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.
Thank you. maybe you could finally update the OP and at least include them there?
And, does anyone think something need to be changed in them?
And it could be an aqueduct biome/big room, depending on what the rules allow. With 2-module high channel, surrounded with empty space... Mmm...
Eye of the Daev should be the one to be asked about the WIP mod forum,
And sure, I don't see why not, I haven't yet seen imgur to do anything funny with hosted images.
Hi guys! I've been lurking on the Mazeworld idea for quite a while, now. BUT NOW I SHALL CONTRIBUTE BY THE BEARD OF ZEUS!
So yeah, The Mazeworld... All my thoughts are a bit jumbled, so excuse me...
No idea how to start, really... Oh I know! How about how you get in and out? The Portal: How you get in:
New Block: Quartz
Quartz is a crystal block that has... peculiar... effects on sound. Whenever sound entity hits it, it reflects and amplifies, also becoming distorted. When you are near Quartz, you hear a constant low... tone/white noise/anti-sound. Now, if you build a ring out of Quartz, you can make a sort of echo chamber that sounds could become "trapped" in, and ricochet, and amplify, and distort, until there is such a concentration of sound that it causes an explosion. A note block, when placed on Quartz, will produce these nice little wind chime noises. However, if these wind chimes ever become trapped and... "mutated" by a Quartz amplifier, instead of exploding once they reach the critical concentration, they will stabilize, and jumping into this stabilized matrix of sound will pop you into a Mazeworld portal room. The portal will close after a couple of seconds, so don't take your sweet time. How you get out:
Once you are in the Mazeworld, however, you can't just build a portal and hop out anywhere. The only way you can get out is either through death or finding a generated portal room. So, hehe, make sure you don't get lost! Portal Mechanics:
You build a portal to the Mazeworld in the Overworld. You get transported to a portal room in the Mazeworld. Any portals you go through in the Mazeworld will link back to your original portal in the Overworld. Note that it transports you to the coordinates of where you were last in that world, not the actual portal itself, so you don't have to worry if your Overworld portal gets griefed (as long as they didn't fill it with lava). Don't worry about the Mazeworld portals, either, as they are protected by a force-field.
Plenty more where that came from. My constant brainstorming... Respond if you would like to hear (and see) slightly more!
Hi guys! I've been lurking on the Mazeworld idea for quite a while, now. BUT NOW I SHALL CONTRIBUTE BY THE BEARD OF ZEUS!
So yeah, The Mazeworld... All my thoughts are a bit jumbled, so excuse me...
No idea how to start, really... Oh I know! How about how you get in and out? The Portal: How you get in:
New Block: Quartz
Quartz is a crystal block that has... peculiar... effects on sound. Whenever sound entity hits it, it reflects and amplifies, also becoming distorted. When you are near Quartz, you hear a constant low... tone/white noise/anti-sound. Now, if you build a ring out of Quartz, you can make a sort of echo chamber that sounds could become "trapped" in, and ricochet, and amplify, and distort, until there is such a concentration of sound that it causes an explosion. A note block, when placed on Quartz, will produce these nice little wind chime noises. However, if these wind chimes ever become trapped and... "mutated" by a Quartz amplifier, instead of exploding once they reach the critical concentration, they will stabilize, and jumping into this stabilized matrix of sound will pop you into a Mazeworld portal room. The portal will close after a couple of seconds, so don't take your sweet time. How you get out:
Once you are in the Mazeworld, however, you can't just build a portal and hop out anywhere. The only way you can get out is either through death or finding a generated portal room. So, hehe, make sure you don't get lost! Portal Mechanics:
You build a portal to the Mazeworld in the Overworld. You get transported to a portal room in the Mazeworld. Any portals you go through in the Mazeworld will link back to your original portal in the Overworld. Note that it transports you to the coordinates of where you were last in that world, not the actual portal itself, so you don't have to worry if your Overworld portal gets griefed (as long as they didn't fill it with lava). Don't worry about the Mazeworld portals, either, as they are protected by a force-field.
Plenty more where that came from. My constant brainstorming... Respond if you would like to hear (and see) slightly more!
*edit* Slightly is an understatement. :3
I really liked the idea of the portal being activated by sound ever since it was first proposed, and I think the additions and advancements you made on the idea are awesome!
Hi guys! I've been lurking on the Mazeworld idea for quite a while, now. BUT NOW I SHALL CONTRIBUTE BY THE BEARD OF ZEUS!
So yeah, The Mazeworld... All my thoughts are a bit jumbled, so excuse me...
No idea how to start, really... Oh I know! How about how you get in and out? The Portal: How you get in:
New Block: Quartz
Quartz is a crystal block that has... peculiar... effects on sound. Whenever sound entity hits it, it reflects and amplifies, also becoming distorted. When you are near Quartz, you hear a constant low... tone/white noise/anti-sound. Now, if you build a ring out of Quartz, you can make a sort of echo chamber that sounds could become "trapped" in, and ricochet, and amplify, and distort, until there is such a concentration of sound that it causes an explosion. A note block, when placed on Quartz, will produce these nice little wind chime noises. However, if these wind chimes ever become trapped and... "mutated" by a Quartz amplifier, instead of exploding once they reach the critical concentration, they will stabilize, and jumping into this stabilized matrix of sound will pop you into a Mazeworld portal room. The portal will close after a couple of seconds, so don't take your sweet time. How you get out:
Once you are in the Mazeworld, however, you can't just build a portal and hop out anywhere. The only way you can get out is either through death or finding a generated portal room. So, hehe, make sure you don't get lost! Portal Mechanics:
You build a portal to the Mazeworld in the Overworld. You get transported to a portal room in the Mazeworld. Any portals you go through in the Mazeworld will link back to your original portal in the Overworld. Note that it transports you to the coordinates of where you were last in that world, not the actual portal itself, so you don't have to worry if your Overworld portal gets griefed (as long as they didn't fill it with lava). Don't worry about the Mazeworld portals, either, as they are protected by a force-field.
Plenty more where that came from. My constant brainstorming... Respond if you would like to hear (and see) slightly more!
*edit* Slightly is an understatement. :3
Really nice idea <o.o< Another thing that would be awesome in Mazeworld would be the introduction of keys. For example, while exploring (or searching for an exit) in the Mazeworld it should be possible to find locked chests, and to open them you would need, depending on the type of chest, a bronze, silver or golden key. How do you get these keys?
Simple, by killing mobs. Killing the mobs from the maze world (Note: To make it harder you can only get the keys from the mobs originated in the Mazeworld, so you can't get keys from creepers or zombies). Also there might be a chance that if you try to open a chest, the chest will result into a mimic and will attack you. Another thing that just came to me...
A thing that MUST be made is to make creepers unable to spawn on the Mazeworld, since just a little explosion can ruin the whole fun of exploring the mazes (and it could also blow the portal you were going to use to exit).
And also, since no one seems to post ideas for mobs (I won't go through every page to check if these mobs were already posted) I'll post a few I thought:
-Minotaurs:
I think in every maze story (at least those from ancient Greek) minotaurs were the keepers of such places. Programmers could design several types of minotaurs with difference in HP and speed.
-Mimics:
I already covered what these are on my previous post.
-Medusas:
Like old Greek mythology, women with snakes replacing their hair are a nice addition to any maze. They could give the petrification effect (lasts 10 seconds) when looking directly to the face, and supporting the quartz idea, you could make a helmet that could protect you from this effect.
For now my brainstorm ceased, but if you have more ideas, post them.
PS: Is someone going to make a mod from this idea?
A WIP thread would probably be a good idea. With any luck we can get a few more modders on this.
Do you have experience of working in team?
Though yeah, someone to work on mobs would be nice... And someone to actually put up the suggested mob list in the op, too.
Also, I do like the idea on the sond portals, though I have no idea if it's possible at all withing minecraft.
ALso, I suggest you add links to the banners, as [_url="http://www.minecraftforum.net/topic/329466-mazeworld-a-dimension-of-infinite-ruins/"][_img]http://i.imgur.com/n6mXK.png[_/img][_/url] but without "_" in the tags, of course. Just, I imagine it can be tad annoying if someone sees the banner and is left wondring what that "mazeworld" is.
Do you have experience of working in team?
Though yeah, someone to work on mobs would be nice... And someone to actually put up the suggested mob list in the op, too.
Some experience in my CS courses, but not really over the internet. We'll see how that goes.
Derp, linking banners. Why didn't I think to do that? I'll get on that (and the WIP thread) when I get the chance.
Sound portals would be interesting. As for mobs, I think they should all be unique to Mazeworld (at least the hostile ones). I really like the sound of a mimic, it fits the whole feel of the maze itself being your enemy. Minotaurs would be interesting (and have been suggested rather frequently). Gorgons (Medusa was a particular member of the gorgon sisters in Greek mythology)... well, the petrification effect may be a little complicated to add and somewhat annoying to players if their AI works like other mobs (who are able to detect you from behind). I think if we could make it so sneaking up on them is a viable strategy, they might be good. Alternatively, if gorgons are a little too intelligent sounding for people's liking, a basilisk or cockatrice would accomplish the same thing.
Well, and I keep on suggesting larnternmen (aka short endermen with lrntern blocks instead of their heads, which they tear and rise to the third block from the ground, spawning a 'larntern' block/entity, that generates 15 level light at a short range, if player comes too close), shadows (black nagas, spawning only if the plaer isn;t facing their way) and librarian (basically, a blaze with the letter sprites instead of smoke and a buff from nearby bookshelves).
And, it's just that you'd have to divide what you already have into manageable pieces... That doesn't sound awfully pretty for you. *sighs, looking at the pile of literature I have to read through to get coding again*
I wonder, anyone here ever see a standart or a flag mod? You know, something, that would be hanging from above with some symbol on it...
Well, and I keep on suggesting larnternmen (aka short endermen with lrntern blocks instead of their heads, which they tear and rise to the third block from the ground, spawning a 'larntern' block/entity, that generates 15 level light at a short range, if player comes too close), shadows (black nagas, spawning only if the plaer isn;t facing their way) and librarian (basically, a blaze with the letter sprites instead of smoke and a buff from nearby bookshelves).
And, it's just that you'd have to divide what you already have into manageable pieces... That doesn't sound awfully pretty for you. *sighs, looking at the pile of literature I have to read through to get coding again*
I wonder, anyone here ever see a standart or a flag mod? You know, something, that would be hanging from above with some symbol on it...
Well, it could be split into a couple groups. We could have one group working on the more aesthetic side of the generation (new block textures, districts, designing simple modules, etc.), one working on the more technical end (like figuring out those aqueducts, and coding up more complex modules). Mob development could be done more or less separately from everything else.
Lanternmen would be interesting for passive mobs. Librarian entities would be kind of cool in a library-type district (maybe it could be filled with secret passages and redstone puzzles? It would make it more interesting, and kind of fits with a "knowledge" theme a library would have). Could you elaborate on the shadow?
Flags would be cool. I really like the symbol on the banners you made, maybe that could show up on the flags? It would also look really cool as a floor pattern in a large room...
And also, since no one seems to post ideas for mobs (I won't go through every page to check if these mobs were already posted) I'll post a few I thought:
-Minotaurs:
I think in every maze story (at least those from ancient Greek) minotaurs were the keepers of such places. Programmers could design several types of minotaurs with difference in HP and speed.
-Mimics:
I already covered what these are on my previous post.
-Medusas:
Like old Greek mythology, women with snakes replacing their hair are a nice addition to any maze. They could give the petrification effect (lasts 10 seconds) when looking directly to the face, and supporting the quartz idea, you could make a helmet that could protect you from this effect.
For now my brainstorm ceased, but if you have more ideas, post them.
PS: Is someone going to make a mod from this idea?
I came up with a "mazekeeper" Idea, a kind of man octopus that when he walks into rooms it could trigger redstone doors and lamps, he can't die and would do 1 heart of damage per second he would not despawn (there would only be one) and he would constantly go towards you, he can break any non maze block other then lapis lazuli and he can't go over powered redstone
Well, it could be split into a couple groups. We could have one group working on the more aesthetic side of the generation (new block textures, districts, designing simple modules, etc.), one working on the more technical end (like figuring out those aqueducts, and coding up more complex modules). Mob development could be done more or less separately from everything else.
Lanternmen would be interesting for passive mobs. Librarian entities would be kind of cool in a library-type district (maybe it could be filled with secret passages and redstone puzzles? It would make it more interesting, and kind of fits with a "knowledge" theme a library would have). Could you elaborate on the shadow?
Flags would be cool. I really like the symbol on the banners you made, maybe that could show up on the flags? It would also look really cool as a floor pattern in a large room...
Did I hear textures?
Here are some I made for the base material of the Mazeworld, Marble. I made three alternate versions of each texture for another concept that would add more variety (some blocks having extra textures that are randomly picked when they are placed).
Marble Block:
Marble Bricks:
Marble Tiles:
Marble Column:
Note that I make heavy use of the spiral, which is, of course, the symbol of the Mazeworld.
You can do a nifty little architectural trick with the column and the tiles(including stair version) to make a headed column.
Based on the Lovecraftian and other looks that this needs, I gave the textures a sort of irregular feel.
These textures are, of course, subject to change in the future.
You know how The End has a sort of theme? Anything Ender-related has to do with teleportation or similar? Well... I think the theme of the Mazeworld should be...
Uh... It's hard to describe...
Confusion, but not really...
That feel when you are overwhelmed by something you don't comprehend.
The spiral symbolizes the descent into madness.
Something like that.
Well, it could be split into a couple groups. We could have one group working on the more aesthetic side of the generation (new block textures, districts, designing simple modules, etc.), one working on the more technical end (like figuring out those aqueducts, and coding up more complex modules). Mob development could be done more or less separately from everything else.
Lanternmen would be interesting for passive mobs. Librarian entities would be kind of cool in a library-type district (maybe it could be filled with secret passages and redstone puzzles? It would make it more interesting, and kind of fits with a "knowledge" theme a library would have). Could you elaborate on the shadow?
Flags would be cool. I really like the symbol on the banners you made, maybe that could show up on the flags? It would also look really cool as a floor pattern in a large room...
Yeah, I sort of wanted to make blocks with "hard-textured" banners, but it kinda looked silly (and took lots of texture space), not to mention that I either was limited to 14 pixels with to show that there is a block beneath, or just had a banner... I need to work on them.
Shadow was supposed to be sort of mob, that teaches players to be afraid of bright light, spawning only in conditions of 15 lightlevel, and behind the player... Maybe even following him around until he sees them, jumps or tries to run. I thought they should look like ghostly villagers at first, but nagas would be newer in minecraft.
I'l look into redstone, but it's not going to be all too small, I'm warning ye.
I came up with a "mazekeeper" Idea, a kind of man octopus that when he walks into rooms it could trigger redstone doors and lamps, he can't die and would do 1 heart of damage per second he would not despawn (there would only be one) and he would constantly go towards you, he can break any non maze block other then lapis lazuli and he can't go over powered redstone
That sounds prettyawesome, though theres' still a problem with him, getting out of range and freezing.
Did I hear textures?
Here are some I made for the base material of the Mazeworld, Marble. I made three alternate versions of each texture for another concept that would add more variety (some blocks having extra textures that are randomly picked when they are placed).
Marble Block:
Marble Bricks:
Marble Tiles:
Marble Column:
Note that I make heavy use of the spiral, which is, of course, the symbol of the Mazeworld.
You can do a nifty little architectural trick with the column and the tiles(including stair version) to make a headed column.
Based on the Lovecraftian and other looks that this needs, I gave the textures a sort of irregular feel.
These textures are, of course, subject to change in the future.
You know how The End has a sort of theme? Anything Ender-related has to do with teleportation or similar? Well... I think the theme of the Mazeworld should be...
Uh... It's hard to describe...
Confusion, but not really...
That feel when you are overwhelmed by something you don't comprehend.
The spiral symbolizes the descent into madness.
Something like that.
Sowaddyahthink?
Those are awesome. Though you might want to take heed on the mazeworld symbol
@ZarHakkar: Those are some really nice marble textures! I think they would look neat on those aqueducts that have been suggested a couple times, or any sort of water feature, really. Spirals are fine as symbols, too. We can have more than one, by all means, though certain symbols could occur more commonly in certain areas (as if they represent a particular district or idea).
I think the feel of dealing with something you can't comprehend is already starting to manifest - I spent a little time wandering around what I have so far, and the big, empty rooms started to weird me out a little... like there was something there, watching me, that I couldn't directly see. I half expected a creeper or a cave spider to come charging out of the darkness, but of course I was playing on peaceful. Definitely eerie.
@tjohn6041: Those look pretty nice! I'm a little curious as to why a few of them look run down, though. Don't worry too much about the cobblestone fences, we'll get them in there eventually. The plan is actually to port this over to the official API if possible, once that gets released.
@GTG3000: Shadows sound kind of interesting. I'm not sure how easy it would be to get them to spawn behind the player all the time, though. And while the light kind of makes sense, I don't want well light areas to be constantly dangerous (because then the top of the city would just be one giant battleground). Maybe they'd only spawn when the player is around a special light source? Or they don't aggro the player, but instead stalk them and generally try to creep them out (darting past doorways, appearing and disappearing, etc.)?
I want to get a little more work done on what I have before putting up the WIP thread. I'm hoping to get some actual vertical transitions going (in the form of pillars covered in vines). To do that I will probably need to figure out the block metadata...
On the upside, I now have a few modules to go in the middle of the world. I also worked it out so that the top modules will appear at lower levels if there's empty space above them, so it looks like there's variation in the height.
Thank you. maybe you could finally update the OP and at least include them there?
And, does anyone think something need to be changed in them?
And it could be an aqueduct biome/big room, depending on what the rules allow. With 2-module high channel, surrounded with empty space... Mmm...
(terrain/mobs/armor)
1. Love the banners
2. UPDATE THE OP
Also, do you want to create a Mazeworld thread in the WIP mod forum, and I can link to it in the OP?
And sure, I don't see why not, I haven't yet seen imgur to do anything funny with hosted images.
(terrain/mobs/armor)
So yeah, The Mazeworld... All my thoughts are a bit jumbled, so excuse me...
No idea how to start, really... Oh I know! How about how you get in and out?
The Portal:
How you get in:
New Block: Quartz
Quartz is a crystal block that has... peculiar... effects on sound. Whenever sound entity hits it, it reflects and amplifies, also becoming distorted. When you are near Quartz, you hear a constant low... tone/white noise/anti-sound. Now, if you build a ring out of Quartz, you can make a sort of echo chamber that sounds could become "trapped" in, and ricochet, and amplify, and distort, until there is such a concentration of sound that it causes an explosion. A note block, when placed on Quartz, will produce these nice little wind chime noises. However, if these wind chimes ever become trapped and... "mutated" by a Quartz amplifier, instead of exploding once they reach the critical concentration, they will stabilize, and jumping into this stabilized matrix of sound will pop you into a Mazeworld portal room. The portal will close after a couple of seconds, so don't take your sweet time.
How you get out:
Once you are in the Mazeworld, however, you can't just build a portal and hop out anywhere. The only way you can get out is either through death or finding a generated portal room. So, hehe, make sure you don't get lost!
Portal Mechanics:
You build a portal to the Mazeworld in the Overworld. You get transported to a portal room in the Mazeworld. Any portals you go through in the Mazeworld will link back to your original portal in the Overworld. Note that it transports you to the coordinates of where you were last in that world, not the actual portal itself, so you don't have to worry if your Overworld portal gets griefed (as long as they didn't fill it with lava). Don't worry about the Mazeworld portals, either, as they are protected by a force-field.
Plenty more where that came from. My constant brainstorming...
Respond if you would like to hear (and see) slightly more!
*edit* Slightly is an understatement. :3
Trust me, I know how it should be.
I really liked the idea of the portal being activated by sound ever since it was first proposed, and I think the additions and advancements you made on the idea are awesome!
Really nice idea <o.o< Another thing that would be awesome in Mazeworld would be the introduction of keys. For example, while exploring (or searching for an exit) in the Mazeworld it should be possible to find locked chests, and to open them you would need, depending on the type of chest, a bronze, silver or golden key.
How do you get these keys?
Simple, by killing mobs. Killing the mobs from the maze world (Note: To make it harder you can only get the keys from the mobs originated in the Mazeworld, so you can't get keys from creepers or zombies). Also there might be a chance that if you try to open a chest, the chest will result into a mimic and will attack you.
Another thing that just came to me...
A thing that MUST be made is to make creepers unable to spawn on the Mazeworld, since just a little explosion can ruin the whole fun of exploring the mazes (and it could also blow the portal you were going to use to exit).
-Minotaurs:
I think in every maze story (at least those from ancient Greek) minotaurs were the keepers of such places. Programmers could design several types of minotaurs with difference in HP and speed.
-Mimics:
I already covered what these are on my previous post.
-Medusas:
Like old Greek mythology, women with snakes replacing their hair are a nice addition to any maze. They could give the petrification effect (lasts 10 seconds) when looking directly to the face, and supporting the quartz idea, you could make a helmet that could protect you from this effect.
For now my brainstorm ceased, but if you have more ideas, post them.
PS: Is someone going to make a mod from this idea?
Any mod thread you create I'll link to in the OP.
Do you have experience of working in team?
Though yeah, someone to work on mobs would be nice... And someone to actually put up the suggested mob list in the op, too.
Also, I do like the idea on the sond portals, though I have no idea if it's possible at all withing minecraft.
ALso, I suggest you add links to the banners, as [_url="http://www.minecraftforum.net/topic/329466-mazeworld-a-dimension-of-infinite-ruins/"][_img]http://i.imgur.com/n6mXK.png[_/img][_/url] but without "_" in the tags, of course. Just, I imagine it can be tad annoying if someone sees the banner and is left wondring what that "mazeworld" is.
(terrain/mobs/armor)
Some experience in my CS courses, but not really over the internet. We'll see how that goes.
Derp, linking banners. Why didn't I think to do that? I'll get on that (and the WIP thread) when I get the chance.
Sound portals would be interesting. As for mobs, I think they should all be unique to Mazeworld (at least the hostile ones). I really like the sound of a mimic, it fits the whole feel of the maze itself being your enemy. Minotaurs would be interesting (and have been suggested rather frequently). Gorgons (Medusa was a particular member of the gorgon sisters in Greek mythology)... well, the petrification effect may be a little complicated to add and somewhat annoying to players if their AI works like other mobs (who are able to detect you from behind). I think if we could make it so sneaking up on them is a viable strategy, they might be good. Alternatively, if gorgons are a little too intelligent sounding for people's liking, a basilisk or cockatrice would accomplish the same thing.
And, it's just that you'd have to divide what you already have into manageable pieces... That doesn't sound awfully pretty for you. *sighs, looking at the pile of literature I have to read through to get coding again*
I wonder, anyone here ever see a standart or a flag mod? You know, something, that would be hanging from above with some symbol on it...
(terrain/mobs/armor)
Well, it could be split into a couple groups. We could have one group working on the more aesthetic side of the generation (new block textures, districts, designing simple modules, etc.), one working on the more technical end (like figuring out those aqueducts, and coding up more complex modules). Mob development could be done more or less separately from everything else.
Lanternmen would be interesting for passive mobs. Librarian entities would be kind of cool in a library-type district (maybe it could be filled with secret passages and redstone puzzles? It would make it more interesting, and kind of fits with a "knowledge" theme a library would have). Could you elaborate on the shadow?
Flags would be cool. I really like the symbol on the banners you made, maybe that could show up on the flags? It would also look really cool as a floor pattern in a large room...
I came up with a "mazekeeper" Idea, a kind of man octopus that when he walks into rooms it could trigger redstone doors and lamps, he can't die and would do 1 heart of damage per second he would not despawn (there would only be one) and he would constantly go towards you, he can break any non maze block other then lapis lazuli and he can't go over powered redstone
Did I hear textures?
Here are some I made for the base material of the Mazeworld, Marble. I made three alternate versions of each texture for another concept that would add more variety (some blocks having extra textures that are randomly picked when they are placed).
Marble Block:
Marble Bricks:
Marble Tiles:
Marble Column:
Note that I make heavy use of the spiral, which is, of course, the symbol of the Mazeworld.
You can do a nifty little architectural trick with the column and the tiles(including stair version) to make a headed column.
Based on the Lovecraftian and other looks that this needs, I gave the textures a sort of irregular feel.
These textures are, of course, subject to change in the future.
You know how The End has a sort of theme? Anything Ender-related has to do with teleportation or similar? Well... I think the theme of the Mazeworld should be...
Uh... It's hard to describe...
Confusion, but not really...
That feel when you are overwhelmed by something you don't comprehend.
The spiral symbolizes the descent into madness.
Something like that.
Sowaddyahthink?
Trust me, I know how it should be.
I have also included the two minecart rail systems.
http://www.mediafire...627lcnlbt1dhbed
Please note that these are just concepts
Yeah, I sort of wanted to make blocks with "hard-textured" banners, but it kinda looked silly (and took lots of texture space), not to mention that I either was limited to 14 pixels with to show that there is a block beneath, or just had a banner... I need to work on them.
Shadow was supposed to be sort of mob, that teaches players to be afraid of bright light, spawning only in conditions of 15 lightlevel, and behind the player... Maybe even following him around until he sees them, jumps or tries to run. I thought they should look like ghostly villagers at first, but nagas would be newer in minecraft.
I'l look into redstone, but it's not going to be all too small, I'm warning ye.
That sounds prettyawesome, though theres' still a problem with him, getting out of range and freezing.
Those are awesome. Though you might want to take heed on the mazeworld symbol
The towers are completely awesome, though there might be trouble with using the cobblestone walls, since they're not in the forge (yet).
(terrain/mobs/armor)
I think the feel of dealing with something you can't comprehend is already starting to manifest - I spent a little time wandering around what I have so far, and the big, empty rooms started to weird me out a little... like there was something there, watching me, that I couldn't directly see. I half expected a creeper or a cave spider to come charging out of the darkness, but of course I was playing on peaceful. Definitely eerie.
@tjohn6041: Those look pretty nice! I'm a little curious as to why a few of them look run down, though. Don't worry too much about the cobblestone fences, we'll get them in there eventually. The plan is actually to port this over to the official API if possible, once that gets released.
@GTG3000: Shadows sound kind of interesting. I'm not sure how easy it would be to get them to spawn behind the player all the time, though. And while the light kind of makes sense, I don't want well light areas to be constantly dangerous (because then the top of the city would just be one giant battleground). Maybe they'd only spawn when the player is around a special light source? Or they don't aggro the player, but instead stalk them and generally try to creep them out (darting past doorways, appearing and disappearing, etc.)?
I want to get a little more work done on what I have before putting up the WIP thread. I'm hoping to get some actual vertical transitions going (in the form of pillars covered in vines). To do that I will probably need to figure out the block metadata...
On the upside, I now have a few modules to go in the middle of the world. I also worked it out so that the top modules will appear at lower levels if there's empty space above them, so it looks like there's variation in the height.