That would be pretty cool. Imagine a Mazeworld server that generates a new map every few days, but allows players to keep their inventories and ender chest contents between map changes. You'd be in this constantly changing world you'd have to continually re-explore.
Not that Mazeworld is about constantly changing the map, it's ok to get familiar with areas and adapt them for permanent long term use, but in multiplayer servers the area of the maze near the portal is bound to get ripped to pieces before long so it makes sense to refresh it.
That would be pretty cool. Imagine a Mazeworld server that generates a new map every few days, but allows players to keep their inventories and ender chest contents between map changes. You'd be in this constantly changing world you'd have to continually re-explore.
Not that Mazeworld is about constantly changing the map, it's ok to get familiar with areas and adapt them for permanent long term use, but in multiplayer servers the area of the maze near the portal is bound to get ripped to pieces before long so it makes sense to refresh it.
Perhaps allow the maze world can spawn multiple "core" blocks. When enough of them got destroyed, the Mazeworld will self-destruct (boot every player back to Overworld). Next re-entry will spawn new Mazeworld.
Not sure if generation algorithm can support it, but the Core block can spawn with the following condition.
1. It's an dead-end/off-shoot path (so you don't have to go through it to keep exploring).
2. It's "defended" by multiple spawners.
3. It's hard to destroy (probably like obsidian).
4. Each Core destroyed after a certain numbers (like 3) will have a 2% chance of "destablize" the Mazeworld and cause it to collapse (boot player back to overworld).
5. Destroy the Core block yield some rare resources (like diamonds?).
There could be a "support column" with properties of, well, obsidian gravel, e.g.-to fall, but be hard to destruct. Or, maybe, the "fallen" entity would spawn an explosion? If to forget about the performance, it could trash chunks in a... mmm... 64 block radius into a "rubble" biome...
Destroy enough of those, and the maze collapses completely, booting the player back.
Though, still, I kind of like the feel of irreversability...
Well, unfortunately stair blocks aren't working for me right now, and I haven't had a lot of time to work on this (between being sick and classwork) but I threw together a few methods for speeding up making modules. I also decided to play around with some different styles for the Garden District. Houston, we have hedges:
I kind of like the castle-y look, but the ramparts can get a little weird on corners.
Edit: Also, SC2Daedalus2, so glad that you, the high and mighty grand arbiter of all that belongs in Minecraft, took the time out of your very busy day to correct we poor, lowly, misguided folk on an issue that will not effect you in any way, shape, or form. Truly your vision of Minecraft is the end all, be all of everything that could be put in the game. (Do I really need to say </sarc>?)
@UberFubarius: Terrain generation can handle putting stuff at dead ends, no problem. I don't know about booting players and destroying the map, though.
Well, unfortunately stair blocks aren't working for me right now, and I haven't had a lot of time to work on this (between being sick and classwork) but I threw together a few methods for speeding up making modules. I also decided to play around with some different styles for the Garden District. Houston, we have hedges:
I kind of like the castle-y look, but the ramparts can get a little weird on corners.
Edit: Also, SC2Daedalus2, so glad that you, the high and mighty grand arbiter of all that belongs in Minecraft, took the time out of your very busy day to correct we poor, lowly, misguided folk on an issue that will not effect you in any way, shape, or form. Truly your vision of Minecraft is the end all, be all of everything that could be put in the game. (Do I really need to say </sarc>?)
@UberFubarius: Terrain generation can handle putting stuff at dead ends, no problem. I don't know about booting players and destroying the map, though.
That's some awesome stuff you got there! And, don't think about bells an whistles for now...
Also, better exclude ramparts... They never look quite there when you have to put an even number of them, though there might be some way to make them look good with a big rampart/hole in the center, though we don't have luxury of putting that much detail in 8x8 to make it look as good, I guess...
Always a strange feeling comparing your way of building to someone elses, heh.
That's some awesome stuff you got there! And, don't think about bells an whistles for now...
Also, better exclude ramparts... They never look quite there when you have to put an even number of them, though there might be some way to make them look good with a big rampart/hole in the center, though we don't have luxury of putting that much detail in 8x8 to make it look as good, I guess...
Always a strange feeling comparing your way of building to someone elses, heh.
Probably smart. Yeah, it is a little odd how differently people approach things. I do think it may be a good idea to make a couple different varieties of basic walkways and rooms, just to make it more interesting. Once I get stairs figured out, I would like to make hedge varieties with little arches in the middle, but I think things other than hedges could look good too. We don't necessarily need to stick with straight paths, either; we could make little roundabouts (one with a tree in the middle would look cool).
Roundabouts sounds good, would make for a nice hedgemaze...
Personally I think, that we should make the best we can of the modular style and strucrure, though it's just me.
Right now you only have one connection type implemented?
Roundabouts sounds good, would make for a nice hedgemaze...
Personally I think, that we should make the best we can of the modular style and strucrure, though it's just me.
Right now you only have one connection type implemented?
Yeah, one of the nice things with the modular system is with a lot of modules you can create a lot of variety simply by putting them together different ways, so more modules is probably a good thing.
Right now I've just got the two top level modules, the hedges and castle lawns (for lack of a better name). The lawns use room connections and walkway connections, whereas the hedges just use walkway connections. If I get the time later today, I might play around with putting in a larger 4x4 room module.
Well, they always are, but I ment more like "we should totally emphasize the fact that it's all made of cubes', I mean - with arches/borders/corner columns and such.
[edit]
Duuuuuuuude, it's all made of cubes. Recursion!
I wonder, how high up it can go...
Megablocks, made of big rooms, made of modules, made of blocks?
Whole city, stored as a rule for megablock arrangement?
A world, stored as city reference?
...that'd take forever to generate...
[edit]
Kay, a quick attempt at the banner. Thoughts?
I like the banners!
I have been thinking of a technical biome style transportation system to include that stretches throughout Mazeworld. It would be elevated minecart rails. I have two different concepts working with the new texture pack. I will publish them on my next day off.
I also have been designing 8x8 "Caps" to add to the top of structures. The would randomly be attached to the top of structures to give a good visual height variance.
Thank you.)
Well, the rails are always sort of a headache... In sp we could no problem make a sustem for single cart, but here... Make a direction-depended connection? Most troubles would be stations, if any, though seeing any concepts would be awesome.
And, caps sound nice, proviided we have a biome with top blocks not being opened as-is.
*-* Nice idea. You deserve . Actually adding mobs to the mazes would be awesome, and also adding a little courtyard from time to time on the maze would give it a nice touch.
And instead of a rail system, which will be difficult to generate so it actually works, what about allowing canals full of water to randomly generate, and make them common enough and long enough that they often intersect and large canal systems can often form? So you can use boats to travel quickly, if not necessarily in a direct line.
Ooh, automated server.
That would be pretty cool. Imagine a Mazeworld server that generates a new map every few days, but allows players to keep their inventories and ender chest contents between map changes. You'd be in this constantly changing world you'd have to continually re-explore.
Not that Mazeworld is about constantly changing the map, it's ok to get familiar with areas and adapt them for permanent long term use, but in multiplayer servers the area of the maze near the portal is bound to get ripped to pieces before long so it makes sense to refresh it.
(all hail me, the depressed dude of sixtysecond page)
(terrain/mobs/armor)
Perhaps allow the maze world can spawn multiple "core" blocks. When enough of them got destroyed, the Mazeworld will self-destruct (boot every player back to Overworld). Next re-entry will spawn new Mazeworld.
Not sure if generation algorithm can support it, but the Core block can spawn with the following condition.
1. It's an dead-end/off-shoot path (so you don't have to go through it to keep exploring).
2. It's "defended" by multiple spawners.
3. It's hard to destroy (probably like obsidian).
4. Each Core destroyed after a certain numbers (like 3) will have a 2% chance of "destablize" the Mazeworld and cause it to collapse (boot player back to overworld).
5. Destroy the Core block yield some rare resources (like diamonds?).
There could be a "support column" with properties of, well, obsidian gravel, e.g.-to fall, but be hard to destruct. Or, maybe, the "fallen" entity would spawn an explosion? If to forget about the performance, it could trash chunks in a... mmm... 64 block radius into a "rubble" biome...
Destroy enough of those, and the maze collapses completely, booting the player back.
Though, still, I kind of like the feel of irreversability...
(terrain/mobs/armor)
No Support.
(terrain/mobs/armor)
I kind of like the castle-y look, but the ramparts can get a little weird on corners.
Edit: Also, SC2Daedalus2, so glad that you, the high and mighty grand arbiter of all that belongs in Minecraft, took the time out of your very busy day to correct we poor, lowly, misguided folk on an issue that will not effect you in any way, shape, or form. Truly your vision of Minecraft is the end all, be all of everything that could be put in the game. (Do I really need to say </sarc>?)
@UberFubarius: Terrain generation can handle putting stuff at dead ends, no problem. I don't know about booting players and destroying the map, though.
That's some awesome stuff you got there! And, don't think about bells an whistles for now...
Also, better exclude ramparts... They never look quite there when you have to put an even number of them, though there might be some way to make them look good with a big rampart/hole in the center, though we don't have luxury of putting that much detail in 8x8 to make it look as good, I guess...
Always a strange feeling comparing your way of building to someone elses, heh.
(terrain/mobs/armor)
Probably smart. Yeah, it is a little odd how differently people approach things. I do think it may be a good idea to make a couple different varieties of basic walkways and rooms, just to make it more interesting. Once I get stairs figured out, I would like to make hedge varieties with little arches in the middle, but I think things other than hedges could look good too. We don't necessarily need to stick with straight paths, either; we could make little roundabouts (one with a tree in the middle would look cool).
That's the plan, though it's in a very early stage in development, and it's currently just me working on it (and I'm learning this stuff as I go).
Personally I think, that we should make the best we can of the modular style and strucrure, though it's just me.
Right now you only have one connection type implemented?
(terrain/mobs/armor)
Yeah, one of the nice things with the modular system is with a lot of modules you can create a lot of variety simply by putting them together different ways, so more modules is probably a good thing.
Right now I've just got the two top level modules, the hedges and castle lawns (for lack of a better name). The lawns use room connections and walkway connections, whereas the hedges just use walkway connections. If I get the time later today, I might play around with putting in a larger 4x4 room module.
[edit]
Duuuuuuuude, it's all made of cubes. Recursion!
I wonder, how high up it can go...
Megablocks, made of big rooms, made of modules, made of blocks?
Whole city, stored as a rule for megablock arrangement?
A world, stored as city reference?
...that'd take forever to generate...
[edit]
Kay, a quick attempt at the banner. Thoughts?
(terrain/mobs/armor)
I have been thinking of a technical biome style transportation system to include that stretches throughout Mazeworld. It would be elevated minecart rails. I have two different concepts working with the new texture pack. I will publish them on my next day off.
I also have been designing 8x8 "Caps" to add to the top of structures. The would randomly be attached to the top of structures to give a good visual height variance.
Well, the rails are always sort of a headache... In sp we could no problem make a sustem for single cart, but here... Make a direction-depended connection? Most troubles would be stations, if any, though seeing any concepts would be awesome.
And, caps sound nice, proviided we have a biome with top blocks not being opened as-is.
(terrain/mobs/armor)
And instead of a rail system, which will be difficult to generate so it actually works, what about allowing canals full of water to randomly generate, and make them common enough and long enough that they often intersect and large canal systems can often form? So you can use boats to travel quickly, if not necessarily in a direct line.