (the original page can be seen here). The concept was enthusiastically welcomed on WoodenAxe in late 2013.

Although WoodenAxe is spoiled by teleport functionality, Intersnouts have several key uses: allowing guests to quickly tour builds, to allow players to move farm animals and horses long distances, and to provide a focus for players who like to have neighbors. It's also a lot of fun to walk the Intersnout when you're bored and want to be entertained by a long procession of interesting sights.

Intersnout roads

Here is a full list of Wooden Axe Intersnout roads. Those putting new Intersnout roads in are free to select the numbers, though we do suggest even numbers for east-west routes and odd numbers for north-south roads, same as the US Interstate system. Three-letter routes can be used for city loops.

  • Intersnout 10 (Transcontinental Road). This is the original Intersnout that runs from Spawn eastward to Porkton, Mako City, Marosticalia, and East City. It measures 81 km and has reached the world edge. Loop 410 will be implemented for the ring road in Porkton.
  • Intersnout 25 (Northerly Highway). Intersnout 25 was completed in early November 2015 and was headed by Snoozy0123 and JonathanFrederick. It joins Intersnout 10 several kilometers east of Porkton and goes straight north to the northern world limit (about 17 km). The builders should be contacted before doing any alterations to this particular road.
  • Intersnout 35 (Mesa Highway). This road is a spur of Intersnout 10 which crosses the Mesa biome (roughly 26300,320), beginning at Intersnout 10 and continues through the Winter Wonderland project about 23 km distant. It has no definite plan in mind except for going in a southeasterly direction. It originally built because the /res tp mesa mine was mined out enough to where it was almost impossible to leave the spawn-in area without falling off a cliff. The road makes moving around easier.
  • Intersnout 40 (Southeasterly Highway). This is another spur of Intersnout 10, which starts about 4 km east of Spawn at the giant "Fork In The Road". It passes several builds, including Pasta Tower and Amelyth's project, and ends after about several kilometers. The project was not active as of late 2015 but people may extend it onward if they wish. The general idea for Intersnout 40 was to have a primary southeast-bound option from Spawn.
  • Intersnout 95. This is a very remote Intersnout route that starts in East City and travels southward for about 15 or 20 km close to the eastern world's edge. It was built almost entirely by SPMarostica. This is the road to take when you want to get really far off the beaten path. This road should not be extended except by SPMarostica since it is one of his active projects.
  • Intersnout 97. This is the counterpart to Intersnout 95 that leads northward from East City. Currently it only goes about 1 km to the equator (z=0) and ends.

Ten Commandments for building an Intersnout

Most of the Intersnout roads are community property and may be modified by anyone. New roads can also be added to the Intersnout system. However there are a few rules to abide by:

1. Intersnout roads are community projects. All players are welcome to extend an Intersnout without consulting with anyone, subject to the guidelines below. By tagging your road as an Intersnout you are "releasing" it into the public domain. Intersnout roads are not to be torn down, recycled, or rerouted. They may not be claimed as part of a "res" or taken into private property unless there is exceptional effort to keep the road safe, passable, and unobstructed.

2. Keep new right-of-way going in the same general direction, that is, respect the wishes of the people who started a particular road and try to keep the same idea going forward.

3. Intersnouts should be built with a natural flow. Follow all terrain naturally and avoid arrow-straight routes except over ocean crossings.

4. Respect other landowners. Please keep out of sight from existing builds or coordinate with the landowner. Quite often the road is welcomed.

5. Players must be able to move along the road without having to jump. This means when going up or down slopes, always install stairs or half slabs so the user doesn't have to press the space bar to keep moving.

6. Roads are meant to be wide. Adhere to a width of 5 to 7 meters. On diagonals, use whatever achieves the same sort of width.

7. Provide illumination so the road can be safely walked at night. Don't forget jack-o-lanterns and prismarine (buried, too) can offer a very cool effect.

8. Low skybridges can be constructed to avoid mobs and rugged terrain. They should not be higher than 10 or 20 meters except over ocean crossings. You must have ladders every 100-200 meters so people can get on and off the road, unless you're crossing water. Horse-friendly ramps should be added every 1000 meters.

9. Ocean and river crossings must have clearance underneath to allow boats to pass. This is just basic courtesy for boaters.

10. Intersnouts must be 100% safe for horse riders. Do not allow hairpin curves along sheer dropoffs without installing safety fencing or visual warning markers. Make sure there is enough vertical clearance under trees and tunnels (at least 3-4 meters).