1) The biome should be forest because there are an unreasonable ammount of ocelots that spawn. It's just not something that you should see in an indev map. If anything, I think the hills biome makes for a color closer to indev grass.
Im dreadfully sorry but for some reason I'm unable to repopulate the island into a forest biome. I can change the grass colour and the mob spawning, but unfortunately I cannot set the chunks to repopulate properly. This is why I have been holding off on other versions of the islands.
Also, in my opinion, the jungle does match the bright and joyous emerald beauty of indev much better than hills. I would make a hill version as a an opinion again, but cannot due to complications.
2) Maybe considering a small mushroom island where you replace the grass with mycelium, and the trees with a giant mushroom, and a couple mooshrooms.
For reasons discussed above, I cannot do this until I work out the complications. 3) A way to get into the Nether and End. Maybe a dungeon with some obsidian. And once you enter the Nether, there could be a nether fortress or dungeon that contains 12 portal blocks in a chest.
You can get to the nether. It's just rather difficult. I am infact thinking to remove the little water pool near the starter hut to increase difficulty. I would style the nether if I could, but again the chunk population programs I use still don't appear to function correctly. 4) Maybe eventually, make the Nether and End look like the overworld, but obviously replacing stuff like grass/dirt/stone/gravel with netherrack or netherbrick. I know that would take an unreasonable ammount of time though.
I basically answered this above. Also, it's not really that difficult.
Thanks for writing!
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The screenshots look absolutely fantastic. I downloaded and am actually going to probably use a program to play on Hardcore, since its my favorite setting. Nevertheless, Hardcore or not, I am playing this tonight and expecting alot from it. Great job ♥
Thanks for your feedback!
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This is a beautiful, well made map. The fact that you took it from indev makes it so much better. Your screenshots well capture and set my hopes up just right to what i witnessed.
Thank you, friend. This landscape has whisked me back to the old- An ocelot?
That aside, i truly think this is a great map. I'm going to force my friend to download this so we can play this together... like i said, it's magnificent!
This is a beautiful, well made map. The fact that you took it from indev makes it so much better. Your screenshots well capture and set my hopes up just right to what i witnessed.
Thank you, friend. This landscape has whisked me back to the old- An ocelot?
That aside, i truly think this is a great map. I'm going to force my friend to download this so we can play this together... like i said, it's magnificent!
Im dreadfully sorry about the ocelots, but they are part of how the biome green works. I can't make a forest version as I cannot find a biome changer that also allows for proper repopulation.
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Perhaps you could base the nether off of Indev's 'Hell' themed worlds?
The Hell theme only makes the grass into dirt. Honestly, it's rather drab for the nether. I'd choose a paradise theme for the nether rather.
Paradise has a huge amount of wispy sand which can be made into soul sand.
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My suggestion to you is: Challenge! I *love* Difficulty. Personally, I think you should add a Hardcore Version. *NOT IN HARDCORE MODE.*
Simply make important resources lack/hard to get to.
you just generated a world using old indev floating islands generator on the paradise swithc option and copy-pasted it to another map, then you added some huts etc
This map took far more than just that. Here's a more proper cycle on how it was made:
Downgrade Minecraft > Generate a ton of Huge Paradise Islands until one of them looks good. > Create a Huge Void Map ( This took forever. ) > Put the .mclevel into your map > Replace all ores with stone > Remove all trees > Open Biome Editor > Change Biome to plains > Open MCEDIT Again > Repopulate all chunks > Load up island in creative mode using NBTEDIT and fully explore to ensure repopulation > Build a decent hut with loot > Change gamemode to survival > Change spawn to hut > Open MCEDIT > Change Biome to Jungle Hills > Open NBTEdit > Figure out how to change the generator to flat so the black void dosen't show > Do a final inspection using survival mode to make sure everything is in order > Rename map using NBTEdit > Compress to .rar > Upload to mediafire > Post on minecraftforums > Receive critique on how easy to was to make.
My suggestion to you is: Challenge! I *love* Difficulty. Personally, I think you should add a Hardcore Version. *NOT IN HARDCORE MODE.*
Simply make important resources lack/hard to get to.
The landscape on this map is really unique, I'll give you that.
I've played your Floating Paradise map briefly and loved it, but to be perfectly blunt it feels like this map was made before FP, instead of vice versa. If it's not too much of a bother, I'd love your insight on what you learned from FP (and any previous maps you made that I may not know of) and how you've applied that knowledge to Emerald Isles.
I guess what I'm getting at is: What to you as the author makes the Emerald Isles an improvement/progression of your other maps like Floating Paradise?
1) The biome should be forest because there are an unreasonable ammount of ocelots that spawn. It's just not something that you should see in an indev map. If anything, I think the hills biome makes for a color closer to indev grass.
Im dreadfully sorry but for some reason I'm unable to repopulate the island into a forest biome. I can change the grass colour and the mob spawning, but unfortunately I cannot set the chunks to repopulate properly. This is why I have been holding off on other versions of the islands.
Also, in my opinion, the jungle does match the bright and joyous emerald beauty of indev much better than hills. I would make a hill version as a an opinion again, but cannot due to complications.
2) Maybe considering a small mushroom island where you replace the grass with mycelium, and the trees with a giant mushroom, and a couple mooshrooms.
For reasons discussed above, I cannot do this until I work out the complications.
3) A way to get into the Nether and End. Maybe a dungeon with some obsidian. And once you enter the Nether, there could be a nether fortress or dungeon that contains 12 portal blocks in a chest.
You can get to the nether. It's just rather difficult. I am infact thinking to remove the little water pool near the starter hut to increase difficulty. I would style the nether if I could, but again the chunk population programs I use still don't appear to function correctly.
4) Maybe eventually, make the Nether and End look like the overworld, but obviously replacing stuff like grass/dirt/stone/gravel with netherrack or netherbrick. I know that would take an unreasonable ammount of time though.
I basically answered this above. Also, it's not really that difficult.
Thanks for writing!
Thanks for your feedback!
Thank you, friend. This landscape has whisked me back to the old- An ocelot?
That aside, i truly think this is a great map. I'm going to force my friend to download this so we can play this together... like i said, it's magnificent!
Im dreadfully sorry about the ocelots, but they are part of how the biome green works. I can't make a forest version as I cannot find a biome changer that also allows for proper repopulation.
The Hell theme only makes the grass into dirt. Honestly, it's rather drab for the nether. I'd choose a paradise theme for the nether rather.
Paradise has a huge amount of wispy sand which can be made into soul sand.
oh and it looks awsome good job
If you upvote my post, then your face is added to it :D.
Thank you! Please make sure to do the poll.
Thank you! I'm so glad for all the nice comments.
I will play this with my friends on multiplayer.
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Simply make important resources lack/hard to get to.
This map took far more than just that. Here's a more proper cycle on how it was made:
Downgrade Minecraft > Generate a ton of Huge Paradise Islands until one of them looks good. > Create a Huge Void Map ( This took forever. ) > Put the .mclevel into your map > Replace all ores with stone > Remove all trees > Open Biome Editor > Change Biome to plains > Open MCEDIT Again > Repopulate all chunks > Load up island in creative mode using NBTEDIT and fully explore to ensure repopulation > Build a decent hut with loot > Change gamemode to survival > Change spawn to hut > Open MCEDIT > Change Biome to Jungle Hills > Open NBTEdit > Figure out how to change the generator to flat so the black void dosen't show > Do a final inspection using survival mode to make sure everything is in order > Rename map using NBTEdit > Compress to .rar > Upload to mediafire > Post on minecraftforums > Receive critique on how easy to was to make.
Thank you!
You can always just use NBTEdit and dehardcoremode this map: http://www.minecraftforum.net/topic/1523202-132-the-floating-forest-indev-floating-islands-lava-hardcore-mode/
I've played your Floating Paradise map briefly and loved it, but to be perfectly blunt it feels like this map was made before FP, instead of vice versa. If it's not too much of a bother, I'd love your insight on what you learned from FP (and any previous maps you made that I may not know of) and how you've applied that knowledge to Emerald Isles.
I guess what I'm getting at is: What to you as the author makes the Emerald Isles an improvement/progression of your other maps like Floating Paradise?