The Meaning of Life, the Universe, and Everything.
Join Date:
9/30/2011
Posts:
43
Minecraft:
statphantom
Member Details
downloaded and playing the map now, 0 deaths 2/16. not doing to bad, the starting is a little bit easy but far from boring, lots of things to see explore do. probly started with a fair bit to much bone meal, but it does help with the food, if you adjust less bonemeal, put more hidden food chests. I also went on top of the cloud above orange wool thinking there is something hidden there... nothing lol. looking forward to finishing it after work
This has been a long time coming, but here it finally is. The official announcement of my new minimap, Dreadsky Falls!
Myths are the one thing that keep the surviving inhabitants of Dreadsky sane. Myths of better times, paradise beyond the horizon, even myths of a hero soon coming to bring peace and hope to their shattered land. One myth, though, is held in reverence above the rest. It says that there is a place in Dreadsky so powerfully imbued with magic, that those who set their feet upon its ground inherit some of that magic. So powerful that even death can be reversed, and the deceased can walk amongst the living.
This is where you find yourself. The smell of magic stings your nose with its potency, but with each breath you take, you feel more powerful, more alive. You look up, past the tendrils of silken cloud above the glacial ice, and see a waterfall. No, the waterfall.
Dreadsky Falls.
-----
Well there you go, a picture of the spawn for DsF, as well as the basic lore behind it. One of the unique aspects I'm going to be implementing into this map is the concept of "Shrines". Shrines will be structures the player will encounter every so often (planning one per area,) and will grant the player special powers. Not just simple things like infinite Speed I, mind you. But I'd rather save that aspect to be a surprise once you play the map. :3
In addition, I'm implementing a tiered loot system with attributes and a "common-ness" factor, like the loot from DsI. Leather armor equates to mage robes; they break quickly, have relatively poor enchants, but offer powerful attributes like health boosts and damage increases. Iron armor equates to a knight's suit; they will have decent enchantments and protect the user very well, but offer no bonus attributes. By having these tiers, the player can mix and match armors between types, and find a powerful balance between attribute bonuses and straight-up protection. Should make for a very interesting gameplay dynamic.
I was going to put up a list of area names, but I'm afraid I don't have time at the moment. That'll probably be up sometime tomorrow in my thread.
Thanks for reading, hope you enjoyed and are sufficiently hyped for Dreadsky Falls!
This has been a long time coming, but here it finally is. The official announcement of my new minimap, Dreadsky Falls!
Myths are the one thing that keep the surviving inhabitants of Dreadsky sane. Myths of better times, paradise beyond the horizon, even myths of a hero soon coming to bring peace and hope to their shattered land. One myth, though, is held in reverence above the rest. It says that there is a place in Dreadsky so powerfully imbued with magic, that those who set their feet upon its ground inherit some of that magic. So powerful that even death can be reversed, and the deceased can walk amongst the living.
This is where you find yourself. The smell of magic stings your nose with its potency, but with each breath you take, you feel more powerful, more alive. You look up, past the tendrils of silken cloud above the glacial ice, and see a waterfall. No, the waterfall.
Dreadsky Falls.
-----
Well there you go, a picture of the spawn for DsF, as well as the basic lore behind it. One of the unique aspects I'm going to be implementing into this map is the concept of "Shrines". Shrines will be structures the player will encounter every so often (planning one per area,) and will grant the player special powers. Not just simple things like infinite Speed I, mind you. But I'd rather save that aspect to be a surprise once you play the map. :3
In addition, I'm implementing a tiered loot system with attributes and a "common-ness" factor, like the loot from DsI. Leather armor equates to mage robes; they break quickly, have relatively poor enchants, but offer powerful attributes like health boosts and damage increases. Iron armor equates to a knight's suit; they will have decent enchantments and protect the user very well, but offer no bonus attributes. By having these tiers, the player can mix and match armors between types, and find a powerful balance between attribute bonuses and straight-up protection. Should make for a very interesting gameplay dynamic.
I was going to put up a list of area names, but I'm afraid I don't have time at the moment. That'll probably be up sometime tomorrow in my thread.
Thanks for reading, hope you enjoyed and are sufficiently hyped for Dreadsky Falls!
So since I promised to release the area names for Dreadsky Falls, but didn't have time to do so, here they are! (Note: names with (?) next to them are not final and may change.)
It's worth noting that, as I'm currently planning the map, it will be entirely linear. There will however be save spots that the player can teleport back to if they die. That's not saying the map will be a straight line; there will be branching paths and plenty of opportunities for you to make choices, it's just set up so that you'll play through the dungeons in order.
I'll be adding a section to the OP soon about Dreadsky Falls, so keep an eye out for that.
This has been a long time coming, but here it finally is. The official announcement of my new minimap, Dreadsky Falls!
Myths are the one thing that keep the surviving inhabitants of Dreadsky sane. Myths of better times, paradise beyond the horizon, even myths of a hero soon coming to bring peace and hope to their shattered land. One myth, though, is held in reverence above the rest. It says that there is a place in Dreadsky so powerfully imbued with magic, that those who set their feet upon its ground inherit some of that magic. So powerful that even death can be reversed, and the deceased can walk amongst the living.
This is where you find yourself. The smell of magic stings your nose with its potency, but with each breath you take, you feel more powerful, more alive. You look up, past the tendrils of silken cloud above the glacial ice, and see a waterfall. No, the waterfall.
Dreadsky Falls.
-----
Well there you go, a picture of the spawn for DsF, as well as the basic lore behind it. One of the unique aspects I'm going to be implementing into this map is the concept of "Shrines". Shrines will be structures the player will encounter every so often (planning one per area,) and will grant the player special powers. Not just simple things like infinite Speed I, mind you. But I'd rather save that aspect to be a surprise once you play the map. :3
In addition, I'm implementing a tiered loot system with attributes and a "common-ness" factor, like the loot from DsI. Leather armor equates to mage robes; they break quickly, have relatively poor enchants, but offer powerful attributes like health boosts and damage increases. Iron armor equates to a knight's suit; they will have decent enchantments and protect the user very well, but offer no bonus attributes. By having these tiers, the player can mix and match armors between types, and find a powerful balance between attribute bonuses and straight-up protection. Should make for a very interesting gameplay dynamic.
I was going to put up a list of area names, but I'm afraid I don't have time at the moment. That'll probably be up sometime tomorrow in my thread.
Thanks for reading, hope you enjoyed and are sufficiently hyped for Dreadsky Falls!
I really like the lore, and I'm curious to see what sort of special powers the shrines will give you. It sounds like a neat concept. Can't wait for the map!
Rollback Post to RevisionRollBack
^^Thread is very outdated, but the mod is coming soon^^
So I think you guys deserve an update about what's going on (in general), since I announced Dreadsky Falls over a month ago, and have pretty much nothing to show for it.
Basically, I've been doing little to no mapmaking for the past month or so. This can be blamed on several things: general lack of interest in Minecraft, heightened interest in Kerbal Space Program, playing on Monumenta occasionally, my job (as usual), and waiting out the time before I get my new computer back from being repaired.
At this point, I can't promise you'll see anything from me before the end of the year. I'd love to have a sudden burst of creativity and finish Dreadsky Falls over the space of a few days, but I doubt that's going to happen. That's partially due to not being interested in Minecraft very much, but also because the concept of DsF is really, really ambitious, weaving together gameplay, story, level-design, and crazy mechanics to an extent that I shouldn't have underestimated. I'm not giving up on it, but I can't promise anything about when it will be released, or even when you can see any more teaser screenshots.
Dreadsky Depths has also fallen by the wayside, I'm sad to say. I haven't worked on it since I had the idea for Dreadsky Falls, and I really wish I could work on it, but the area size remains a major issue while I'm on this old computer. I also don't want to give out any more area screenies for fear of spoiling some areas.
There is good news though. Once I get my new computer again, that will open the door to being able to work on both maps at a (hopefully) quicker pace. The computer should get back to me sometime this week, between Wednesday and Friday. Of course, it's inevitable that the first few weeks with it will be spent playing more graphically intensive games that I've wanted to play for a while, but once that's worn off, I'll gather my mapmaking suite and get to work.
I'm sure this whole post probably sounds exactly like things you've heard me say before, and I'm sorry for that. If you take nothing else away from this, just know that I'm still here, none of my projects are dead, and they will be finished and released eventually.
EDIT: Oh, and look at that, DsI reached 5000 downloads!
Okay so, just wanted to hop in and say that I've hardly been working on Dreadsky Depths recently, save for a few hour-long sessions when the internet went out. This can be directly linked to the Steam Holiday Sale, which I've gotten almost 15 games from over the past couple weeks, and have been busily playing. Sorry if this is disappointing to you guys, but my creative batteries definitely need recharging, and some of these games are just so darned good... *Ahem*
To make up for this, here are a bunch of new screenshots, both from announced and unannounced areas!
The Monument area, called "Cavern of Tranquility". Sticking with the Tranquility theme I started in Isles.
A view of Intersection 01.
Part of the Magenta Wool area, called "Harmonious Divide". There's a very good reason for that name, just not something I"m going to share at this time. >:P
A view from one of the later structures in Trickleflood Hollow. Was going to have some mobs in the view, but a skellie kept photobombing and ruining the shot... >.>
The starting room in the Lime Wool area called "Palma Castle".
And this is another view of the area I teased most recently, called "A Bridge and a Hard Place". When my internet went out a while back, I worked on this area for a while, pretty much solidifying the terrain/platforms you'll be fighting across, as well as dabbling in the mobs that will populate the area.
Hopefully this makes up for my "absence". I wasn't planning on releasing all those area names, but I figured that you guys had been waiting long enough that you deserved some more info.
Wow, you're a very hardworking man, Drago. "A Bridge & a Hard Place" looks very nice and seems to be my favorite thing so far. As for the rest of the areas, they all look nice and shows off some creativity & nice aesthetics. Other things that I'm curious about are customized mobs, loot, unique gameplay and everything else. Anyways, I can imagine how good Dreadsky Depths will be. Great job on this.
ok i edited this because somehow i posted the wrong video. but it should be fixed now
Seemingly Obligatory Victory Screenshots:
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Excellent map. I had a lot of fun playing it. Thanks Drago!
Myths are the one thing that keep the surviving inhabitants of Dreadsky sane. Myths of better times, paradise beyond the horizon, even myths of a hero soon coming to bring peace and hope to their shattered land. One myth, though, is held in reverence above the rest. It says that there is a place in Dreadsky so powerfully imbued with magic, that those who set their feet upon its ground inherit some of that magic. So powerful that even death can be reversed, and the deceased can walk amongst the living.
This is where you find yourself. The smell of magic stings your nose with its potency, but with each breath you take, you feel more powerful, more alive. You look up, past the tendrils of silken cloud above the glacial ice, and see a waterfall. No, the waterfall.
Dreadsky Falls.
-----
Well there you go, a picture of the spawn for DsF, as well as the basic lore behind it. One of the unique aspects I'm going to be implementing into this map is the concept of "Shrines". Shrines will be structures the player will encounter every so often (planning one per area,) and will grant the player special powers. Not just simple things like infinite Speed I, mind you. But I'd rather save that aspect to be a surprise once you play the map. :3
In addition, I'm implementing a tiered loot system with attributes and a "common-ness" factor, like the loot from DsI. Leather armor equates to mage robes; they break quickly, have relatively poor enchants, but offer powerful attributes like health boosts and damage increases. Iron armor equates to a knight's suit; they will have decent enchantments and protect the user very well, but offer no bonus attributes. By having these tiers, the player can mix and match armors between types, and find a powerful balance between attribute bonuses and straight-up protection. Should make for a very interesting gameplay dynamic.
I was going to put up a list of area names, but I'm afraid I don't have time at the moment. That'll probably be up sometime tomorrow in my thread.
Thanks for reading, hope you enjoyed and are sufficiently hyped for Dreadsky Falls!
HYPEHYPEHYPE
Starting Area - The Falls - (~80% Complete)
Monument - Observatorium Sanctuary (?) -
Dungeon #1 - Hallowed Descent -
Dungeon #2 - Vault of Arcane Wonders (?) -
Dungeon #3 - Venomflare Catacombs -
Dungeon #4 - Quantum Locke -
It's worth noting that, as I'm currently planning the map, it will be entirely linear. There will however be save spots that the player can teleport back to if they die. That's not saying the map will be a straight line; there will be branching paths and plenty of opportunities for you to make choices, it's just set up so that you'll play through the dungeons in order.
I'll be adding a section to the OP soon about Dreadsky Falls, so keep an eye out for that.
I really like the lore, and I'm curious to see what sort of special powers the shrines will give you. It sounds like a neat concept. Can't wait for the map!
^^Thread is very outdated, but the mod is coming soon^^
EDIT: And episode seven now, where i basically just fall off everything
Basically, I've been doing little to no mapmaking for the past month or so. This can be blamed on several things: general lack of interest in Minecraft, heightened interest in Kerbal Space Program, playing on Monumenta occasionally, my job (as usual), and waiting out the time before I get my new computer back from being repaired.
At this point, I can't promise you'll see anything from me before the end of the year. I'd love to have a sudden burst of creativity and finish Dreadsky Falls over the space of a few days, but I doubt that's going to happen. That's partially due to not being interested in Minecraft very much, but also because the concept of DsF is really, really ambitious, weaving together gameplay, story, level-design, and crazy mechanics to an extent that I shouldn't have underestimated. I'm not giving up on it, but I can't promise anything about when it will be released, or even when you can see any more teaser screenshots.
Dreadsky Depths has also fallen by the wayside, I'm sad to say. I haven't worked on it since I had the idea for Dreadsky Falls, and I really wish I could work on it, but the area size remains a major issue while I'm on this old computer. I also don't want to give out any more area screenies for fear of spoiling some areas.
There is good news though. Once I get my new computer again, that will open the door to being able to work on both maps at a (hopefully) quicker pace. The computer should get back to me sometime this week, between Wednesday and Friday. Of course, it's inevitable that the first few weeks with it will be spent playing more graphically intensive games that I've wanted to play for a while, but once that's worn off, I'll gather my mapmaking suite and get to work.
I'm sure this whole post probably sounds exactly like things you've heard me say before, and I'm sorry for that. If you take nothing else away from this, just know that I'm still here, none of my projects are dead, and they will be finished and released eventually.
EDIT: Oh, and look at that, DsI reached 5000 downloads!
EDIT: And episod 9!
Embed Removed
To make up for this, here are a bunch of new screenshots, both from announced and unannounced areas!
The Monument area, called "Cavern of Tranquility". Sticking with the Tranquility theme I started in Isles.
A view of Intersection 01.
Part of the Magenta Wool area, called "Harmonious Divide". There's a very good reason for that name, just not something I"m going to share at this time. >:P
A view from one of the later structures in Trickleflood Hollow. Was going to have some mobs in the view, but a skellie kept photobombing and ruining the shot... >.>
The starting room in the Lime Wool area called "Palma Castle".
And this is another view of the area I teased most recently, called "A Bridge and a Hard Place". When my internet went out a while back, I worked on this area for a while, pretty much solidifying the terrain/platforms you'll be fighting across, as well as dabbling in the mobs that will populate the area.
Hopefully this makes up for my "absence". I wasn't planning on releasing all those area names, but I figured that you guys had been waiting long enough that you deserved some more info.
Also, on the OP, it still says your release goal for Dreadsky Heavens is "before the end of 2013". I guess that didn't happen, huh?