New Map Showcase! (Trailer and Pretty Pictures!)

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New Map Showcase! (Trailer and Pretty Pictures!)

Postby _myst_ » Sat Nov 14, 2015 1:18 am

Well, after a few delays, the new map is finished! What do you think?


https://www.youtube.com/watch?v=DsYP1SdYYj8

(long post)
Spoiler:
Map:Image

Key: The brightly colored areas superimposed denote resource distribution. Yellow is little to no resources whatsoever, Green is slightly less resources than in default, Blue denotes twice as much resources as Default MC, and Red/Pink is four times the normal resource concentration. The black lines represent underground structures within a given area, though not necessarily a precise location.

General map characteristics:

So as previously iterated, the map is a 2500-block diameter circle, ringed by mountains, with additional mountain ranges criss-crossing the equator and meridian, effectively walling off the map into four rough quadrants. Each quadrant has it's own biome, with custom vegetation, terrain, and resource distribution. Only two out of the four new biomes contain caves, and the caves that are present have intentionally has the resources that generate within them lessened when compared to default Minecraft caves, to help facilitate long term gameplay, and so that we don't instantly have everybody running around in diamond armor by the end of day 2. Additionally, caves are harder to locate because they do not break the surface. For this same reason, passive mob spawns have been slightly reduced, so it will be more profitable in the long run to bring animals back to your dirt shack prosperous settlement and breed them. Worldpainter facilitates custom vegetation growth, and I have taken advantage of this, as you can see from the trailer. The custom trees however, will not grow back custom, as with Season 2, so choose carefully what trees you remove, and try to replant, for aesthetic purposes.

As stated in the key, distribution of underground resources has been heavily modified, with some biomes having roughly average amounts of resources, some much greater amounts, and some even have none whatsoever! The same goes for wood types,, and the ability to farm has also been toyed with via dirt block variants (coarse dirt, podzol, etc.) to make the ground more difficult to till in some locations. All of this is counterbalanced however, with the ease of traversing any given biome (resource-rich environments tend to be difficult/dangerous to navigate, and other similar caveats.

*A small, but unfortunate side note- the sheer drop at the edges of the map is precisely as it appears in-game, there was nothing I was able to do to mitigate this. I built the mountains at the edges of the world to help shield it from view.

The Biomes:

The Mountains

"These behemoths shield men from the world, and from each other"

Image

While not necessarily a distinct biome, I figured I'd lump them in as approximately half the map is mountainous terrain. The mountains form the border of the map and also separate the biomes, and they also take on some of the attributes of biomes in the vicinity, such as terrain, and in some cases resource distribution.

Attributes:

- Steep terrain.
-Large quantities of wood, stone, and snow.
-Little to no water.
-Excellent visibility.
-Hidden valleys, bowls, and vales make excellent city-building locations.
*Some mountains in the map are hollow, and contain massive caverns and underground lakes.

The Freehold

"This fertile land has often been settled by the defensive-minded, it's topography and it's encircling ravine provides a natural fortress."

Image

Attributes:

- Easily traversible.
-Easily farmable.
-Only biome where horses will spawn naturally.
-A large central hill provides an excellent defensive position, and the ravine that encircles the entire plain offers decent protection against unprepared raiders.
-Little water, and even less wood, coupled with virtually no underground resources means that anyone who settles here will be foraging farther afield than most to get valuable iron and other ores.

The Hellscape

"This forsaken place was destroyed by powers unknown long ago, it's resources remain unplundered.

Image

Attributes

- Four times as many below-ground resources.
- Sole source of Lava and Netherrack.
- Limited Nether mob spawns.
- Central Volcano provides a defensive position with a view.
- Exponentially more caves than anywhere else on the map.
-No above-ground water, wood only available in scarce amounts at the fringes of this biome.
-Abundant lava lakes and soul sand make traversing this biome without sufficient protection difficult and dangerous.
-Lack of dirt makes this biome virtually impossible to farm without importing all required materials.

The Wildwood

"These overgrown glades are difficult to traverse for many, and for an uncertain reward."

Image

Attributes:

- Most well rounded in terms of ease-of-traversal, access to resources, water, and mob spawns.
- Abundance of both spruce and oak wood.
- Slightly-lower-than-default amounts of resources.
-Presence of caves, but on a much smaller scale than the Hellscape.
- Soil composition (clay, podzol, coarse dirt, soul sand) makes farming more difficult.
-Limited visibility without access to high ground.
- Higher rate of hostile mob spawns than other, more open, biomes.

The Fenland

"Dappled sunlight filters through the canopy by day, and at night, bioluminescent fungi illuminates horrors just beneath the fetid surface."

Image

Attributes
- No caves, but twice as many resources compared to a default Minecraft world.
- Abundance of wood and water.
- Only place on the map to get jungle wood.
- Land, where present, is easily farmable.
- Only location where glowstone can be easily obtained.
- Little dry land overall, this biome is primarily water, dotted with tiny islands
-Higher rate of hostile mob spawns due to overgrowth
-Difficult to traverse due to presence of water, soul sand, and cobwebs

Minor biomes/Hidden areas:
There are a few zones that I have built into that map as sites particularly favorable for setting up towns and cities, along with a few other experimental locations, just for giggles. I look forward to you playing on this map, I've learned a ton about WorldPainter making it, and I hope it's up to your standards aesthetic-wise. I can answer questions and help theorycraft below. :dance:
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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby Tito_The_Builder » Sat Nov 14, 2015 2:13 am

Holy crap, this is way better than I expected. Great job!
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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby Captain Bounceraff » Sat Nov 14, 2015 2:16 am

Oh . . . My . . . God . . . .
- She's a cruel Mistress.
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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby Krazyguy75 » Sat Nov 14, 2015 6:33 am

Wow, it's sorta like a S1 thing with 4 terrain types... looking forward to it!

This was way beyond my expectations, thank you so much for your work, I look forward to exploring it and making it into our new home!
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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby gigyas6 » Sat Nov 14, 2015 6:55 am

Well put together. Excited to see it in action!
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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby charmisokay » Sat Nov 14, 2015 8:44 am

This looks wonderful!
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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby _myst_ » Sat Nov 14, 2015 11:38 am

Thanks for the support guys, it means alot. I'm going through a pretty tough time in real life at the moment but it's nice to see that I still have a community that appreciates my work. Krazyguy, you were spot on, I did take a fair amount of inspiration from Season 1's design, I never participated in it myself but I've never heard anybody speak ill of it. I'm sorry I couldn't fit in all your design suggestions, but this map does have a great terrain variety, as you've seen, and I definitely look forward to seeing what you all make of it. I'm emailing the completed map to gigyas tomorrow, and then we can see how it goes from there!
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House Mithorian: Tree-Hugger
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Unofficial Season: Thain of Sylven
Now where is my Season 3?!?!?
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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby Rvanbergen » Sat Nov 14, 2015 11:48 am

I agree with everyone here; especially the Captain...

Spoiler:
Captain Bounceraff wrote:Oh . . . My . . . God . . . .
AKA Rvan. That's R.van; you pronounce it as "Ar-van", not "R-van".

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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby Captain Bounceraff » Sat Nov 14, 2015 7:23 pm

I've got to know, what music did you use for this Myst?
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Re: New Map Showcase! (Trailer and Pretty Pictures!)

Postby _myst_ » Sat Nov 14, 2015 9:17 pm

Captain Bounceraff wrote:I've got to know, what music did you use for this Myst?


The song's "Always Mine", it's a Two Steps From Hell song, "Sun" Album. I've been planning to use it since their album dropped in January, my original plan was to beg the admins for access to the Season 3 map and make it as a little fan-made video.
Season 2: Wanderer of Necropolis
Season 2.1: Frostmore Resident
Nations test: Stargazer of Astracarn
Dewcraft: Campaign challenged
House Mithorian: Tree-Hugger
Massivecraft: Builder of Bunkers
Unofficial Season: Thain of Sylven
Now where is my Season 3?!?!?
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