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Worldpainter Collaboration

PostPosted: January 25th, 2014, 9:17 pm
by Raz
I think it'd be cool to have the next map on the Guilds of Runouw server made by us using Worldpainter.
I don't think there's much anyone wants but if you want anything specifically just say it here
ATM all we really want is:
A pretty compact continent. (about 2500x2500 at the most)
All biomes possible.

A good resource for things like this is on the subreddit www.reddit.com/r/worldpainter

Re: Worldpainter Collaboration

PostPosted: January 25th, 2014, 9:32 pm
by Venexis
Wilder terrain. I'd love mountains that reach higher than 150, and hillier terrain in general. Like a cross between Amplified and and Normal terrain generation. And wider rivers.

Maybe an extreme hills +/dark forest/tiaga intersection just for me <3 but I'm not too picky.

Re: Worldpainter Collaboration

PostPosted: January 25th, 2014, 10:58 pm
by Raz
Here's my ideas for the next map:
Spoiler: show
Image

^ that's what the map should look like, with an island in the center of the lake
two different continents, the 4 guilds each owning half of either continent.
decide which biomes we want (as in technical biomes) and which ones we don't, as map is smaller.
Natural wonders: grand canyon, giant volcano, giant waterfall, mt everest or something




edit: also say if you want to be in the map or not, atm it's just nin and i and we're both know nothing about worldpainter (which is cool)

Re: Worldpainter Collaboration

PostPosted: January 26th, 2014, 12:11 am
by Oranjui
so I screwed around with some potential shapes while trying to maintain a central lake that Raz wanted

Also I strongly suggest having the world drop off into the void 1000 blocks or so into the ocean from the edges of the continents

likely candidate
http://puu.sh/6yvRQ
Omega things. One guild starts on the tail end of each assuming 4 guilds. Thinking 2 major wars between guilds (e.g. fire v water on one continent, earth vs. air on the other), but fire + earth and water + air would be really close, almost forcing each pair into some form of alliance/truce. Meanwhile, the diagonals are obviously incredibly far apart. The "tails" could be squeezed inward, making all of the guilds close, but the disputed territory would have much less point, and it would make 2 lakes. Islands could be added wherever for biomes or special structures or whatever.

http://puu.sh/6ywOA
Interlocking Cs. Again, a guild on the end of each, but this would make interactions weird. Not great for roleplaying, but we could do waterway trading blah blah.

http://puu.sh/6ywTV
Spirally thing. Guilds on the ends, yada yada. Interactions would probably be even weirder, and it would be horrible for combat and stuff unless we were to make bridges everywhere.

likely candidate
http://puu.sh/6yxZY.png , http://puu.sh/6yx3T
Wheel/gear shape. Guilds get a small corner plot and get to expand outward and interact with other guilds in the rest of the land which isn't enormous. Islands could be added out in the ocean or in the central lake. Lake can be enlarged/shrunk to make room for more biomes, landmarks, etc. Personally, this one is best. Least weirdness, except for diagonals, but you can never do much with those easily anyway.
The lake in the middle could be sort of pinched and the land stretched out to make a sort of 4-leaf clover shape if we wanted a more unique shape, but otherwise we could go with the vaguely 8-spoked gear. Or swing the landbridge from the middleeast-northeast down to the left and call it the GT logo :3

Re: Worldpainter Collaboration

PostPosted: January 26th, 2014, 12:44 am
by nin10mode
If we're going with the elemental guilds, we need to figure out what biome is which element. Elevation changes (+, M, plateau, hills, etc.) are implied.

As my list stands, Earth and Fire have the most variety in blocks. Plus, fire has the potential to have every major structure other than stronghold. On the other hand, Water and Air have mossy cobble, podzol, ice, packed ice, and specifically for Air, emeralds. However, natural villages don't spawn in these biomes, unless we make them.

Neutral: show
plains
sunflower plains
mushroom island

fire: show
desert
mesa
mesa bryce
savanna

water: show
swamp
ice plains
cold taiga
ice spikes

earth: show
forest
flower forest
roofed forest
jungle
jungle's edge

air: show
extreme hills
birch forest
taiga
mega taiga
mega spruce taiga
stone beach

Re: Worldpainter Collaboration

PostPosted: January 26th, 2014, 4:39 am
by Karyete
So, instead of randomly spawning a new world via seed, we're making our OWN world? If so, epic!

About the elements thing - why are Jungle and Jungle Edge in fire?

Re: Worldpainter Collaboration

PostPosted: January 26th, 2014, 7:29 am
by nin10mode
My logic behind that is the heat and how we also associate jungles with volcanoes. However, thinking back, jungles, rainforests, and the temples that go along with them typically associate with wind because of how we perceive ancient South American civilizations, for whatever reason. So I guess it could go either or.

Re: Worldpainter Collaboration

PostPosted: January 26th, 2014, 9:26 am
by Raz
Oranjuice wrote:so I screwed around with some potential shapes while trying to maintain a central lake that Raz wanted

Also I strongly suggest having the world drop off into the void 1000 blocks or so into the ocean from the edges of the continents

likely candidate
http://puu.sh/6yvRQ
Omega things. One guild starts on the tail end of each assuming 4 guilds. Thinking 2 major wars between guilds (e.g. fire v water on one continent, earth vs. air on the other), but fire + earth and water + air would be really close, almost forcing each pair into some form of alliance/truce. Meanwhile, the diagonals are obviously incredibly far apart. The "tails" could be squeezed inward, making all of the guilds close, but the disputed territory would have much less point, and it would make 2 lakes. Islands could be added wherever for biomes or special structures or whatever.

http://puu.sh/6ywOA
Interlocking Cs. Again, a guild on the end of each, but this would make interactions weird. Not great for roleplaying, but we could do waterway trading blah blah.

http://puu.sh/6ywTV
Spirally thing. Guilds on the ends, yada yada. Interactions would probably be even weirder, and it would be horrible for combat and stuff unless we were to make bridges everywhere.

likely candidate
http://puu.sh/6yxZY.png , http://puu.sh/6yx3T
Wheel/gear shape. Guilds get a small corner plot and get to expand outward and interact with other guilds in the rest of the land which isn't enormous. Islands could be added out in the ocean or in the central lake. Lake can be enlarged/shrunk to make room for more biomes, landmarks, etc. Personally, this one is best. Least weirdness, except for diagonals, but you can never do much with those easily anyway.
The lake in the middle could be sort of pinched and the land stretched out to make a sort of 4-leaf clover shape if we wanted a more unique shape, but otherwise we could go with the vaguely 8-spoked gear. Or swing the landbridge from the middleeast-northeast down to the left and call it the GT logo :3

I'm only truly a fan of the first two.

Re: Worldpainter Collaboration

PostPosted: January 26th, 2014, 10:04 am
by Zunar
Why are jungles swamps in earth? IMO they should be in water.

Re: Worldpainter Collaboration

PostPosted: January 26th, 2014, 10:10 am
by Raz
We haven't even confirmed if we're actually using them.
I'm personally not a big fan of it.