I am drawing up the framework and story behind a little project I suddenly got inspiration for. Its technically a fairly simple "complete the monument" type of map with several tiers of monuments to progress through. While mechanically its not that interesting the premise makes up for it. You are playing as an old (British) nobleman who after stealing a trinket from a witch to add to your private explorer collection become cursed to collect the worlds history and present it in a museum.
The map will be split into several expeditions to retrieve artifacts (think of it as large open choice dungeons) that they will have to conquer in a zelda like fashion, meaning acquiring special tools and whatnot to progress in each "temple". Once you have retrieved enough artifacts from one expedition into the monument (museum) you will gain access to a new time period of the same museum where it has grown and you can fill another part of it with a new expedition.
Think of it as the Museum growing as you complete each collection becoming ever grander and impressive. You can also go back in time to finish up optional quests or interact with previous versions of the Museum (which will then propagate into all future versions). Lastly you have a "hub" which will act as base and also connection to all the different expeditions and museum timelines. Think of it as a place for the players to make their own as well as gain all the resources they need for the expeditions.
Some features of the map would for example be a branching trade economy where villagers (or equivalent) found in the various timelines will provide the players the ability to exchange work or items for progressively better items. For example help a villager to harvest pumpkins gives you iron nuggets which you can trade with another for cookies which you can trade with another for something else until you get to things like diamonds. Point is to allow the players abuse their time travel abilities to make good trades and get better items the further into the future they progress the story.
The map is loosely based on "Pyramid Challenge of the Pharaoh's dream" as well as the minecraft map "Don't press the button"
Anyways, some information on the map itself. Since it does not exist these are all up for change.
*Multiplayer friendly. I do not intend to use anything too complicated outside of teleport commands and simple commands to change the gamemode of players so this map should be completely compatible with multiple people as well as support players being in multiple "time dimensions" at the same time doing their own thing.
*Restrict free building to their hub base and otherwise restrict tools and items to only work in limited circumstances. May confiscate items upon return to the hub but hopefully not.
*Focus on combat and puzzle/problem solving. While the map should not be punishingly hard the majority of time should be spent making progress and not holding off waves of zombies or hit your head against really hard puzzles. This means quite allot of content is required.
*Vanilla minecraft. Going to try keep it vanilla and at most use a resource pack to change textures.
What I need help with?
It would be nice to have help build as well as some command block support. I can probably slap something together myself but its a matter of how long I need to spend. What I probably need most help with however is to design terrain since I want to have a more exotic feel than normal minecraft biome generation can produce. It would also be nice to know if there is any communities where I could go to that specifically deals with making maps and/or construct terrain and houses.
For anyone interested in the progression here is the prototype of the noble mansion from the start of the map. Mostly testing basic shapes at this point as well as plan out where the finer details will be. I am by no means a "master builder" and can only do things by progressively working on them and adding detail as I go.
Gotten some decent progress on the mansion working off the reference photo. Probably not going to work too much more on the outside until its time to actually build the map and instead going to focus more on the inside as well as some command block logic.
Made some progress on finding good tents templates online since I cant even imagine how to build a good tent. This in itself is amazing considering how much time was wasted being amazed by the new glazed terracotta blocks I had not seen before. Hope to make better progress from here on out now when the terracotta itch I did not even know has been thoroughly itched.