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Alternate Minecraft Roleplay Themes

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Of these five names, which one do you think fits our world best?

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Post by kingnecromancer Sat Dec 29, 2012 2:44 pm

Aegonian, are you using any visual mods by any chance? I swear I can see some cinematic blurriness on the edges. Or is that just me?

Anyway, for the forest, I really like eldpack, but for the cave, I would say johnsmith is a good choice. True, the stone looks like cobblestone, but it's that transition from stone to dirt that really sells it. It's one of the few Tex.Packs that don't make dirt look out of place.
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Post by JorgasElite Sat Dec 29, 2012 3:32 pm

I like having the stone be more natural looking, not completely smooth like some rich guy's marble flooring.

Most of the texture packs are also really similar to default, no offense King. Doku and John are basically the only ones that have any detail, and are very different from Default.
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Post by thunderpants Sat Dec 29, 2012 3:42 pm

I'd love smoothstone somewhere between Norsecraft and Johnsmiths. Not too smooth, not too rough.

Other than that I like Johnsmith or Eldpack the best.
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Post by Aegonian Sat Dec 29, 2012 5:38 pm

I'm not using any mods, but I have changed my FOV to 75, and all graphics settings are maxed out.

Of these texture packs, I like John Smith best, followed by Eldpack, Dokucraft, Norsecraft and Default. The John Smith pack I used was the default pack, so no customizer used. I'll check out the customizer soon to see if it has any textures that are better than the default ones.


EDIT: Sataz, could you post some more info on your race?
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Post by Sataz Sun Dec 30, 2012 9:32 am

okay, so here goes: The Brimnûr



Home: Anywhere underground that isn't lava, they usually take huge caverns/make them theirselves. They fill the place up with smoothstone statues and build their houses on floating platforms (supported by glowstone)

Strengths and weaknesses: Great assassins, have night vision ability due to their underground homes. Are temporarily stunned when subjected to powerful lights (I.E. sun/fire)

Culture: Staying mostly neutral they get their share of wealth by assassinating everyone asked, for a decent pay of course. They dislike other races and if they are discovered they will hide and kill the intruder. the only way that they'll accept anyone if he comes bearing riches or trade material that is offered to their deity.
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Post by Aegonian Sun Dec 30, 2012 1:39 pm

Nice, assassination contracts could really make things interesting! Currently, I have three locations where gigantic caverns can be found:
My Aettir live in the caverns on the top-left of the island.
There are also large caverns in the area between the two rivers and the swamps.
The last location is the left side of the mountains.


Here's the map so far: (Jorgas, the snow can't be seen on the map, but it is there)
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The map is 5760 by 5760 blocks (including the ocean). According to Worldpainter, it would take slightly more than a full Minecraft day and night to walk from the lower-right to the upperleft edge of the island.


Here are a couple of screenshots from the exported world. It's still a WIP, and we'll probably have to do some editing with WorldEdit, but I'd like some feedback to see how I'm doing.

Spoiler:
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Post by Denedd Sun Dec 30, 2012 2:38 pm

No, I completely disagree with TNT. Even with the named restrictions, im sure there will still be a greifer who destroys other peoples work. My castles and homes have been destroyed on too many servers for me to ever beleive that tnt will work on servers.
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Post by JorgasElite Sun Dec 30, 2012 3:18 pm

Aegonian, remember what I said about a snowy birch tree forest?

@Denedd: I feel a little bit threatened with these assassins now. Thankfully you will pick somewhere farther away from me.
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Post by Aegonian Sun Dec 30, 2012 4:41 pm

I do remember you wanted a snowy birch forest, but you'll have to plant the trees yourself once we start editing the world in-game: Worldpainter doesn't have a tool that lets you place birch trees.

@Denedd: I've never had much trouble with griefers on the servers I played on. If others feel the same way as you though, we'll disable TNT altogether.
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Post by JorgasElite Sun Dec 30, 2012 4:52 pm

I'v always had trouble with greifers, and I bet you about everyone else will say the same. Unless they haven't.
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Post by Sataz Sun Dec 30, 2012 6:49 pm

If I could make the entrance of my cavern [underline]in[/underline] the swamp, that would really allow for a creepy entrance, sort of what I want, contrary to dwarves, we don't want big gates.
as for the tnt issue, if it's all the same to you aegonian, I'd like to disable tnt, even though we can restrict usage of it, there should only be a select few who can craft it. (these being moderators)
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Post by JorgasElite Sun Dec 30, 2012 9:07 pm

Maybye the entrance could be beneath a dead tree, with water flowing around it?

May I recommend making the swamp out of mycelium, sand and gravel? It looks really good if you do it right using Johnsmith.
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Post by Sataz Sun Dec 30, 2012 9:09 pm

JorgasElite wrote:Maybye the entrance could be beneath a dead tree, with water flowing around it?
That sounds great, I may also use the water in the cavern itself for extra effect!
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Post by kingnecromancer Sun Dec 30, 2012 11:42 pm

I think I have actually only been griefed twice, I think that people are more mature nowadays. If your really worried, we could -and should- force a white-list and an application form, which would deter all but the most hardcore griefers. I say this from experience.
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Post by Aegonian Mon Dec 31, 2012 3:16 am

I'll create a small test map with mycelium, sand and gravel soon to see how it looks.

I've updated the map a bit, and I think the volcano now looks much better:

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I also built a small fort. The colonies of the Aettir will probably start with forts like these:
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The texture pack I used for these screenshots is John Smith, and I'm now using GLSL shaders (hence the shadows etc).



I also made a render of the entire map using MCMapDZ. Unfortunately, trees, lakes, structures and all those things aren't generated until they are first discovered in-game, so not all of the map was rendered:

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Post by JorgasElite Mon Dec 31, 2012 5:41 am

To me it seems like the desert is a bit too big, the mountains too small, and honestly, that has to be the smallest tundra I'v ever seen. I'm trying not to be negative, but the forests seem to be very few in number and not very much indeed. Just make the desert a bit smaller, the forests, tundra and mountains bigger. I'm doing my best to make this be the best map so we can have one of the best roleplays out there.

What's up with those dark spots? And what's up with that strip of bare grass up on the very "northern" coastline?

(Very big post for me, that means I'm really getting into this.)
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Post by Sataz Mon Dec 31, 2012 9:31 am

I agree mostly with jorgas, but it might just be that we can't see things very well on the render. also, what's up with the grass in the active volcano? (just trying to help, we apologise for any hurt feelings in the making of our posts)
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Post by thunderpants Mon Dec 31, 2012 11:25 am

Sataz wrote:I agree mostly with jorgas, but it might just be that we can't see things very well on the render. also, what's up with the grass in the active volcano? (just trying to help, we apologise for any hurt feelings in the making of our posts)

I'm guessing the render looks weird due to the skewed perspective and the grass in the Volcano is down to world painter.


If you leave the volcano as a wide crater I can probably adjust in ingame.
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Post by Aegonian Mon Dec 31, 2012 1:29 pm

JorgasElite wrote:To me it seems like the desert is a bit too big, the mountains too small, and honestly, that has to be the smallest tundra I'v ever seen. I'm trying not to be negative, but the forests seem to be very few in number and not very much indeed. Just make the desert a bit smaller, the forests, tundra and mountains bigger. I'm doing my best to make this be the best map so we can have one of the best roleplays out there.

What's up with those dark spots? And what's up with that strip of bare grass up on the very "northern" coastline?

(Very big post for me, that means I'm really getting into this.)
Most of this is due to the issue I already mentioned: MCMapDZ can't render trees I haven't discovered in-game. This means that nearly all of the forests, and a large part of the tundra, is shown as plains in the render. The strip of bare grass is also caused by this: I simply haven't visited that part of the coast in-game yet, so MCMapDZ can't know there is snow there.

After fixing a couple of areas where WorldPainter reset my biomes, here's a picture of the map in WorldPainter, with all biomes visible:

Spoiler:

The dark green areas are forests, swamps or jungles.
White is icy plains, the white-greenish areas are tundra.
The mountains and volcano are extreme hills biomes, with the exception of the dark green area (that's a forest).
The desert is obviously a desert biome.


The grass in the volcano is a temporary thing. I wasn't sure what material the crater should be, so I just left it as grass for the time being. Thunderpants, what blocks would you like best? I could, for example, place netherrack, gravel, stone or cobblestone there. I can also make the crater a hell biome (nether biome), which would change the colour of the sky (though it wold also make Ghasts and Zombie Pigmen spawn everywhere).

I actually wanted the desert to be truly gigantic: it should be possible to just get lost in there if you're not careful. I was also thinking of placing some smaller mountains elsewhere on the map, and perhaps a plateau in the desert.


EDIT: Btw, if you want me to, I could try to set up a temporary server soon, which would use the last world I generated. That way, you could take a look at the map in-game.

EDIT2: Done a small test with the mycelium/sand/gravel combination for the swamp, here are the results:
Spoiler:
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Post by Aegonian Mon Dec 31, 2012 3:34 pm

Server should be online now, on IP address 192.168.1.76. Spawnpoint is on the north-west tip of the island, in part of the Aettir territory.
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Post by thunderpants Mon Dec 31, 2012 3:48 pm

Aegonian wrote:Server should be online now, on IP address 192.168.1.76. Spawnpoint is on the north-west tip of the island, in part of the Aettir territory.

Might just be me, but I can't connect.
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Post by Aegonian Mon Dec 31, 2012 4:07 pm

My router has had trouble properly setting up a server before... I'll reset it soon. It should be back online in about half an hour (I'm going to export a newer version of the world first).
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Post by JorgasElite Mon Dec 31, 2012 4:50 pm

I luckily saw this in time, when will it be back up and I told Bocaj about it. Make a backup.

EDIT: I'm going skiing today, so I'll be leaving in a few hours. If you can, please turn the server on Smile
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Post by Aegonian Mon Dec 31, 2012 5:50 pm

I just had dinner, so I had to delay the restart a bit. I've now reset the router, reconfigured and portforwarded the server again. It should work now...
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Post by JorgasElite Mon Dec 31, 2012 5:51 pm

Ok. I'll tell everyone to come on that I can.
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