Unofficial Minecraft Thread #83

Post » Wed May 16, 2012 10:37 am


I don't mind, i really only did the earlier buildings. A lot of people are working on it now. I'm not sure how much desire there is to expand further right now. But I think if it's building from different ends of the island, a more gradual transition won't look so odd.

Maybe then just let the town evolve rather than regulating it as people see fit?
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Crystal Clarke
 
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Post » Wed May 16, 2012 6:26 am

Any word on Tekkit yet?
After a few messages, the main holdup is the Bukkit port of Redpower2 Pre5b1. It exists, but Eloraam told her porter to hold on to it, as the 6502 computer isn't working quite right in the port, and she wants it to work properly before releasing it. Her beta team is on the case.
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Jordan Fletcher
 
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Post » Wed May 16, 2012 6:23 am

Right, having looked at the dynmap, I'd like to provisionally earmark the area at -3000, 300 for Vivec. It's a pretty expansive ocean, with at least one desert biome nearby. If we go ahead with this location, I'd like to also develop Hlaalu style farmsteads on the island just to the East, and develop a small Hlaalu section to Japtown on the Western coast.

Thoughts?
What about http://tesfan.mchost.org:8123/?worldname=world&mapname=flat&zoom=4&x=8494&y=64&z=3083.2499999999995?
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Daddy Cool!
 
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Post » Wed May 16, 2012 2:54 pm

What about http://tesfan.mchost.org:8123/?worldname=world&mapname=flat&zoom=4&x=8494&y=64&z=3083.2499999999995?
I guess that probably makes most sense :P

When's the Vvardenfel map going to be ready to go?
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Emily Martell
 
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Post » Wed May 16, 2012 10:41 am

I guess that probably makes most sense :tongue:

When's the Vvardenfel map going to be ready to go?
There is still quite a bit of biome/block mapping to get right/natural looking. Also, the community wants Vvardenfell to be what it was from Morrowind, and right now it is a creative interpretation of what it would look like after the explosion of Red Mountain. It seems that it is only a few spots that need to be filled in and drained to fix, but it is still work that needs to be done. With Diablo 3 coming out, it could be a couple more weeks before I get back into it.
I'd love creative input about some of the biomes, how what we have needs to change and what could be added to it. We are also waiting on SamP to add in snow/ice generation to make the cold biomes prettier.
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Andres Lechuga
 
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Post » Tue May 15, 2012 10:46 pm

There is still quite a bit of biome/block mapping to get right/natural looking. Also, the community wants Vvardenfell to be what it was from Morrowind, and right now it is a creative interpretation of what it would look like after the explosion of Red Mountain. It seems that it is only a few spots that need to be filled in and drained to fix, but it is still work that needs to be done. With Diablo 3 coming out, it could be a couple more weeks before I get back into it.
I'd love creative input about some of the biomes, how what we have needs to change and what could be added to it. We are also waiting on SamP to add in snow/ice generation to make the cold biomes prettier.
Blackmarsh needs more trees. Beaches on the coast would be good, except where its clearly a cliff, in which case you should make it stone if possible. Jungle in the south of Elsweyr and Valenwood. There need to be a few more rivers where appropriate in Skyrim. The Bitter Coast in Vvardenfell needs to be a marsh biome.
That should be enough creative input for now. It looks great by the way.
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Fanny Rouyé
 
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Post » Wed May 16, 2012 12:20 am

Blackmarsh needs more trees. Beaches on the coast would be good, except where its clearly a cliff, in which case you should make it stone if possible. Jungle in the south of Elsweyr and Valenwood. There need to be a few more rivers where appropriate in Skyrim. The Bitter Coast in Vvardenfell needs to be a marsh biome.
That should be enough creative input for now. It looks great by the way.
The skyrim heightmap is ripped right from the game, and due to the rivers actually changing heights, the rivers will have to be done up manually, not with the terrain map.
Trees/objects are going to be last, but having an idea what should be where is good.
Could you screen shot Vvardenfell and mspaint where the bitter coast should be?
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Chloe Botham
 
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Post » Wed May 16, 2012 12:05 pm

The skyrim heightmap is ripped right from the game, and due to the rivers actually changing heights, the rivers will have to be done up manually, not with the terrain map. Trees/objects are going to be last, but having an idea what should be where is good. Could you screen shot Vvardenfell and mspaint where the bitter coast should be?
I know you can't do much to change problems with the height map, however I thought I'd http://i1187.photobucket.com/albums/z382/LordKaelin/MorrowindMap.png. There are also a bunch of islands missing from the coast.
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Alexandra walker
 
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Post » Wed May 16, 2012 11:30 am

as far as the naming of the japan town. why not google translate the word : town. or city. to japanese and name it arcordingly.
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Rusty Billiot
 
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Post » Tue May 15, 2012 10:55 pm

I know you can't do much to change problems with the height map, however I thought I'd http://i1187.photobucket.com/albums/z382/LordKaelin/MorrowindMap.png. There are also a bunch of islands missing from the coast.
That is part of the creative changed due to red mountain. Honestly easier just to fix those few issues in game. Area managers will have access to WorldEdit or VoxelSniper to craft the land as they see fit.





Just reminding anyone: I don't want to hear anything about creative mode in relation to the servers over here. Keep it where it belongs.
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KiiSsez jdgaf Benzler
 
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Post » Wed May 16, 2012 5:27 am

Urban dictionary gives it as... something else.
When does a word on there never mean ...something else :P

I think the fate of Japland should be up to Turns as he has put the most effort into it.
I think it and its residents should be assimilated into the Legion :whistling:
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LuCY sCoTT
 
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Post » Wed May 16, 2012 4:31 am

When does a word on there never mean ...something else :tongue:


I think it and its residents should be assimilated into the Legion :whistling:
As far as I know the Legion is just you.
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Phillip Hamilton
 
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Post » Wed May 16, 2012 1:20 am


That is part of the creative changed due to red mountain. Honestly easier just to fix those few issues in game. Area managers will have access to WorldEdit or VoxelSniper to craft the land as they see fit.

Why don't you use the original Morrowind highmap (including its "biome map") for this area then?
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Melung Chan
 
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Post » Wed May 16, 2012 7:38 am

As far as I know the Legion is just you.
Good. No competition for leadership, but always more room for slaves employees partners.

Ross has like the tiniest role in it since he's barely active and pretty clueless :tongue:


- Was just on the TekkitDynMap, at least one of them, and my http://tesfan.mchost.org/tekkitdynmap/?worldname=world&mapname=surface&zoom=6&x=196.7356692701601&y=64&z=371.2142675279407
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Steeeph
 
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Post » Wed May 16, 2012 4:13 am

- Was just on the TekkitDynMap, at least one of them, and my http://tesfan.mchost.org/tekkitdynmap/?worldname=world&mapname=surface&zoom=6&x=196.7356692701601&y=64&z=371.2142675279407
Such an ugly world, too much damn snow. We barely explored as well. The most exploring I did was when I went searching for cactus for pipe waterproofing.
Good days those were, I miss the steady hum of electricity and gentle glow of blue lamps.
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Nick Swan
 
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Post » Wed May 16, 2012 1:29 pm

Such an ugly world, too much damn snow. We barely explored as well. The most exploring I did was when I went searching for cactus for pipe waterproofing.
Good days those were, I miss the steady hum of electricity and gentle glow of blue lamps.

We only need to hold out just a little longer friend, just a little longer...

*rocks back and forth in corner*
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Robert Devlin
 
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Post » Wed May 16, 2012 12:33 am

Such an ugly world, too much damn snow.
I nearly cried when I saw the current vanilla map. But at least there's a lot of land beyond that huge snow zone, whereas that tekkit one looks to be mostly sea and swamp.
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Louise Andrew
 
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Post » Wed May 16, 2012 4:37 am

I noticed, every time I build a 'good' looking building that's relatively normal I always build some odd shaped one afterwards
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Misty lt
 
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