Worldpainter Collaboration

Re: Worldpainter Collaboration

Postby Kimonio » January 27th, 2014, 6:17 pm

Dicked around, and this is what I made in paint with the Worldpainter block palette.
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For now I have the shape. Afterwards I'll play with the blocks and ♥♥♥♥, then if that's okay, I'll tweak the color to make it lighter or darker for hills to be gen'd in the Worldpainter system.

Not sure if you guys like it or not. Was bored in class.
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Re: Worldpainter Collaboration

Postby Raz » January 28th, 2014, 1:20 pm

So can we choose a map?

While shade's is okays, it has too many points, twists, turns, and otherwise unnatural looking things to it to make it better than Nin's,
so my vote goes on Nin's.
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Re: Worldpainter Collaboration

Postby nin10mode » January 28th, 2014, 1:40 pm

I started a worldpainter file and it's looking swell so far. Not home, so no screenshot, but I got the basic shapes done and took ven's suggestion for diagonals. I'm thinking they'll be more generic and the isles I started with will have an element's rarest biomes.

In the middle, I think it would be cool to have a whirlpool with the bottom leading to an exposed stronghold. Three might be some tall peaks jutting out of the currents to give it more character, too. I would like the great lake in the middle to be relatively empty.


So I guess it's pretty much decided that my map is the choice (not surprised, my tablet makers making things prettier much easier). I guess we can focus on biome locations, rivers, and natural wonders now?
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Re: Worldpainter Collaboration

Postby Raz » January 28th, 2014, 1:47 pm

I think giving away the location of the stronghold before we even start the map ruins it
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Disclaimer: none of these messages have been edited, context can be provided if needed (thanks discord!) but absolutely does not change anything about these messages and that he's too overly defensive and cocky to make situations better

Karyete: I don't have anything to say to you, I've been deliberately trying to not offend you for years, actually, but apparently everything I say to you is wrong. You come across as so aggressive that you successfully intimidated me into not wanting to talk to you
Karyete: Seriously, what is your problem? And not only that, you fail to even acknowledge you might be in some wrong here.
Karyete: Oooh it's you? Hello. Feel free to drop this right now. You're going to make yourself look like an idiot.
Karyete: We don't want to hear your opinion at this stage.
Karyete: You're not getting any apology, especially after now.
Karyete: You can stay up on your high horse, continue to twist the truth and act like an absolute child all you want. I refuse to give respect to a man who right now is picking up a dropped argument because he simply cannot fathom the idea that he might be in the wrong.
Karyete: How pathetic
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Re: Worldpainter Collaboration

Postby Venexis » January 28th, 2014, 4:11 pm

I am utterly indifferent to strongholds (big surprise) but locating the thing isn't all that hard. Takes like two eyes, if you do it right.

I'd rather have an impressive portal entrance over a marginally more challenging but much more tedious track-down procedure, because it's not like anyone's going to jump in and kill the dragon right away anyway. Great looking portal entrance that everyone can find >>>> lame portal tunnel for the sake of (mostly pointless) tedium. We still need to complete the thing too, so, it's really not a game changer in my mind.

But yeah, I love Nin's map. Shad's is just too.... pointy. Lawl.
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Re: Worldpainter Collaboration

Postby Zunar » January 28th, 2014, 4:40 pm

Shade's map is nice, but I agree with the above, I like Nin's a little better. I'm also with Ven about the End Portal; the portal I found a couple maps ago took like 5 eyes to find because they kept breaking and then I had to make like 4 more to finish the portal.
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Re: Worldpainter Collaboration

Postby nin10mode » January 28th, 2014, 7:58 pm

It's true that some people(probably master and raz) would probably have the necessary supplies to finish the portal and beat the dragon in a few days, so maybe surround the whirlpool in spawners of some sort (probably skelly)? At the very least, it deters people that like to rush things until they have the armor to sustain heavy damage or bring a hefty amount of friends. It fits with story of The End bringing strength to the monsters, and I kinda wanted it to be like a point-of-no-return thing, until you either die in the stronghold, fighting the dragon, or beat the dragon.

Of course, someone could just put a portal before beating the dragon and ruin that idea, but oh well.



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So far, I finished refining the lake. Right now, I want to get the shorelines and islands and stuff all figured out, since we're disputing a lot about the following:
  • The overall idea of elemental guilds
  • Having the stronghold location known
  • Having preset territories
  • How common and spread apart extra islands should be
  • Resource availability
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Re: Worldpainter Collaboration

Postby Kimonio » January 28th, 2014, 8:17 pm

I like how my map is being called pointy. xD This is why you shouldn't use a map to paint.

Personally, I think resources should depend on the region. You would expect emeralds to be super rare, and diamonds to be godly....worst analogy ever. Ignore that. Idea I had was that the resources would be scattered about the map, and would be more common in particular biomes. Like, you could have a 1%--.5% chance of an emerald every 10 chunks, but jungles raise it to about...5%? 3%? Diamonds would fit a cold biome because of their blue coloring, so something like Ice Spikes make it plentiful. Coal would naturally be common in a hot biome, or even a custom one such as a volcano, where it is super common where lava is. Perhaps the resource locations could also depend on the territories and alignments. Hot resources or resources that are good for smelting or explosions would be more common in a fire region, whereas diamonds, ice, glass(?) and whatever else that aligns would be in a more colder place, or found commonly in the Air/Water border. Sand is plentiful in air, and you would more than likely find skeletons spawning there a lot. Jungles would be great for Earth, and you would find ravines and caves more often there, as well as a plentiful resource of wood.

How I see it:

Coal=Fire
Diamond=Water
Iron=Air
Emerald=Earth

Gold...I dunno. Gold can be like deposits here and there of ruins. I dunno. Maybe Gold can be an Earth ore.

Also, can I propose a hub with 2 or three villagers? Or not. Idgaf. I sorta think the portal should be in the center underwater, like under spawn, as an underwater ruin. And the only way to access the area itself since it would more than likely be under spawn protection is to kill the wither that guards the gate by acquiring the three key skulls from anywhere on the map. Could even edit a few villagers if you want to for that, make them sell them for a ♥♥♥♥ of emeralds....sexy portal leak would be so awesome....


I'm just rambling off ideas though.
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Re: Worldpainter Collaboration

Postby Doram » January 31st, 2014, 7:44 am

Ok, I probably have less reason than any to post here, but I was following some links from early in the thread, and I found this:

http://www.planetminecraft.com/project/ ... irst-wave/
And Overall Map:
http://i.imgur.com/A9z0bTa.jpg

It's completely custom, resources are specifically divvied up by region, allowing for specialization and trading, 14000x14000 blocks, so plenty of room. What you think?
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Re: Worldpainter Collaboration

Postby nin10mode » January 31st, 2014, 7:56 am

14000 is too much space. The idea is having us all closer together so we can RP more.

Should I make a dropbox folder for this?
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