I love the crevius ones with the bridges that go back and forth, and while the volcano kinda sucks it's got potential, the idea of the large tower stronghold and the nether city strongholds are awsome.
more strongholds!!!!!
the pirate island is neat too, though I like the pirate flying ship hehe
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I aim to please ... and occasionally mentally scar. "Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
OK, mabye that is a little overdoing it, but this is an awesome suggestion. I even have an idea for an entrance. I am a decent architech with Minecraft structures (it took me a minute to build the glass pane windows in my friends SMP-only cathedrial, and they were 50+ blocks high and 30+ blocks long), but I can't take pictures of my structures.
My vision, is a small aboveground stone brick platform, with stone stairs leading down to a very deep 10x10x30 pit. Water is at the bottom of the pit, and vines grow at the pit's walls.
But anyway, it needs to include all of this stuff, and mabye then some.
Something like this? which is better?
Crypt 1; Front
Back
Loot
Crypt 2; Front
Back
Loot
I was thinking, to remove the spawner, instead if you break the half-brick slabs a buffed a zombie or skeleton pops out (60% zombie 40% skeleton) buffed as in being fully armored and geared.
Love the new look, either one looks really nice. That idea with the Zombies and Skeletons could be done easily too. The Monster Egg block (Silverfish Block) only uses 3 of it's 16 Data Values so you could use other ones to make Skeletons/Zombies/whatever appear.
Full support for all ideas, another cool room could be the "Beast Pens" with Ocolets and Wolves, maybe even vary rarely the Red Dragon...
Well that doesn't really add up. After all, the ruins are deserted, for who knows how long. They would either take the mobs with them or they would have starved by then. And the Red Dragon should not be implemented as it would totally destroy the Stronghold and most of your world with it.
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And that justifies adding another un-optional fantasy thing to an otherwise sandbox game.
Adding a wizard's study to a structure built to house an eldritch portal to another dimension powered by the remains of mystical flaming rod-creatures from Hell does not, I think, stretch the premise particularly far.
...and would also be another reason for people like me, who are only interested in minecraft because of it's scrap of realism, to drop minecraft and pick on the kids who go to the renascence festival.
You play a game about a block world where a man can punch trees down with his bare hands... for realism?
Love the new look, either one looks really nice. That idea with the Zombies and Skeletons could be done easily too. The Monster Egg block (Silverfish Block) only uses 3 of it's 16 Data Values so you could use other ones to make Skeletons/Zombies/whatever appear.
Ooooooh now that's something else. Go grave-robbing looking for some loot, and instead what pops out is a ed-off undead... That would be awesome
Love the new look, either one looks really nice. That idea with the Zombies and Skeletons could be done easily too. The Monster Egg block (Silverfish Block) only uses 3 of it's 16 Data Values so you could use other ones to make Skeletons/Zombies/whatever appear.
Well that doesn't really add up. After all, the ruins are deserted, for who knows how long. They would either take the mobs with them or they would have starved by then. And the Red Dragon should not be implemented as it would totally destroy the Stronghold and most of your world with it.
They might have had to flee quickly, although I suppose the Red Dragon would destroy the place.
The red dragon doesnt have to be exactly like the enderdragon. It could not destroy blocks like that, or be a lot smaller. It could also be found asleep int he stronghold until the player does something to wake it.
Though if Red Dragons are implemented I think there could be better places for them than a stronghold though it's a decent idea.
Definitely support. They do need some updates since they haven't has any since 1.0. I would really like it if strongohld provided the materials to make a few of these.
Since they look frackin' amazing.
Not only do strongholds need more rooms, I think they should have wings, broken off into different part, with their own respected possible rooms that could spawn. Like with the wizards study,it would be its own wing, with different rooms branching off from it (ie: enchanting room [broken] large library, etc.).
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Hey, if you want to make sure I saw what you said, quote me on it.
In all honesty, I think structures like this should not be fully randomly generated. Instead, they should be pseudo randomly generated like so:
1. There are 3-10 Stronghold Hallway patterns stored in the game. These are the most bare-bones versions of the Stonghold, and only have the Portal Room and hallways. At this point, the Stronghold has no rooms, only markers of where rooms can be. These would be at any room entrances that we see in the current Strongholds.
Using patterns like this costs a fraction of the randomness, but ensures you don't have any "stupid" generation, such as hallways leading to nothing but themselves and crap like that we have seen. And the Randomness will be restored later.
2. Next, the game looks at how many markers of potential rooms are in that Stronghold, and chooses to generate any of the potential rooms based on the Seed. Each room type would have X amounts of times it can generate, based on the type of room it is. For example, there could be a maximum of 3 Dormitories, but only 1 Armory per Stronghold. Similar to the Hallway pattern, each room has a marker to ensure they align properly.
This returns the randomness of the generation, but in a more logical way. It would be silly to see a Stronghold filled with nothing but Dining Halls. Where did the people sleep? Also, it adds balance. No stumbling into a Stronghold filled with 20 Armories.
3. Next, the game places a room by lining up it's marker with a marker in the Stronghold Hallway pattern. This ensures that everything is lined up properly, and prevents structures from overlapping. Once it chooses a room and generates it, it removes one instance of that room from the potential rooms. It also removes the marker from the Hallway pattern so it doesn't double generate.
4. The game repeats step 3 until there are no more markers in the Hallway pattern.
5. After all markers are complete, the game generates 3-4 layers of Stone/Dirt/Ore to overwrite any other generation that had happened (optional)
If people like this concept, I can make some pictures.
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Alright, I made some quick and dirty mockups with Creative Mode and MCEdit, and it shows a basic implementation of what I was getting at. So I'll go over what I said before, but with images to go with it.
1. An example of a bare-bones hallway pattern. This one is just a tiny one I made, and only has space for 5 rooms. But Mojang could easily make them larger or take up several floors as they do now. This is just a simple design. You might notice the Redstone and Lapis Blocks, those are examples of the markers that help align the rooms to the structures, more on those later. And in place of the Silverfish spawner I used a Jukebox so I could have music while I worked. Also, you may note that I only used one Brick type, that was strictly for simplicity's sake.
2. Here is a close up of the Portal Room, just to show it off.
3. Finally, a close up of a set of markers. The Redstone Block is always right in the doorway oh the hallway pattern, and the Lapis Block is always one block inside the room. This assures everything always lines up correctly.
4. Now, here are some quick and dirty rooms I made. If you didn't see what I said before, each room could have a specific number of times it can generate per Stronghold, which would be based on the loot that can be found or the usefulness of the room. I will note how many times each one can appear:
Throne Room (1 Time)
Sleeping Quarters (2 Times)
Note that there could be a chance that some beds or chests had rotted away over time, so each time this room spawned the number of beds/chests could vary slightly, as could loot in the chests.
Enchanting Room (1 Time)
The same thing that happens with the Sleeping Quarters could happen here as well. You could find this room 100% complete, or it could be missing bookshelves or even the Enchanting Table
Forge (2 Times)
As with the above two rooms, the Anvil could be a different damage level or gone completely, and there could be randomized loot/fuel in the Furnaces
5. So as you can see, each room had markers like the hallway, a blue one that is in the room and a red one that denotes where the hall is. With this system or a similar one, it assures that the rooms are rotated properly and aligned every time, unless the actual room or hallway file stored in the code was built incorrectly. Here is a GIF of showing how a room lines up:
6. So as you saw from the first image, there were 5 places where rooms could be generated, but a total of 6 possible rooms (1 each of the Throne Room and Enchanting Room, and 2 possible Forges and Sleeping Quarters each). This is where the random generation comes in, so let's see how they happened to generate this time:
So that is how it happened to generate that time, but a different seed could have generated differently.
7. An image of the finished Stronghold
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I support. I think that strongholds should hold up a little better when it crosses ravines and strongholds. As for loot, I think the real value of the stronghold doesn't come from its chests. It comes from the blocks that make up the stronghold. If it has a library, you could save a lot of time by just mining the bookcases and placing them in your personal library. And it's the only place in all of Minecraft where you can find cracked and mossy stone bricks. As for new rooms, I'd like to see all of the options in the poll added. Anyway, just my two cents.
~Dudebox64
Don't have time to add suggestions or write anything up right now, but definitely support. I support this harder than anything I've ever supported before. Strongholds are pointless now except for a path to the ender, and that's a shame for such a large (and sometimes complicated/confusing) generated structure. If they just have portals, they should be smaller, but nobody wants that. I appreciate the thought and time that went into the OP and all the responses; let's make this suggestion go places, guys!
I can't tell you how many ender portals I've seen that are broken.
and there should be other types of strongholds.... look at this stuff:
http://www.minecraftforum.net/topic/746330-125chocolate-quest-mods-for-the-adventurers-new-beta-version-avaiable/
I love the crevius ones with the bridges that go back and forth, and while the volcano kinda sucks it's got potential, the idea of the large tower stronghold and the nether city strongholds are awsome.
more strongholds!!!!!
the pirate island is neat too, though I like the pirate flying ship hehe
"Because it's your right as an American to butcher the English language."
This is my baby, please support her and get her into vanilla:
OK, mabye that is a little overdoing it, but this is an awesome suggestion. I even have an idea for an entrance. I am a decent architech with Minecraft structures (it took me a minute to build the glass pane windows in my friends SMP-only cathedrial, and they were 50+ blocks high and 30+ blocks long), but I can't take pictures of my structures.
My vision, is a small aboveground stone brick platform, with stone stairs leading down to a very deep 10x10x30 pit. Water is at the bottom of the pit, and vines grow at the pit's walls.
But anyway, it needs to include all of this stuff, and mabye then some.
PROUD USER OF THE STEVE SKIN
Love the new look, either one looks really nice. That idea with the Zombies and Skeletons could be done easily too. The Monster Egg block (Silverfish Block) only uses 3 of it's 16 Data Values so you could use other ones to make Skeletons/Zombies/whatever appear.
Well that doesn't really add up. After all, the ruins are deserted, for who knows how long. They would either take the mobs with them or they would have starved by then. And the Red Dragon should not be implemented as it would totally destroy the Stronghold and most of your world with it.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
Adding a wizard's study to a structure built to house an eldritch portal to another dimension powered by the remains of mystical flaming rod-creatures from Hell does not, I think, stretch the premise particularly far.
You play a game about a block world where a man can punch trees down with his bare hands... for realism?
Troll detected.
Ooooooh now that's something else. Go grave-robbing looking for some loot, and instead what pops out is a ed-off undead... That would be awesome
It adds more challenge, rather than going into a tomb and leaving with your pocket full of loot.
They might have had to flee quickly, although I suppose the Red Dragon would destroy the place.
PROUD USER OF THE STEVE SKIN
Though if Red Dragons are implemented I think there could be better places for them than a stronghold though it's a decent idea.
Enderpearls need more uses! Go to http://www.minecraftforum.net/topic/1584591-ender-dust/ to fix that!
Not only do strongholds need more rooms, I think they should have wings, broken off into different part, with their own respected possible rooms that could spawn. Like with the wizards study,it would be its own wing, with different rooms branching off from it (ie: enchanting room [broken] large library, etc.).
1. There are 3-10 Stronghold Hallway patterns stored in the game. These are the most bare-bones versions of the Stonghold, and only have the Portal Room and hallways. At this point, the Stronghold has no rooms, only markers of where rooms can be. These would be at any room entrances that we see in the current Strongholds.
Using patterns like this costs a fraction of the randomness, but ensures you don't have any "stupid" generation, such as hallways leading to nothing but themselves and crap like that we have seen. And the Randomness will be restored later.
2. Next, the game looks at how many markers of potential rooms are in that Stronghold, and chooses to generate any of the potential rooms based on the Seed. Each room type would have X amounts of times it can generate, based on the type of room it is. For example, there could be a maximum of 3 Dormitories, but only 1 Armory per Stronghold. Similar to the Hallway pattern, each room has a marker to ensure they align properly.
This returns the randomness of the generation, but in a more logical way. It would be silly to see a Stronghold filled with nothing but Dining Halls. Where did the people sleep? Also, it adds balance. No stumbling into a Stronghold filled with 20 Armories.
3. Next, the game places a room by lining up it's marker with a marker in the Stronghold Hallway pattern. This ensures that everything is lined up properly, and prevents structures from overlapping. Once it chooses a room and generates it, it removes one instance of that room from the potential rooms. It also removes the marker from the Hallway pattern so it doesn't double generate.
4. The game repeats step 3 until there are no more markers in the Hallway pattern.
5. After all markers are complete, the game generates 3-4 layers of Stone/Dirt/Ore to overwrite any other generation that had happened (optional)
If people like this concept, I can make some pictures.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum
+1 support.
If you do make some pictures I'll put them in the OP for you.
1. An example of a bare-bones hallway pattern. This one is just a tiny one I made, and only has space for 5 rooms. But Mojang could easily make them larger or take up several floors as they do now. This is just a simple design. You might notice the Redstone and Lapis Blocks, those are examples of the markers that help align the rooms to the structures, more on those later. And in place of the Silverfish spawner I used a Jukebox so I could have music while I worked. Also, you may note that I only used one Brick type, that was strictly for simplicity's sake.
2. Here is a close up of the Portal Room, just to show it off.
3. Finally, a close up of a set of markers. The Redstone Block is always right in the doorway oh the hallway pattern, and the Lapis Block is always one block inside the room. This assures everything always lines up correctly.
4. Now, here are some quick and dirty rooms I made. If you didn't see what I said before, each room could have a specific number of times it can generate per Stronghold, which would be based on the loot that can be found or the usefulness of the room. I will note how many times each one can appear:
Throne Room (1 Time)
Sleeping Quarters (2 Times)
Note that there could be a chance that some beds or chests had rotted away over time, so each time this room spawned the number of beds/chests could vary slightly, as could loot in the chests.
Enchanting Room (1 Time)
The same thing that happens with the Sleeping Quarters could happen here as well. You could find this room 100% complete, or it could be missing bookshelves or even the Enchanting Table
Forge (2 Times)
As with the above two rooms, the Anvil could be a different damage level or gone completely, and there could be randomized loot/fuel in the Furnaces
5. So as you can see, each room had markers like the hallway, a blue one that is in the room and a red one that denotes where the hall is. With this system or a similar one, it assures that the rooms are rotated properly and aligned every time, unless the actual room or hallway file stored in the code was built incorrectly. Here is a GIF of showing how a room lines up:
6. So as you saw from the first image, there were 5 places where rooms could be generated, but a total of 6 possible rooms (1 each of the Throne Room and Enchanting Room, and 2 possible Forges and Sleeping Quarters each). This is where the random generation comes in, so let's see how they happened to generate this time:
Room 1: Sleeping Quarters (1 Sleeping Quarters, 4 empty rooms remaining)
Room 2: Forge (1 Forge, 3 empty rooms remaining)
Room 3: Enchanting Room (0 Enchanting Rooms, 2 empty rooms remaining)
Room 4: Sleeping Quarters (0 Sleeping Quarters, 1 empty room remaining)
And finally, with a chance for it to be a Forge or Throne Room (drum roll)...
Room 5: Throne Room (0 Throne Rooms, 0 empty rooms remaining).
7. An image of the finished Stronghold
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
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~Dudebox64