Well, if someone can toss in some basic tools like sword, axe, pickaxe, some armor, torches and food into the starter kit chest at spawn, I'm sure everyone'd appreciate.
I can put up a second chest containing essentials for a farm, like the kits I made before so that new people can have access to a survival oriented kit and a settler oriented kit.
Good to hear Yuna! Next time I see you i'll show you around there are a few building left for new residents in the town or feel free to build your own.
Welcome to all new players on the server!
Really exciting to have so many new people around.
You'll find few major centres of people building: eastern highway will take you through property of many different players to fromtia / avid's town, which is really impressive.
North is pretty much abandoned now, except for Nhom still working on his silly project. There used to be a town there called Aion, but I don't see much activity there recently. You may wish to push for revival of the northern camp.
South is where not many new players go, but you will find few impressive bases, like Douche's, marky's and Nate's.
Western highway will take you to beautiful Saphira town built by Syncro and hannah.
I myself dwell far far away from spawn in the North-West with peeps like LigaGuing and Victor. I got an upcoming project, soon to be open for use for everybody, a 12-village iron golem farm, which will make you drown in iron. When we upgrade to 1.5 do not hesitate to cehck out my place and stack yourself up with hoppers etc!
Also apologies to every new player out there, because I was unofficially left in charge of starter kit chest, but I did not expect so many new faces joining. I may be able to make more starter kits tomorrow. Let's hope for the best! Meanwhile, hope you will be content with spawn features like tree and wheat farm for starters.
I'm still pretty active in the north anyone is welcome to come join me in Aion! With winter term coming to an end however I wont be as active as I normally am but when I'm back up I'll be happy to help you out.
Also Xen if you need anything for the starter kits ill be willing to lend a hand.
Thanks again guys for all your hard work, especially addressing those bugs that have been popping up getting 10k blocks back makes me pretty happy too! Oh and to answer the person who noted about the liquids in our former claims, from what i've observed they are still there both lava and water. My understanding is that some people are having trouble with the running forms however, I check some of the foutains around my town they are angled the way that indicates that they are running but they dont push possibly due to the lag.
Would't mind a laggy server, understanding of the circumstances as I am!
Edit: Previous applicant mentioned something about disliking capslock. Is there an auto-capslock detection program of any sort on the server? I would be amazingly happy if I could use proper capitalization while on the server!
I believe there is, from experience if the chat sees excessive caps like when your using capslock it'll automatically shift it to lowercase. You can capitalize correctly though and smaller words as long as they don't exceed 3 or so characters will remain capitalized.
Ok so spawn is still there, perhaps the world spawn point has changed, ill check.
Edit: It seems that the world spawn has indeed shifted, at least for me, can anyone confirm this?
xyz: ~ -178 67 242
Yes avid thanks for putting so much effort and judging by those server specs also quite a bit of money into it.
Correct me if I'm wrong but I think you can also use a golden shovel; right click on the block you want to be your first corner then walk to where you want the opposite corner to be and right click that with the shovel and it should claim the area. I think you can also use this to claim more than one square area.
On that note any liquids that we have had in our claims are those lost, the claims weren't exactly abandoned so I'm just wondering if they still may be there.
Edit: If dyna is updated it appears that placed liquids are still there.
Avid like I said spawn may have reset, I was hanging out at Xen's before maintenance and just offed myself when I logged back in to get home. I re spawned at what I assume is spawn, its near 0,0 and is in the same mountain biome. Also I spawned in spawn instead of my house where I set my spawn point so it seems that we lost our spawn points. These are quirks that I've noticed so far, may not be permanent, perhaps just because the world is rendering.
Ah ok. Well for just about every area, especially the Research center there will be different challenges, after all just because you choose to ignore one path doesn't mean that the one you choose will be easier or lighter. I want the player to choose the path based on what they believe is appropriate to the situation so each are will be structured with multiple challenge, although I'm not the most adept with redstone so some puzzles involving that wont be the most sophisticated or elegant. Exploration is somewhat incorperation into the whole game actually I understand that you mean as in locate the parts or find the switch type of exploration, I want the player to explore especially in the Dream World they can find trinkets (bonus useful items) and even ways to access different paths.
I think a good map has multiple challenges of several genres. This makes us LPers have to adjust our playing style often so complete the game.
Maybe there could be a central lounge like in Mario 64 where you can access all the different areas needed to be completed? This way, when you finish one, you could come back, restock, maybe reset your spawn point, and be back out.
I do mod reviews and adventure maps for the people who made them and because I enjoy them. So waiting a month or so is good for me
hmm.. well for the Dream World I did consider a central hub, but then I realized that it may be too much of a challenge to return to the real world from a hub and preserve your progress. Mainly because since accessing the Dream World is optional I had the access point be beds, they act as the spawn points and transportation points but only a two way system to try to preserve the choice system.
As for the over world in order to preserve the paths made by the choices there are several beds linked and unlinked that will automatically set your spawn (hmm perhaps tripwire checkpoints may not be a bad idea) and several merchants relevant to the paths so you can restock.
By multiple challenges do you mean like, thinking puzzles, redstone, parkor and exploration? If so then it should end up having them all but still dependent on the paths. Importantly though the Dream World challenges should be different from the over world because they will have certain motifs to them relating to the various memories: tranquil garden, upside down world among others, I really want the player to think about why these dungeons are the way they are, puzzle wise and motif.
Storys play a important part in good minecraft maps.
Another good thing is challenging puzzles
I don't have what it takes to make maps so I'd like to do a let's play of it when your map is done
Yes your right challenges are very important, while on that subject would you consider good challenges: redstone, parkor and the like? Its still well in the alpha stages and barely getting off the ground but one important challenge puzzle type concept I've decided upon are something like optional dungeons. Of course the entire map will be full of challenges, not so much focusing on challenges involving hostile mobs because I want this to be playable on peaceful and higher without shifting the story too much.
Like I've said before my idea is to make the story somewhat minimal and open to interpretation but if the player want they can access what I've dubbed the Dream World other optional parts of the map that have dungeons containing various challenges and loot called trinkets. Most importantly however the dungeons would have emeralds called "memory fragments" which can be collected and later traded to obtain blocks that can grant access to areas in the Dream World that have information and lore about the world and possibly the player. What do you think of this idea?
Oh and thank you for the offer of being an LPer but I should say that this project is still barely off the ground, with the planning, designing and refinement alongside college this thing has an eta of about a month at least.
I like mine with a really good back story. I HATE when there is no story to the map and it's just a bunch of randomness. That being said, the map itself actually needs to be good and follow that story.
P.S. I'm from Idaho too. :3
Ok interesting, so say (using my favorite game Dark Souls as an example) that the game's story has alot of information lore wise about the world and its denizens, but information about you is almost nonexistent thereby you having to take the protaganist and mold it what you would believe they would be, ie. their back story and their choices. A very minimalist type of story where its almost entirly driven by you, the players choices.
I've recently decided to try my hand at crafting an adventure map, and while I'm still in the very early processes I would like to get some input from anyone willing to give it. The biggest idea behind this map is giving players choices and having them to play out the consequences, the choices can be very mild like choosing not to explore a certain area and missing a interesting trinket or possibly hunting down and killing down the captors.
So rambling aside I would like the opinion of the community on how they enjoy playing through adventures:
Would you prefer a very linear story or one that can potentially have several different branches and endings? Would you be willing to explore for the treats of bonus items. Do you prefer a scoring system or no? Finally and most importantly how would you prefer your story, delivered in dialogue and explicitly stated or have the story somewhat vague and open to interpretation ( Dark Souls for example).
Once again I apologize for my rambling and thank you for taking the time to look at this post, have a nice day.
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I can put up a second chest containing essentials for a farm, like the kits I made before so that new people can have access to a survival oriented kit and a settler oriented kit.
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Good to hear Yuna! Next time I see you i'll show you around there are a few building left for new residents in the town or feel free to build your own.
0
I'm still pretty active in the north anyone is welcome to come join me in Aion! With winter term coming to an end however I wont be as active as I normally am but when I'm back up I'll be happy to help you out.
Also Xen if you need anything for the starter kits ill be willing to lend a hand.
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I believe there is, from experience if the chat sees excessive caps like when your using capslock it'll automatically shift it to lowercase. You can capitalize correctly though and smaller words as long as they don't exceed 3 or so characters will remain capitalized.
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Edit: It seems that the world spawn has indeed shifted, at least for me, can anyone confirm this?
xyz: ~ -178 67 242
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On that note any liquids that we have had in our claims are those lost, the claims weren't exactly abandoned so I'm just wondering if they still may be there.
Edit: If dyna is updated it appears that placed liquids are still there.
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Oh is dyna up atm?
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0
hmm.. well for the Dream World I did consider a central hub, but then I realized that it may be too much of a challenge to return to the real world from a hub and preserve your progress. Mainly because since accessing the Dream World is optional I had the access point be beds, they act as the spawn points and transportation points but only a two way system to try to preserve the choice system.
As for the over world in order to preserve the paths made by the choices there are several beds linked and unlinked that will automatically set your spawn (hmm perhaps tripwire checkpoints may not be a bad idea) and several merchants relevant to the paths so you can restock.
By multiple challenges do you mean like, thinking puzzles, redstone, parkor and exploration? If so then it should end up having them all but still dependent on the paths. Importantly though the Dream World challenges should be different from the over world because they will have certain motifs to them relating to the various memories: tranquil garden, upside down world among others, I really want the player to think about why these dungeons are the way they are, puzzle wise and motif.
0
Yes your right challenges are very important, while on that subject would you consider good challenges: redstone, parkor and the like? Its still well in the alpha stages and barely getting off the ground but one important challenge puzzle type concept I've decided upon are something like optional dungeons. Of course the entire map will be full of challenges, not so much focusing on challenges involving hostile mobs because I want this to be playable on peaceful and higher without shifting the story too much.
Like I've said before my idea is to make the story somewhat minimal and open to interpretation but if the player want they can access what I've dubbed the Dream World other optional parts of the map that have dungeons containing various challenges and loot called trinkets. Most importantly however the dungeons would have emeralds called "memory fragments" which can be collected and later traded to obtain blocks that can grant access to areas in the Dream World that have information and lore about the world and possibly the player. What do you think of this idea?
Oh and thank you for the offer of being an LPer but I should say that this project is still barely off the ground, with the planning, designing and refinement alongside college this thing has an eta of about a month at least.
0
Ok interesting, so say (using my favorite game Dark Souls as an example) that the game's story has alot of information lore wise about the world and its denizens, but information about you is almost nonexistent thereby you having to take the protaganist and mold it what you would believe they would be, ie. their back story and their choices. A very minimalist type of story where its almost entirly driven by you, the players choices.
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So rambling aside I would like the opinion of the community on how they enjoy playing through adventures:
Would you prefer a very linear story or one that can potentially have several different branches and endings? Would you be willing to explore for the treats of bonus items. Do you prefer a scoring system or no? Finally and most importantly how would you prefer your story, delivered in dialogue and explicitly stated or have the story somewhat vague and open to interpretation ( Dark Souls for example).
Once again I apologize for my rambling and thank you for taking the time to look at this post, have a nice day.
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Age: 18
Specialty: General Redstone, Ornate Architecture
Things you hate about Minecraft servers: Griefers Raiders
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Age: 18
Specialty: Compact Redstone and Ornate Architecture
Things you hate about Minecraft servers: Griefers and Raiders