Amazing. I would have never thought of it. The dungeon areas are temporary: deleted and loaded each time. No unnecessary chunks are generated which reduces lag and the world size. Minecraft genius. Also is there way that you can make a 'machine gun' which will shoot low damage but fast arrows where you are looking for say about 5 seconds and will need a recharge time of 1 minute ?
I did it! That's the most somber I've been towards a map ending in ages. I'm glad in my reminiscing I went to the old areas, because I found a whopping 3 minigames I had missed! Fun stuff!
"Oh man what a wonderful, huge, friendly city" he said obliviously...
So cruel, yet so effective.
What a cliffhanger to leave it on, too. I didn't encounter any other bugs in the last few areas so not much to say on that front. I got to see all the areas, fully upgraded the awesome castle, I'd say I'm done.
Thank you once again for the most incredible and memorable map I've ever played since, well, Terra Restore 1!
Whether you continue this story or work on other things all I can say is stay awesome!
I suppose you'll be happy to know that Mithey is remaking Terra Restore 2 from the ground up. It will be called Terra Restore Reborn and will release sometime after 1.13 comes out and Mithey completes the first version. You can check out his progress for the first version on the top of the main page.
", sans-serif">Hey! Your map (Terra Restore 2) is very popular in China. In just six months, the number of downloads exceeded 3,500 in our country. What's more, the map's language is still English. It hasn't finished yet. This is enough to explain the excellence of this map. We are looking forward to your "Terra Restore Reborn". If you finish it, I hope I can bring it to China!
Mithey, are you waiting for 1.13 to release before you update the main post? I'm just asking because it's been about a month since you've said anything.
Chunk Restore was really nifty. The aggroing mechanics forced me to pull more tactically, kind of like WoW back when trash packs mattered. And I loved how the lack of shield or bow caused me to need to approach things differently, like using my fishing rod to pull things closer or into pits.
The "quest log" of sorts was another really creative idea.
Overall a new and unique Mithey experience.
That airship battle was epic. It brought back memories of the airships from Terra Restore 1, but with so many enhancements to make it feel more alive like the propellers, clouds, etc. Easily my top moment from the map.
The only bug I found was the special mobs sometimes going invisible on me.
Heya hey everyone, another update on things here since it's been a fair while!
I've been having to think things over quite a bit here lately. Now that I've completed the intro of Terra Restore Reborn and started the 1st dungeon I now have a pretty good idea of what developing the map is going to be like. And with it a few doubts came up that I had to think through over some time
One of those doubts being time management. I can easily see each update (consisting of 1 dungeon and other things like towns, overworld expansion, etc.) taking around very roughly 150 hours to make as of right now. Multiply that by 16 dungeons (though there might be slightly less than 16) and that's 2400 hours to make the map. I'm also working on other maps full time right now, so getting a reasonable amount of time in each day can be tricky at times. My guess is the map overall would take around 2 years to develop currently, which is of course a very long time
So one of my questions and doubts has always been can I really pull this off? I've still yet to really answer such a thing, but I've gotten a bit of a better understanding at least now of what direction to go in. One of the things I fear a bit is having TRR end up just like Terra Restore 2 with it being abandoned 1/2 way through. That kind of fear can be a bit paralyzing at times and made me wonder if I should even really truly start this and do up the first version release or not
I am still working on the map here, though currently I'm taking it fairly slow and mindfully due to the complexity of many things. There is still a fair amount to figure out but I'm just trying to do one thing at a time. Currently I've been really trying to focus in on getting a better schedule down each and every day and making sure I'm more consistent
Another similar doubt I've had in mind relates to the complexity of the map. It's surprising how back in Terra Restore 1 I remember sometimes doing up areas in around 20 hours each. I even believe I made the wall dungeon in a single day of just going at it all day long. Now I can't really speed through such things anymore with how much more knowledgeable I've become and how much my maps have grown. I've noticed that at times I almost feel like I miss that simplicity, to some extent at any rate
Way back then I was basically okay with coming up with a rough dungeon idea, designing the environment really quick, throwing random spawners and loot randomly throughout it, and then essentially being done and satisfied. Over time I've grown to spend a lot more time over each and every part of a map's design. You can even see this in Terra Restore 2 with most of the beginning areas being quite simple and not the most detailed and the final areas having way more to them in comparison. I even remember really stepping up my environment designing skills while working on the Islands of Nalu selection, which I of course never finished. This slower pace is something I feel like I need to get more used to and conscious of
Another doubt that I was going through was in relation to other map ideas popping into my head, which honestly isn't anything new though. I come up with new map ideas all the time and there is definitely no way I'll ever be able to do them all which I've accepted. However I was really considering doing up more of a survival based map after playing quite a bit of Terraria, Stardew Valley, and survival Minecraft. (I've always loved games like those) I ended up getting a bit nostalgic again there too for survival Minecraft, especially earlier versions where enemies were a lot more dangerous/terrifying and certain mechanics being much more relevant than they are now
I have considered trying to work on both a survival map and TRR at the same time, though I'm not sure how I would really feel about that really. It would probably be way too much to focus on and handle at once. So if anything if I do try and do something like that I'd try and do it in between TRR releases. A survival like map has been a recurring idea throughout the years so I might just try that, but that will have to wait for later
Anyway lots of thinking lately and been taking it slow, I should start to speed up a bit here again ^^ Sorry for the lack of updates lately, I just wanted to get a bit more certain on things first
In terms of what I've gotten done lately, I've been rethinking of how I go about designing areas a bit more. Again in the past I normally did up all of the environment for an area, then went back added in command related stuff, then loot, then spawners, and all that. Now with this map I've been trying to focus on completing one section of an area at a time before moving onto the next section. This method seems to be much more enjoyable and satisfying, possibly because you get a bit of satisfaction of completing something more frequently rather than all at once at the end
Anyway with that in mind and also how there could be a chance that MCEdit might not get updated for 1.13+ for some time, I actually decided to take a look into things like World Edit, FAWE, and Voxel Sniper again after who knows how long. After looking into them quite a bit I'm definitely happy to say that they are way better than using MCEdit. Designing environments feels much faster now and it's nearly effortless, you get a better sense of scale because you're actually in game, and there is a bunch of little features that I always wish MCEdit had. As of these last few weeks I've nearly completely stopped using MCEdit. Here is a bit of the first dungeon area that I did up in around 6 hours:
What it looked like in TR2:
I'm also starting to mess with an idea for moving floating platforms again. I've used such things before but not too often. These platforms will also actually move you this time when you're standing on top of them. I figure this along with the double jump ability will really enhance the platforming aspect of the map. There is a lot of neat things I can do with it so I can't wait to see how it all turns out
Outside of TRR a new map should be coming in around a weeks time that some of you might be interested in. It's a map that uses basically the same system as TRR, but it's a lot smaller. All I can say right now, and that's all for now ^^
Take your time my dude. It's true that I would've liked this map to have been released sooner, but I can see the problems and all of the effort it takes to make a map of this scale, espeically since you're doing this solo and without any extra help.
Of course, take it slow. Doing it fast is good, but doing it right is even better.
In terms of what I've gotten done lately, I've been rethinking of how I go about designing areas a bit more. Again in the past I normally did up all of the environment for an area, then went back added in command related stuff, then loot, then spawners, and all that. Now with this map I've been trying to focus on completing one section of an area at a time before moving onto the next section. This method seems to be much more enjoyable and satisfying, possibly because you get a bit of satisfaction of completing something more frequently rather than all at once at the end
Anyway with that in mind and also how there could be a chance that MCEdit might not get updated for 1.13+ for some time, I actually decided to take a look into things like World Edit, FAWE, and Voxel Sniper again after who knows how long. After looking into them quite a bit I'm definitely happy to say that they are way better than using MCEdit. Designing environments feels much faster now and it's nearly effortless, you get a better sense of scale because you're actually in game, and there is a bunch of little features that I always wish MCEdit had. As of these last few weeks I've nearly completely stopped using MCEdit. Here is a bit of the first dungeon area that I did up in around 6 hours:
What it looked like in TR2:
I'm also starting to mess with an idea for moving floating platforms again. I've used such things before but not too often. These platforms will also actually move you this time when you're standing on top of them. I figure this along with the double jump ability will really enhance the platforming aspect of the map. There is a lot of neat things I can do with it so I can't wait to see how it all turns out
Outside of TRR a new map should be coming in around a weeks time that some of you might be interested in. It's a map that uses basically the same system as TRR, but it's a lot smaller. All I can say right now, and that's all for now ^^
Thanks for the new info Mithey. I hope that you will be able to do the map in the way you would be most comfortable with.
And with this upcoming map having the same system as TRR, do you mean that many of the mechanics to be seen in TRR will be in this smaller map?
I've been having an idea in the back of my mind for a while here now on redesigning dungeons again in Terra Restore Reborn. Some things I've been considering:
Having it so part of the map is in part survival and part adventure again. How much of which and when is something I've been trying to decide on
Taking the town and connecting dungeons from each intersection and morphing them together into a single, more open world, slightly more connected, kind of "zone" with smaller dungeons and things to explore all throughout it. Basically instead of there being like 16 dungeons there would be 6 big "zones" instead, and of course beating the main storyline for a zone would unlock the next
Completely redesigning the scaling of gear so that you can't just rush through the main storyline of each area without facing a lot of difficulty, rewarding you to go out and explore more
Having little bits of land here and there throughout the world where you're put into survival mode and can set up a base of your own making
Having some survival and some adventure mode dungeons
Having crafting stations that you can discover throughout the world where you can craft something unique if you managed to get the materials required for it
Having more optional content such as random dungeons to explore, side quests to do, minigames to play, challenges to beat, events that happen, fun random things to do, materials to collect, and bosses to take on
Depending on a great number of things "possibly" the removal of the overworld and/or main player base area unless I find having them makes sense
While I like adventure mode I feel like survival mode can definitely still have a place there too. Survival mode gives you more freedom to take on different challenges, allows you to set up your own creative bases, allows you to set up farms for collecting resources, etc. It would help make the map less linear, more fun, more replayable, and extend the player's play time in a positive way imo. Also I feel like survival mode areas would likely be easier to design as they are less "scripted". As such I'm likely going to go down the route of having a mix of the two again
I've always loved the idea of having the world more open with a bunch of optional stuff out there to explore and do. In Terra Restore 2 I feel like I didn't really have that much optional and meaningful side stuff. I kind of feel like that's a bit tricky to do in the current form of having dungeons/towns/overworld less interconnected and more linear. As such I feel like having these big open world "zones" connecting everything together a bit more cleanly would help. Plus things like setting up your own base would make way more sense if you return to the same general area multiple times instead of just once. I'm still not 100% sure how I'm going to do this but some sort of form of merging the towns/dungeons/overworld together into a more open world zone seems to make sense.
I feel like I need to be careful with scale here though, and also need to figure out what I'm doing with the overworld and player base. Not to mention some degree of linearity is still definitely welcome at times and would make sense, especially in dungeons. I feel like I have a fair amount to think of in terms of balancing the area design
Anyway lemme know what you think and if you have any ideas ^^
Thanks for the new info Mithey. I hope that you will be able to do the map in the way you would be most comfortable with.
And with this upcoming map having the same system as TRR, do you mean that many of the mechanics to be seen in TRR will be in this smaller map?
It's built upon the same current command system as TRR so it's very similar in some ways, but a lot more simpler at the same time. It still has things like currency, classes, and such though
Amazing. I would have never thought of it. The dungeon areas are temporary: deleted and loaded each time. No unnecessary chunks are generated which reduces lag and the world size. Minecraft genius. Also is there way that you can make a 'machine gun' which will shoot low damage but fast arrows where you are looking for say about 5 seconds and will need a recharge time of 1 minute ?
It will useful for late game to knock mobs back
Something like that is possible yes, though I'm not 100% sure on how to do it accurately with math to translate the player's rotation tag into an arrow's motion tag
I've been having an idea in the back of my mind for a while here now on redesigning dungeons again in Terra Restore Reborn. Some things I've been considering:
Having it so part of the map is in part survival and part adventure again. How much of which and when is something I've been trying to decide on
Taking the town and connecting dungeons from each intersection and morphing them together into a single, more open world, slightly more connected, kind of "zone" with smaller dungeons and things to explore all throughout it. Basically instead of there being like 16 dungeons there would be 6 big "zones" instead, and of course beating the main storyline for a zone would unlock the next
Completely redesigning the scaling of gear so that you can't just rush through the main storyline of each area without facing a lot of difficulty, rewarding you to go out and explore more
Having little bits of land here and there throughout the world where you're put into survival mode and can set up a base of your own making
Having some survival and some adventure mode dungeons
Having crafting stations that you can discover throughout the world where you can craft something unique if you managed to get the materials required for it
Having more optional content such as random dungeons to explore, side quests to do, minigames to play, challenges to beat, events that happen, fun random things to do, materials to collect, and bosses to take on
Depending on a great number of things "possibly" the removal of the overworld and/or main player base area unless I find having them makes sense
While I like adventure mode I feel like survival mode can definitely still have a place there too. Survival mode gives you more freedom to take on different challenges, allows you to set up your own creative bases, allows you to set up farms for collecting resources, etc. It would help make the map less linear, more fun, more replayable, and extend the player's play time in a positive way imo. Also I feel like survival mode areas would likely be easier to design as they are less "scripted". As such I'm likely going to go down the route of having a mix of the two again
I've always loved the idea of having the world more open with a bunch of optional stuff out there to explore and do. In Terra Restore 2 I feel like I didn't really have that much optional and meaningful side stuff. I kind of feel like that's a bit tricky to do in the current form of having dungeons/towns/overworld less interconnected and more linear. As such I feel like having these big open world "zones" connecting everything together a bit more cleanly would help. Plus things like setting up your own base would make way more sense if you return to the same general area multiple times instead of just once. I'm still not 100% sure how I'm going to do this but some sort of form of merging the towns/dungeons/overworld together into a more open world zone seems to make sense.
I feel like I need to be careful with scale here though, and also need to figure out what I'm doing with the overworld and player base. Not to mention some degree of linearity is still definitely welcome at times and would make sense, especially in dungeons. I feel like I have a fair amount to think of in terms of balancing the area design
Anyway lemme know what you think and if you have any ideas ^^
It's built upon the same current command system as TRR so it's very similar in some ways, but a lot more simpler at the same time. It still has things like currency, classes, and such though
Something like that is possible yes, though I'm not 100% sure on how to do it accurately with math to translate the player's rotation tag into an arrow's motion tag
Although I personally prefer the Adventure only map idea, and I'm still not quite whether or not this change would be good if you went through with it, I can see where you're coming from Mithey. I'm just a guy who prefers the simplicity of Adventure mode and I can understand that other people may have differing views on that topic.I like the ideas for Zones, re balancing the main story line gear, the crafting stations for bigger recipes and the greater amount of optional content. I personally don't like the idea of removing the player base and ,if you do intend on having a somewhat more connected world, I think the overworld could help with that.
I've been having an idea in the back of my mind for a while here now on redesigning dungeons again in Terra Restore Reborn. Some things I've been considering:
Having it so part of the map is in part survival and part adventure again. How much of which and when is something I've been trying to decide on Yes. This would probably make the gameplay less monotonous.
Taking the town and connecting dungeons from each intersection and morphing them together into a single, more open world, slightly more connected, kind of "zone" with smaller dungeons and things to explore all throughout it. Basically instead of there being like 16 dungeons there would be 6 big "zones" instead, and of course beating the main storyline for a zone would unlock the next This sounds interesting. I'm curious to see how you do it.
Completely redesigning the scaling of gear so that you can't just rush through the main storyline of each area without facing a lot of difficulty, rewarding you to go out and explore more Definitely. TR always felt like you could just kind of rush through without upgrading your armor often.
Having little bits of land here and there throughout the world where you're put into survival mode and can set up a base of your own making Definitely. That was one of my favorite parts of TR2.
Having some survival and some adventure mode dungeons That's actually a really good idea. That way, you can have some that are linear, and some that aren't.
Having crafting stations that you can discover throughout the world where you can craft something unique if you managed to get the materials required for it I like this. Maybe having some special shops/blacksmiths/upgrade stations would be nice.
Having more optional content such as random dungeons to explore, side quests to do, minigames to play, challenges to beat, events that happen, fun random things to do, materials to collect, and bosses to take on One of the most disappointing parts of TR2 was the lack of incentive for exploration.
Depending on a great number of things "possibly" the removal of the overworld and/or main player base area unless I find having them makes sense Don't really have an opinion on this.
While I like adventure mode I feel like survival mode can definitely still have a place there too. Survival mode gives you more freedom to take on different challenges, allows you to set up your own creative bases, allows you to set up farms for collecting resources, etc. It would help make the map less linear, more fun, more replayable, and extend the player's play time in a positive way imo. Also I feel like survival mode areas would likely be easier to design as they are less "scripted". As such I'm likely going to go down the route of having a mix of the two again
I've always loved the idea of having the world more open with a bunch of optional stuff out there to explore and do. In Terra Restore 2 I feel like I didn't really have that much optional and meaningful side stuff. I kind of feel like that's a bit tricky to do in the current form of having dungeons/towns/overworld less interconnected and more linear. As such I feel like having these big open world "zones" connecting everything together a bit more cleanly would help. Plus things like setting up your own base would make way more sense if you return to the same general area multiple times instead of just once. I'm still not 100% sure how I'm going to do this but some sort of form of merging the towns/dungeons/overworld together into a more open world zone seems to make sense.
I feel like I need to be careful with scale here though, and also need to figure out what I'm doing with the overworld and player base. Not to mention some degree of linearity is still definitely welcome at times and would make sense, especially in dungeons. I feel like I have a fair amount to think of in terms of balancing the area design
Anyway lemme know what you think and if you have any ideas ^^
I personally liked having a premade base and it felt like a mini area you can just explore at your leisure and see all the cool stuff you can have such as the disco floor.
Hey, Mithey, I think all the maps you made are great! Beautiful environment, cool BOSS, good plot....and the best and best commands. So... can I transfer some of your maps to MCBBS? MCBBS is the largest Minecraft website in China. If necessary, I may need to translate your map, so... can I do it?
These ideas are very awesome, and would love to see some, if not all, of them implemented.
However, I feel you are putting too much more on your plate to do. These are all cool ideas, and I would really love to see some survival aspects and cool zones and towns implemented, but be sure to not overdo yourself unless you plan to get more people onto your team.
I've been thinking over my ideas from earlier some more and made some decisions:
The majority of the map will of course be in adventure mode
There will be small places throughout the world you can set up bases in while in survival mode
There may occasionally be other survival areas in the form of a dungeon or some sort of material farming/mining area of sorts
There will be a new type of area called a zone/region. Zones are fairly sized open world areas that house many different types of things. They will be the intersection where you will find the dungeon entrances at, where you will find a town in, and what the overworld is connected to
Each zone will likely have a map item with it (assuming I can get things to line up properly in a single map) so you can see where you are and different points of interest you can go to
Dungeons, overworld, and possibly towns will still be sectioned off from each other like normal
The player base is very likely staying. However I'm likely going to make it so that you only get 1 Terra Restore per tier instead of there sometimes being up to 3. This is so that I can focus on a single more exciting and worthwhile restoration, it makes more sense story wise especially as a "conclusion" to each region of the map, makes it so you don't have to travel back to your main base as much, etc.
I'm also now considering the idea of possibly removing the classes in favor of going out and finding abilities instead. There are some downsides to having classes right now:
Balancing their different degrees of stats and their abilities could be tricky, especially if I added in even more in the future which I would of liked to
Since they exist I don't really want to throw any other new abilities here and there the player's way. The player already has a sword, a pickaxe, double jump, a potion, food, a fishing rod, and torches to handle. Not to mention the two abilities that each class eventually gets - All of that and your hotbar is already full
It gives the player slightly less freedom (at least in a way) to choose what they want to do as they are forced into a "framework"
If I removed classes I could instead have it so that you have to explore, find, and learn abilities throughout the world. I could make it so that you can choose whatever 2 different abilities you want to use at once. And I could throw new abilities your way here and there to keep things interesting instead of staying with the same abilities throughout the majority of the map.
The only thing is I'm currently not sure how I would handle what happens to the player's stats when they level up, which was previously pre-determined by their class. Giving the player the ability to choose some stats to up whenever they level would be very tricky to make interesting and also to balance. This is where that class framework was actually really nice. I'm still not 100% sure what I'm going to do with all of that
I'm also considering changing up how fury works in the map. Right now fury works this way:
You can melee mobs to gain fury to use on abilties
Over time that fury goes away if you don't deal any melee damage
If you hit 100% fury you go into an overfury mode where you gain buffs, abilities cost less to cast, and your fury drains over time
This current system helps push players to go in and hit enemies in order to use abilities to help survive instead of just running away which I like
However I've been considering changing it so that:
Instead of starting at 0% fury, you would start at 100% instead (which would remove the whole overfury mode system)
Fury would slowly recharge over time, to charge it faster you can melee mobs like before. Perhaps it could recharge even faster if there are no hostile mobs nearby
With these tweaks I feel like I could expand on things in a few ways, such as:
Currently the double jump ability has no penalty to use. You can spam it over and over, you just need to make sure you hit the ground first of course for it to reset. The thing that has always bugged me with it is that it could be abused to easily just run past or avoid mobs. As such I always wanted to assign a fury cost to the ability, but that comes with it's own problem. There are going to be platforming sections to the map which rely on the double jump ability, and of course having to melee mobs in order to complete such things would be extremely tedious and poorly designed. The above would fix such a thing and any other potential future items that follow a similar route
I could add a system where sprinting uses fury, and if you run out of fury you will gain slowness negating any more sprinting you do (Similar to running low on hunger, but when do you honestly ever go to 3 hunger bars)
I could add in consumable items like bombs which cost fury to use
I could have gear which makes your fury recharge faster over time
I could have gear which adds to the max amount of fury you have
Honestly if I make such a change I might almost want to even rename it to something else, like energy or stamina. I feel like making such a change would be worth it, and could even make combat more tacticful. Anyway lemme know what you think!
Hey, Mithey, I think all the maps you made are great! Beautiful environment, cool BOSS, good plot....and the best and best commands. So... can I transfer some of your maps to MCBBS? MCBBS is the largest Minecraft website in China. If necessary, I may need to translate your map, so... can I do it?
You can translate the map and you can upload it to other language sites, yes ^^
Sounds pretty good. Fury/Energy/Stamina seems fun. It's sad that the class will be going away though, I was looking forward to them.
And yes, having one Terra Restore per zone is SO MUCH BETTER than getting one from each dungeon then going back each time to put it, or putting all three on at the same time. Was really tedious, but this new idea makes the idea of completing a zone and getting one much more rewarding and logical.
I've been thinking over my ideas from earlier some more and made some decisions:
The majority of the map will of course be in adventure mode
There will be small places throughout the world you can set up bases in while in survival mode
There may occasionally be other survival areas in the form of a dungeon or some sort of material farming/mining area of sorts
There will be a new type of area called a zone/region. Zones are fairly sized open world areas that house many different types of things. They will be the intersection where you will find the dungeon entrances at, where you will find a town in, and what the overworld is connected to
Each zone will likely have a map item with it (assuming I can get things to line up properly in a single map) so you can see where you are and different points of interest you can go to
Dungeons, overworld, and possibly towns will still be sectioned off from each other like normal
The player base is very likely staying. However I'm likely going to make it so that you only get 1 Terra Restore per tier instead of there sometimes being up to 3. This is so that I can focus on a single more exciting and worthwhile restoration, it makes more sense story wise especially as a "conclusion" to each region of the map, makes it so you don't have to travel back to your main base as much, etc.
I'm also now considering the idea of possibly removing the classes in favor of going out and finding abilities instead. There are some downsides to having classes right now:
Balancing their different degrees of stats and their abilities could be tricky, especially if I added in even more in the future which I would of liked to
Since they exist I don't really want to throw any other new abilities here and there the player's way. The player already has a sword, a pickaxe, double jump, a potion, food, a fishing rod, and torches to handle. Not to mention the two abilities that each class eventually gets - All of that and your hotbar is already full
It gives the player slightly less freedom (at least in a way) to choose what they want to do as they are forced into a "framework"
If I removed classes I could instead have it so that you have to explore, find, and learn abilities throughout the world. I could make it so that you can choose whatever 2 different abilities you want to use at once. And I could throw new abilities your way here and there to keep things interesting instead of staying with the same abilities throughout the majority of the map.
The only thing is I'm currently not sure how I would handle what happens to the player's stats when they level up, which was previously pre-determined by their class. Giving the player the ability to choose some stats to up whenever they level would be very tricky to make interesting and also to balance. This is where that class framework was actually really nice. I'm still not 100% sure what I'm going to do with all of that
I'm also considering changing up how fury works in the map. Right now fury works this way:
You can melee mobs to gain fury to use on abilties
Over time that fury goes away if you don't deal any melee damage
If you hit 100% fury you go into an overfury mode where you gain buffs, abilities cost less to cast, and your fury drains over time
This current system helps push players to go in and hit enemies in order to use abilities to help survive instead of just running away which I like
However I've been considering changing it so that:
Instead of starting at 0% fury, you would start at 100% instead (which would remove the whole overfury mode system)
Fury would slowly recharge over time, to charge it faster you can melee mobs like before. Perhaps it could recharge even faster if there are no hostile mobs nearby
With these tweaks I feel like I could expand on things in a few ways, such as:
Currently the double jump ability has no penalty to use. You can spam it over and over, you just need to make sure you hit the ground first of course for it to reset. The thing that has always bugged me with it is that it could be abused to easily just run past or avoid mobs. As such I always wanted to assign a fury cost to the ability, but that comes with it's own problem. There are going to be platforming sections to the map which rely on the double jump ability, and of course having to melee mobs in order to complete such things would be extremely tedious and poorly designed. The above would fix such a thing and any other potential future items that follow a similar route
I could add a system where sprinting uses fury, and if you run out of fury you will gain slowness negating any more sprinting you do (Similar to running low on hunger, but when do you honestly ever go to 3 hunger bars)
I could add in consumable items like bombs which cost fury to use
I could have gear which makes your fury recharge faster over time
I could have gear which adds to the max amount of fury you have
Honestly if I make such a change I might almost want to even rename it to something else, like energy or stamina. I feel like making such a change would be worth it, and could even make combat more tacticful. Anyway lemme know what you think!
I think I can agree with the decisions you made regarding last weeks ideas.
I don't think removing classes would be a good idea since you have already put so much work into the class system, and it would have been a waste of your time to make it then scrap the idea later on.
I don't really have any strong opinions on the potential fury redesign.
I still have a few questions. Are the restoration player powers still part of the plan? How many tiers will there be in the map? What is the encounter system which you talked about earlier
Another quick update on some things with TRR ^^ I got a bit more system tweaking done:
Replaced attack damage & armor attributes with new strength & defense attributes which have new custom scaling
With the new attributes, assuming you're in an area you should be in difficulty wise, each point of strength/defense you get should help you out a fairly decent amount. For example +5 strength could make you deal 35 damage instead of 29. That actually isn't that much of a difference, however, gaining more strength will be way easier than what it would of been like gaining attack damage. In the same tier of items you could find items that could make you double or triple your damage or possibly even more.
Also if you're in an area you shouldn't be in difficulty wise you will run into harsh diminishing returns, as in each point of strength/defense you gain will do little to nothing for you. This could potentially result in you getting killed in 2-3 hits with a bit of extra defense doing nothing to help. Or this could potentially result in you killing everything in 1-2 hits, with any more strength resulting in no extra damage
Attack damage will actually still exist on weapons
Damage taken and damage dealt now gets displayed in the action bar above your hotbar
Classes will stay but only come with 1 ability instead of eventually getting 2. I will likely add some sort of system like a trinket or accessory slot that will allow you to get a 2nd ability of your choosing
Classes/levels slightly changed and rebalanaced
You no longer gain extra speed, luck, etc. of varying amounts based on your class on level up
Instead on level up you now gain strength/defense. Everyone gains the same amount of it per level, regardless of class
Classes will still have base attribute differences such as +25% movement speed. Those attribute differences won't grow though as you level up, however they should still stay relevant throughout the map since they are using %s
Ability damage now slightly scales with strength
Total strength and total defense gets displayed on changing gear along with how much you gained/lost. I may try and have all main attributes get displayed in such a manner at some point in the future
Decided to rename my wording of the "zone/region" area type to "field" (Fits it better at least imo)
I think I can agree with the decisions you made regarding last weeks ideas.
I don't think removing classes would be a good idea since you have already put so much work into the class system, and it would have been a waste of your time to make it then scrap the idea later on.
I don't really have any strong opinions on the potential fury redesign.
I still have a few questions. Are the restoration player powers still part of the plan? How many tiers will there be in the map? What is the encounter system which you talked about earlier
Player restoration powers is still part of the current plan yes, which should be very interesting
There will more than likely be 6 tiers to the map
Encounters is just a rewording for bosses and the various types of events is all
Yay classes! And nice Str/Def idea, seems good. It's like a reskin of Armor and Attack Damage which is nice.
Also, I like the frequent updates. Helps ease my anxiety on this map, so keep it up :thumbsup:
Amazing. I would have never thought of it. The dungeon areas are temporary: deleted and loaded each time. No unnecessary chunks are generated which reduces lag and the world size. Minecraft genius. Also is there way that you can make a 'machine gun' which will shoot low damage but fast arrows where you are looking for say about 5 seconds and will need a recharge time of 1 minute ?
It will useful for late game to knock mobs back
Perseverance always pays. Sooner or later.
I suppose you'll be happy to know that Mithey is remaking Terra Restore 2 from the ground up. It will be called Terra Restore Reborn and will release sometime after 1.13 comes out and Mithey completes the first version. You can check out his progress for the first version on the top of the main page.
", sans-serif">Hey! Your map (Terra Restore 2) is very popular in China. In just six months, the number of downloads exceeded 3,500 in our country. What's more, the map's language is still English. It hasn't finished yet. This is enough to explain the excellence of this map. We are looking forward to your "Terra Restore Reborn". If you finish it, I hope I can bring it to China!
Mithey, are you waiting for 1.13 to release before you update the main post? I'm just asking because it's been about a month since you've said anything.
Chunk Restore was really nifty. The aggroing mechanics forced me to pull more tactically, kind of like WoW back when trash packs mattered. And I loved how the lack of shield or bow caused me to need to approach things differently, like using my fishing rod to pull things closer or into pits.
The "quest log" of sorts was another really creative idea.
Overall a new and unique Mithey experience.
The only bug I found was the special mobs sometimes going invisible on me.
Waiting for the next TR2 Reborn Update...
Heya hey everyone, another update on things here since it's been a fair while!
I've been having to think things over quite a bit here lately. Now that I've completed the intro of Terra Restore Reborn and started the 1st dungeon I now have a pretty good idea of what developing the map is going to be like. And with it a few doubts came up that I had to think through over some time
One of those doubts being time management. I can easily see each update (consisting of 1 dungeon and other things like towns, overworld expansion, etc.) taking around very roughly 150 hours to make as of right now. Multiply that by 16 dungeons (though there might be slightly less than 16) and that's 2400 hours to make the map. I'm also working on other maps full time right now, so getting a reasonable amount of time in each day can be tricky at times. My guess is the map overall would take around 2 years to develop currently, which is of course a very long time
So one of my questions and doubts has always been can I really pull this off? I've still yet to really answer such a thing, but I've gotten a bit of a better understanding at least now of what direction to go in. One of the things I fear a bit is having TRR end up just like Terra Restore 2 with it being abandoned 1/2 way through. That kind of fear can be a bit paralyzing at times and made me wonder if I should even really truly start this and do up the first version release or not
I am still working on the map here, though currently I'm taking it fairly slow and mindfully due to the complexity of many things. There is still a fair amount to figure out but I'm just trying to do one thing at a time. Currently I've been really trying to focus in on getting a better schedule down each and every day and making sure I'm more consistent
Another similar doubt I've had in mind relates to the complexity of the map. It's surprising how back in Terra Restore 1 I remember sometimes doing up areas in around 20 hours each. I even believe I made the wall dungeon in a single day of just going at it all day long. Now I can't really speed through such things anymore with how much more knowledgeable I've become and how much my maps have grown. I've noticed that at times I almost feel like I miss that simplicity, to some extent at any rate
Way back then I was basically okay with coming up with a rough dungeon idea, designing the environment really quick, throwing random spawners and loot randomly throughout it, and then essentially being done and satisfied. Over time I've grown to spend a lot more time over each and every part of a map's design. You can even see this in Terra Restore 2 with most of the beginning areas being quite simple and not the most detailed and the final areas having way more to them in comparison. I even remember really stepping up my environment designing skills while working on the Islands of Nalu selection, which I of course never finished. This slower pace is something I feel like I need to get more used to and conscious of
Another doubt that I was going through was in relation to other map ideas popping into my head, which honestly isn't anything new though. I come up with new map ideas all the time and there is definitely no way I'll ever be able to do them all which I've accepted. However I was really considering doing up more of a survival based map after playing quite a bit of Terraria, Stardew Valley, and survival Minecraft. (I've always loved games like those) I ended up getting a bit nostalgic again there too for survival Minecraft, especially earlier versions where enemies were a lot more dangerous/terrifying and certain mechanics being much more relevant than they are now
I have considered trying to work on both a survival map and TRR at the same time, though I'm not sure how I would really feel about that really. It would probably be way too much to focus on and handle at once. So if anything if I do try and do something like that I'd try and do it in between TRR releases. A survival like map has been a recurring idea throughout the years so I might just try that, but that will have to wait for later
Anyway lots of thinking lately and been taking it slow, I should start to speed up a bit here again ^^ Sorry for the lack of updates lately, I just wanted to get a bit more certain on things first
In terms of what I've gotten done lately, I've been rethinking of how I go about designing areas a bit more. Again in the past I normally did up all of the environment for an area, then went back added in command related stuff, then loot, then spawners, and all that. Now with this map I've been trying to focus on completing one section of an area at a time before moving onto the next section. This method seems to be much more enjoyable and satisfying, possibly because you get a bit of satisfaction of completing something more frequently rather than all at once at the end
Anyway with that in mind and also how there could be a chance that MCEdit might not get updated for 1.13+ for some time, I actually decided to take a look into things like World Edit, FAWE, and Voxel Sniper again after who knows how long. After looking into them quite a bit I'm definitely happy to say that they are way better than using MCEdit. Designing environments feels much faster now and it's nearly effortless, you get a better sense of scale because you're actually in game, and there is a bunch of little features that I always wish MCEdit had. As of these last few weeks I've nearly completely stopped using MCEdit. Here is a bit of the first dungeon area that I did up in around 6 hours:
What it looked like in TR2:
I'm also starting to mess with an idea for moving floating platforms again. I've used such things before but not too often. These platforms will also actually move you this time when you're standing on top of them. I figure this along with the double jump ability will really enhance the platforming aspect of the map. There is a lot of neat things I can do with it so I can't wait to see how it all turns out
Outside of TRR a new map should be coming in around a weeks time that some of you might be interested in. It's a map that uses basically the same system as TRR, but it's a lot smaller. All I can say right now, and that's all for now ^^
Take your time my dude. It's true that I would've liked this map to have been released sooner, but I can see the problems and all of the effort it takes to make a map of this scale, espeically since you're doing this solo and without any extra help.
Of course, take it slow. Doing it fast is good, but doing it right is even better.
Thanks for the new info Mithey. I hope that you will be able to do the map in the way you would be most comfortable with.
And with this upcoming map having the same system as TRR, do you mean that many of the mechanics to be seen in TRR will be in this smaller map?
Heya hey again everyone,
I've been having an idea in the back of my mind for a while here now on redesigning dungeons again in Terra Restore Reborn. Some things I've been considering:
While I like adventure mode I feel like survival mode can definitely still have a place there too. Survival mode gives you more freedom to take on different challenges, allows you to set up your own creative bases, allows you to set up farms for collecting resources, etc. It would help make the map less linear, more fun, more replayable, and extend the player's play time in a positive way imo. Also I feel like survival mode areas would likely be easier to design as they are less "scripted". As such I'm likely going to go down the route of having a mix of the two again
I've always loved the idea of having the world more open with a bunch of optional stuff out there to explore and do. In Terra Restore 2 I feel like I didn't really have that much optional and meaningful side stuff. I kind of feel like that's a bit tricky to do in the current form of having dungeons/towns/overworld less interconnected and more linear. As such I feel like having these big open world "zones" connecting everything together a bit more cleanly would help. Plus things like setting up your own base would make way more sense if you return to the same general area multiple times instead of just once. I'm still not 100% sure how I'm going to do this but some sort of form of merging the towns/dungeons/overworld together into a more open world zone seems to make sense.
I feel like I need to be careful with scale here though, and also need to figure out what I'm doing with the overworld and player base. Not to mention some degree of linearity is still definitely welcome at times and would make sense, especially in dungeons. I feel like I have a fair amount to think of in terms of balancing the area design
Anyway lemme know what you think and if you have any ideas ^^
It's built upon the same current command system as TRR so it's very similar in some ways, but a lot more simpler at the same time. It still has things like currency, classes, and such though
Something like that is possible yes, though I'm not 100% sure on how to do it accurately with math to translate the player's rotation tag into an arrow's motion tag
Although I personally prefer the Adventure only map idea, and I'm still not quite whether or not this change would be good if you went through with it, I can see where you're coming from Mithey. I'm just a guy who prefers the simplicity of Adventure mode and I can understand that other people may have differing views on that topic.I like the ideas for Zones, re balancing the main story line gear, the crafting stations for bigger recipes and the greater amount of optional content. I personally don't like the idea of removing the player base and ,if you do intend on having a somewhat more connected world, I think the overworld could help with that.
Replies in bold.
I personally liked having a premade base and it felt like a mini area you can just explore at your leisure and see all the cool stuff you can have such as the disco floor.
Hey, Mithey, I think all the maps you made are great! Beautiful environment, cool BOSS, good plot....and the best and best commands. So... can I transfer some of your maps to MCBBS? MCBBS is the largest Minecraft website in China. If necessary, I may need to translate your map, so... can I do it?
These ideas are very awesome, and would love to see some, if not all, of them implemented.
However, I feel you are putting too much more on your plate to do. These are all cool ideas, and I would really love to see some survival aspects and cool zones and towns implemented, but be sure to not overdo yourself unless you plan to get more people onto your team.
Heya hey everyone, some more quick news here
I've been thinking over my ideas from earlier some more and made some decisions:
I'm also now considering the idea of possibly removing the classes in favor of going out and finding abilities instead. There are some downsides to having classes right now:
If I removed classes I could instead have it so that you have to explore, find, and learn abilities throughout the world. I could make it so that you can choose whatever 2 different abilities you want to use at once. And I could throw new abilities your way here and there to keep things interesting instead of staying with the same abilities throughout the majority of the map.
The only thing is I'm currently not sure how I would handle what happens to the player's stats when they level up, which was previously pre-determined by their class. Giving the player the ability to choose some stats to up whenever they level would be very tricky to make interesting and also to balance. This is where that class framework was actually really nice. I'm still not 100% sure what I'm going to do with all of that
I'm also considering changing up how fury works in the map. Right now fury works this way:
This current system helps push players to go in and hit enemies in order to use abilities to help survive instead of just running away which I like
However I've been considering changing it so that:
With these tweaks I feel like I could expand on things in a few ways, such as:
Honestly if I make such a change I might almost want to even rename it to something else, like energy or stamina. I feel like making such a change would be worth it, and could even make combat more tacticful. Anyway lemme know what you think!
You can translate the map and you can upload it to other language sites, yes ^^
Sounds pretty good. Fury/Energy/Stamina seems fun. It's sad that the class will be going away though, I was looking forward to them.
And yes, having one Terra Restore per zone is SO MUCH BETTER than getting one from each dungeon then going back each time to put it, or putting all three on at the same time. Was really tedious, but this new idea makes the idea of completing a zone and getting one much more rewarding and logical.
I think I can agree with the decisions you made regarding last weeks ideas.
I don't think removing classes would be a good idea since you have already put so much work into the class system, and it would have been a waste of your time to make it then scrap the idea later on.
I don't really have any strong opinions on the potential fury redesign.
I still have a few questions. Are the restoration player powers still part of the plan? How many tiers will there be in the map? What is the encounter system which you talked about earlier
Another quick update on some things with TRR ^^ I got a bit more system tweaking done:
Anyway, that's all for now!
Player restoration powers is still part of the current plan yes, which should be very interesting
There will more than likely be 6 tiers to the map
Encounters is just a rewording for bosses and the various types of events is all
Yay classes! And nice Str/Def idea, seems good. It's like a reskin of Armor and Attack Damage which is nice.
Also, I like the frequent updates. Helps ease my anxiety on this map, so keep it up :thumbsup: