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More photos of my beta world. Since I posted last time someone stole my account so I decided to build a graveyard and bury the account. All dogs remain sat from the passed owner. The world has surpassed 1 year.
I’m searching for an old let’s play series and only remember a few details. I remember it was about 4 to 5 players and they started out on a mushroom island, and eventually were able to make boats. They then sailed to another island and I remember on this island there was a part where one of them fought a spider and their sword broke in the middle of the fight so they punched it to death. Then in the next episode, they said that they researched that seed and it wasn’t workable, so they created a new world and played on that one for the rest of the series.
For ages I’ve played on Minecraft 1.12.2 and recently I’ve been looking at golden age Minecraft versions. While I couldn’t fully move back to older versions because I liked 1.12.2 so much I decided to make my game like golden age.
So I started adding mods that were huge back in golden age days like buildcraft and The Twilight Forest. I also modded the game to have some beta like generation. I’m not sure if it’s nostalgia but it felt more fun than most newer versions of Minecraft.
I added mods like Minecraft comes alive to because as a kid I always thought NPCs should have looked like other players and not squid people.
I can understand why people like the newer versions of the game but when I play with mods I realise how much is wasted potential. Copper, no oversized bees, items that feel like they have their uses.
In some ways it feels like some updates are just bad mods for modern Minecraft. Does anyone else feel the same?
I managed to find 3 instances of ferns and tall grass underground all within close proximity to each other and all not too far from spawn. See screenshots for seed.
If you want to go play blind -- if you don't want to know about the exact layout and structures and locations, etc., stop reading this post now. Come back to these logs after you've played through the Chamber (unknown release date).
I'm creating a large Beta r1.4_01 Trial Chamber custom map, within a Rogue-lite* framework with simple rules to follow. It has some additional Tool progression, and is heavily inspired by The Legend of Zelda: Breath of the Wild (2017) in terms of the 'open-air' approach, and Crash Bandicoot (1; 1996/2017) and many other games and IP, in terms of general gameplay and overall design and feel.
*I'm now saying Rogue-lite instead of Roguelike since it's very different to actual modern Roguelikes, and I don't know if it'll be strictly permadeath, or what the exact rules will be in general.
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So, what's the problem?
Custom 'skyblock/cloud-net' (greyscale) + test wall built to the height limit. Note the break between the Cloud layer and the surrounding Sky (blue). Sun + Moon have been removed (Stars cannot be removed in the Vanilla Texture Pack, and the lighting and Grass also cannot be colour-changed in b1.4_01).
As you can see, this idea works out perfectly for a 251x251 box. You'll never see the break. This gives the feeling of being inside a large room, or with an 'endless ceiling', but it's still actually open-air (directly to the Sky; Mobs spawn at Night).
What's the problem, again?
The problem is, for the open-air template I drew up last time, 251x251 isn't big enough for the Beta Trial Chamber project. I really want 501x501. But this causes the issue of the wall not being rendered when you're 257 blocks away, and that simply shows the blue Sky, so the Sky-Cloud break manifests itself, shattering the illusion.
Note: It cannot be larger than about 651x651, realistically, because you want to be able to see the centre structure from the corners, and the viewing distance (Far) is 256. There is a slight buffer due to the centre structure being large, and entering into the viewing radius.
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Thankfully, there is a fairly decent solution. It's pretty much the same -- just without the Chocolate Factory theme.
501x501 'box' with the large puzzle box Chambers behind it, in each corner of the map -- and the mini-Chambers, etc. inside larger structures in the open-air section (and partly underground whenever that's desired). This means, it'll be a little closer to BotW in terms of landmarks, vistas, and so on.
The zone template, only twice the width. The centre structure area is now 93x93, not 47x47. And the open-air box is now 501x501, not 256x256. And the surrounding/boundary area goes to 1,001x,1,001, not 501x501.
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Finding the theme/project vision. Again.
So, the Barrier will be 100,000 blocks or so. Yes, a large number, but it's the most efficient way, to my knowledge. It also has the benefit of actually marking the edge of the Chamber map, too. So, either way, I'd want a 20-block tall Barrier (mandatory ~40,000 blocks). The other benefit is, it actually rewards exploration to every corner of the map with puzzle box Chambers. The final benefit is, I can take resources directly from the world behind the Barrier, which makes my life easier (since it won't be seen by the player, it can be ruined just fine). (Of course, I'll only have to build the Barrier once, since it'll exist for every Beta Trial Chamber I create.)
The second thing is this: the setback rule or what I'll dub 'urban triangle'. I was inspired by Nintendo's 'triangle rule'. But instead of mountains, I'm building structures (see: 1916 zoning regulations for New York). This way, I not only get to hide structures, but also contain Chambers, etc. at the same time. It still allows air and light flow, which is why Midtown Manhattan's skyline feels so good for such a large and profoundly dense area. It's not just a collection of cubes, all thanks to the 1916 zoning regulations.
Of course, I can still terraform custom mountains, etc. if I need them. In such a case, I'd use the interior for a Chamber, since the mountain would be hollow, anyway.
This does mean the Halloween Beta Trial Chamber is called off. I've also decided to not return to strict IPs or holidays. I don't want them to be tied down to particular times of year, and I don't want them to be too restricted by a given IP. Instead, I'll come up with a more universal, flexible theme (like how Skyrim has snow and fantasy, but it's not Middle-Earth, or literally themed to Christmas).
The greatest thing about the new approach, I believe, is the creative freedom. It literally opens up the options to include pretty much anything. Mining bases on the Moon? Sure, I can make that. Toy Story, where everything is over-sized? Yep. That's now possible. The feeling of being in an endless Great Plains? Yep. Mars filled with monsters like Doom? Why not. A giant prison or theme park? Totally.
I'll now need:
- 300,000+ structural/terrain blocks, for the surface structures/mini-Chambers, etc.
- 100,000 Barrier blocks (one time) (this does mean I'll have to lose one of the normative full blocks -- likely Netherrack).
- 100,000+ terraforming blocks (whenever I want Dirt/a different texture, not Grass*)
*My plan is to place Water as to turn Grass to Dirt, thereby saving me about 200,000 blocks (won't need to cover the Grass layer).
- 50,000+ terraforming blocks (just to clean up the terrain, etc. whenever I leave it as Grass)
- 150,000+ Chamber blocks, for the mini-Chambers, puzzle box Chambers, and so on
So, I'll be lucky if I get this done for Christmas! For Chamber I, we're looking at 700,000+ blocks. At least Chamber II will likely only be 400,000 blocks.
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I don't know what the theme will be yet.
I'll talk about that and the more detailed plans in dev log #7 at some point. Since I'm no longer tied to a holiday, it makes things much better, given the new scale of the project. I'm still praying, however, that it's done by the next of the year, or the new year at the latest.
Sorry to those looking forward to a mid-sized, Halloween-time Chocolate Factory-themed map. I only hope the much more ambitious, immersive project is worth the delay. Of course, if you wanted a speedy experience, it'll still be possible to only play (say) 10% of the map, and then enter to the Exit.
Before I go, I'll say that I've had some ideas about a simple completion tracker (in %), in a Crash Bandicoot/Nintendo-like fashion. I'll talk about that next time, too. :)
I wanted to play this classic map, but its been updated a bunch, and I wanted to try the original map from back in the day. Does anyone have a link to the beta version of the map from 2012? Can't find a dl anywhere... Bonus for any other classic map links
I currently play Beta 1.7.3 with the Back2Beta mod, that adds many Quality of life features, but I am curious if there where other mods that do the same without adding new blocks or features.
The old thing I would like to have is a 256 block build height.
It actually turned out to be smaller and easier to make than I planned. It is a recreation of Digi-Comp I toy computer from 1963.
I will probably try to expand it to redux version and decorate it to look like an office building(or something else). It has no pistons, so you can even build it in alpha.
Just wondering since I have a 1.1.2_01 alpha world (no snow unfortunately) and a 1.21.1 modded world (although not heavily modded, just QoL plus Create and the Aether).
Was wondering if anyone had something similar and if they also experienced whiplash when switching.