So recently, I was the organizer and a participant of the third Strawberry Jam CTM Mapping event. Today was the last day, and I just finished my entry.
Your eyes slide open, the calm rain streaking your face. Your mind is blank, save for a single emotion: sorrow. Something horrible happened to someone you loved, but you don't know what or when. A trail of light streams ahead of you through the rain, and as you stand to follow it, a voice whispers in your ear...
This map is really unpolished, the balance is probably nonexistant (I haven't even playtested it yet,) and it's really not good enough for me to put on the OP as a part of my main series. Just figured I'd post it here anyway, to let the faithful viewers of my thread know that I've released new content.
Any other updates on DsD? I know you had the Jam but did you get anything else done in between all the things?
Sorry for not responding to this sooner; the day you posted this, one of our cats died and we were all pretty sad. I'm still adjusting but I've gotten back into the swing of life.
So, as it stands now, Starlit Descent is finished, and I've begun the rework of Sunken Temple and Parasitic Paradise. Neither of them are receiving terribly huge updates, maybe a day or two of work for each. I also have a rework in mind for a section of Harmonious Divide, but I probably won't work on it right after the other two. I had an idea for the Cyan wool area that I'm quite excited about, so I'll be moving on to that area after the reworks are done. Side-note: I found a replacement mod for SPC that is updated to 1.7.2, I was finally able to move up a version, yay!
Love the concept for the way of starting the map shown in your trailer. The map looks like a Floating Island Survival CTM remake though, but I like that in some ways. Also I believe you should add all your maps in the series into the very start of the discussion on the first page so that it is easier to find.
Love the concept for the way of starting the map shown in your trailer. The map looks like a Floating Island Survival CTM remake though, but I like that in some ways. Also I believe you should add all your maps in the series into the very start of the discussion on the first page so that it is easier to find.
Sorry to say it, but that's actually something that's exclusive to the trailer; my buddy cameron made it and felt like it was an interesting way to start the video. Also I might do what you suggested with the maps list, if I ever feel inspired to majorly update the OP.
---
So I have some more progress-newsy-stuff to share! I finished reworking both Sunken Temple and Parasitic Paradise today, and hopped over to Intersection 04 to FINALLY start working on the Cyan Wool area. I'm thinking that this area might end up being bigger than Jaws of the World, which was already huge, but it might end up being three or four times bigger. Yeah, that's kinda crazy. I'm thinking that all of the areas in Intersection 04 are going to be pretty large, and it may end up consuming more time than even Intersection 05 will. I'm pretty confident in placing the overall completion of Dreadsky Depths at around 60%.
That would be WorldEditWrapper, used alongside the custom mod API LiteLoader. They're both maintained by the same guy, and he seems pretty dedicated so I definitely recommend them.
So how is the map going? It's been very quiet on the thread recently so....
I've been meaning to get a little dev update out there for a while now.
So basically, the other game that I play the most alongside Minecraft, Warframe, received a major update about a week ago. I pretty much stopped all progress on DsD and played that for a week straight, working on my map intermittently when the servers were down.
However, I did make more progress on the Cyan wool area since my last dev update. The area is progressing nicely, and right now I'm working on the first of three major structures that will populate it. I haven't done a lot of work on the walls and overall atmosphere of the place, so there won't be any screenies I'm afraid. I'd put the area completion at about 25%.
Yeah, that's about all I have to say. However, I am feeling pretty burnt out with Warframe, having put roughly 30-40 hours in it over the past week, so a return to working on DsD is not at all unlikely.
So.... are Warframe servers down (AKA have you made any progress :P)?
Well I hopped ingame a few days ago to work on the current area a bit, as well as screw about with some loot ideas. Other than that, no, I haven't made any real progress yet, and the Warframe servers are still up.
I was playing dreadsky isles on 1.7.9, got to "xxxx falls", first intersection. Walked near the house and the game crashed. Reverted back to 1.7.4 and it's still crashing. Any idea why this would be happening? Everything is vanilla.
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 4/26/14 5:57 PM
Description: Exception ticking world
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at agr.a(SourceFile:122)
at agr.a(SourceFile:27)
at agl.a(SourceFile:364)
at ahg.a(SourceFile:74)
at apq.a(SourceFile:432)
at ml.a(SourceFile:160)
at aoo.a(SourceFile:772)
at ml.c(SourceFile:95)
at ml.d(SourceFile:108)
at afs.e(SourceFile:311)
at mm.g(SourceFile:234)
at mm.b(SourceFile:137)
at net.minecraft.server.MinecraftServer.u(SourceFile:502)
at net.minecraft.server.MinecraftServer.t(SourceFile:440)
at btk.t(SourceFile:117)
at net.minecraft.server.MinecraftServer.run(SourceFile:357)
at lb.run(SourceFile:616)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.Random.nextInt(Unknown Source)
at agr.a(SourceFile:122)
at agr.a(SourceFile:27)
at agl.a(SourceFile:364)
at ahg.a(SourceFile:74)
at apq.a(SourceFile:432)
at ml.a(SourceFile:160)
at aoo.a(SourceFile:772)
at ml.c(SourceFile:95)
at ml.d(SourceFile:108)
at afs.e(SourceFile:311)
at mm.g(SourceFile:234)
at mm.b(SourceFile:137)
-- Affected level --
Details:
Level name: Dreadsky Isles (Full Release)
All players: 1 total; [mp['dbptwg'/115, l='Dreadsky Isles (Full Release)', x=-784.01, y=137.00, z=-573.73]]
Chunk stats: ServerChunkCache: 1345 Drop: 0
Level seed: 202961
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-643,151,-750), Chunk: (at 13,9,2 in -41,-47; contains blocks -656,0,-752 to -641,255,-737), Region: (-2,-2; contains chunks -64,-64 to -33,-33, blocks -1024,0,-1024 to -513,255,-513)
Level time: 5378271 game time, 8201290 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 18454 (now: false), thunder time: 44493 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.u(SourceFile:502)
at net.minecraft.server.MinecraftServer.t(SourceFile:440)
at btk.t(SourceFile:117)
at net.minecraft.server.MinecraftServer.run(SourceFile:357)
at lb.run(SourceFile:616)
-- System Details --
Details:
Minecraft Version: 1.7.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 5877228600 bytes (5604 MB) / 6174015488 bytes (5888 MB) up to 6174015488 bytes (5888 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms6144m -Xmx6144m
AABB Pool Size: 1040 (58240 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Profiler Position: N/A (disabled)
Vec3 Pool Size: 467 (26152 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [mp['dbptwg'/115, l='Dreadsky Isles (Full Release)', x=-784.01, y=137.00, z=-573.73]]
Type: Integrated Server (map_client.txt)
Is Modded: Probably not. Jar signature remains and both client + server brands are untouched.
Edit: Had something to do with the border chunks. It happened at any Y coord when I hit the chunk boundary that would cause the border chunks to load. I just deleted the chunks outside the map and it's working fine now. Hopefully I'm a big enough kid to not leave the intended map area. Thanks for the map. I will continue playing it now
I was playing dreadsky isles on 1.7.9, got to "xxxx falls", first intersection. Walked near the house and the game crashed. Reverted back to 1.7.4 and it's still crashing. Any idea why this would be happening? Everything is vanilla.
*snip*
Edit: Had something to do with the border chunks. It happened at any Y coord when I hit the chunk boundary that would cause the border chunks to load. I just deleted the chunks outside the map and it's working fine now. Hopefully I'm a big enough kid to not leave the intended map area. Thanks for the map. I will continue playing it now
Glad you were able to fix it, I honestly wouldn't have known where to start. I do, however, remember seeing one LPer spot a naturally-generated vanilla chunk out in the ocean past Bleakshale Falls, so there's a very slight possibility the error is connected to something in that spot. Like I said, I really couldn't tell you what the issue was, I just hope it doesn't happen again.
really really nice... but way is there so much dirt in the video instead of grass?
Just a design decision I made with the Fringe (the area you're likely thinking of). I wanted it to seem like the outer-boundaries of the isles, the place where life could barely support itself. There is plenty of grass in later areas as you continue on.
Just a design decision I made with the Fringe (the area you're likely thinking of). I wanted it to seem like the outer-boundaries of the isles, the place where life could barely support itself. There is plenty of grass in later areas as you continue on.
ok, i personally think it would look better with grass but its your map
Glad you were able to fix it, I honestly wouldn't have known where to start. I do, however, remember seeing one LPer spot a naturally-generated vanilla chunk out in the ocean past Bleakshale Falls, so there's a very slight possibility the error is connected to something in that spot. Like I said, I really couldn't tell you what the issue was, I just hope it doesn't happen again.
Anyway, hope you like the rest of the map!
There were indeed naturally generated chunks in that area, and now that you mention it my math was off - I was crashing when I got in load range of those chunks. I suppose they were the culprit in some way.
Apologies for a lack of videos recently. My channel was hit with a false copyright strike, and I'm unable to upload over 15+ minute videos. I had already recorded the episodes in around 20/25 minutes parts, so it's impossible for me to upload them until I get this whole copyright stuff sorted out.
My apologies, hopefully I can sort it out so I can upload the rest of the LP.
Your eyes slide open, the calm rain streaking your face. Your mind is blank, save for a single emotion: sorrow. Something horrible happened to someone you loved, but you don't know what or when. A trail of light streams ahead of you through the rain, and as you stand to follow it, a voice whispers in your ear...
This map is really unpolished, the balance is probably nonexistant (I haven't even playtested it yet,) and it's really not good enough for me to put on the OP as a part of my main series. Just figured I'd post it here anyway, to let the faithful viewers of my thread know that I've released new content.
So, as it stands now, Starlit Descent is finished, and I've begun the rework of Sunken Temple and Parasitic Paradise. Neither of them are receiving terribly huge updates, maybe a day or two of work for each. I also have a rework in mind for a section of Harmonious Divide, but I probably won't work on it right after the other two. I had an idea for the Cyan wool area that I'm quite excited about, so I'll be moving on to that area after the reworks are done. Side-note: I found a replacement mod for SPC that is updated to 1.7.2, I was finally able to move up a version, yay!
---
So I have some more progress-newsy-stuff to share! I finished reworking both Sunken Temple and Parasitic Paradise today, and hopped over to Intersection 04 to FINALLY start working on the Cyan Wool area. I'm thinking that this area might end up being bigger than Jaws of the World, which was already huge, but it might end up being three or four times bigger. Yeah, that's kinda crazy. I'm thinking that all of the areas in Intersection 04 are going to be pretty large, and it may end up consuming more time than even Intersection 05 will. I'm pretty confident in placing the overall completion of Dreadsky Depths at around 60%.
seriously its been like over two weeks ;3;
So basically, the other game that I play the most alongside Minecraft, Warframe, received a major update about a week ago. I pretty much stopped all progress on DsD and played that for a week straight, working on my map intermittently when the servers were down.
However, I did make more progress on the Cyan wool area since my last dev update. The area is progressing nicely, and right now I'm working on the first of three major structures that will populate it. I haven't done a lot of work on the walls and overall atmosphere of the place, so there won't be any screenies I'm afraid. I'd put the area completion at about 25%.
Yeah, that's about all I have to say. However, I am feeling pretty burnt out with Warframe, having put roughly 30-40 hours in it over the past week, so a return to working on DsD is not at all unlikely.
---- Minecraft Crash Report ----
// This is a token for 1 free hug. Redeem at your nearest Mojangsta: [~~HUG~~]
Time: 4/26/14 5:57 PM
Description: Exception ticking world
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at agr.a(SourceFile:122)
at agr.a(SourceFile:27)
at agl.a(SourceFile:364)
at ahg.a(SourceFile:74)
at apq.a(SourceFile:432)
at ml.a(SourceFile:160)
at aoo.a(SourceFile:772)
at ml.c(SourceFile:95)
at ml.d(SourceFile:108)
at afs.e(SourceFile:311)
at mm.g(SourceFile:234)
at mm.b(SourceFile:137)
at net.minecraft.server.MinecraftServer.u(SourceFile:502)
at net.minecraft.server.MinecraftServer.t(SourceFile:440)
at btk.t(SourceFile:117)
at net.minecraft.server.MinecraftServer.run(SourceFile:357)
at lb.run(SourceFile:616)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.Random.nextInt(Unknown Source)
at agr.a(SourceFile:122)
at agr.a(SourceFile:27)
at agl.a(SourceFile:364)
at ahg.a(SourceFile:74)
at apq.a(SourceFile:432)
at ml.a(SourceFile:160)
at aoo.a(SourceFile:772)
at ml.c(SourceFile:95)
at ml.d(SourceFile:108)
at afs.e(SourceFile:311)
at mm.g(SourceFile:234)
at mm.b(SourceFile:137)
-- Affected level --
Details:
Level name: Dreadsky Isles (Full Release)
All players: 1 total; [mp['dbptwg'/115, l='Dreadsky Isles (Full Release)', x=-784.01, y=137.00, z=-573.73]]
Chunk stats: ServerChunkCache: 1345 Drop: 0
Level seed: 202961
Level generator: ID 00 - default, ver 1. Features enabled: true
Level generator options:
Level spawn location: World: (-643,151,-750), Chunk: (at 13,9,2 in -41,-47; contains blocks -656,0,-752 to -641,255,-737), Region: (-2,-2; contains chunks -64,-64 to -33,-33, blocks -1024,0,-1024 to -513,255,-513)
Level time: 5378271 game time, 8201290 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 18454 (now: false), thunder time: 44493 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.u(SourceFile:502)
at net.minecraft.server.MinecraftServer.t(SourceFile:440)
at btk.t(SourceFile:117)
at net.minecraft.server.MinecraftServer.run(SourceFile:357)
at lb.run(SourceFile:616)
-- System Details --
Details:
Minecraft Version: 1.7.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 5877228600 bytes (5604 MB) / 6174015488 bytes (5888 MB) up to 6174015488 bytes (5888 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xms6144m -Xmx6144m
AABB Pool Size: 1040 (58240 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Profiler Position: N/A (disabled)
Vec3 Pool Size: 467 (26152 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Player Count: 1 / 8; [mp['dbptwg'/115, l='Dreadsky Isles (Full Release)', x=-784.01, y=137.00, z=-573.73]]
Type: Integrated Server (map_client.txt)
Is Modded: Probably not. Jar signature remains and both client + server brands are untouched.
Edit: Had something to do with the border chunks. It happened at any Y coord when I hit the chunk boundary that would cause the border chunks to load. I just deleted the chunks outside the map and it's working fine now. Hopefully I'm a big enough kid to not leave the intended map area. Thanks for the map. I will continue playing it now
Anyway, hope you like the rest of the map!
There were indeed naturally generated chunks in that area, and now that you mention it my math was off - I was crashing when I got in load range of those chunks. I suppose they were the culprit in some way.