This is the official page for the original Bronwyn project. The Bronwyn project is a city generator for minecraft.
Welcome to the Bronwyn Project.
The Bronwyn Project is about generating completely built, survivable, and customizable cities.
TLDR; THE STORY
The inspiration for the Bronwyn project is a MCedit file named Nuked. This plainly titled map is a large, bedrock encased city. The buildings are tall, the ore veins are large, and the town comes complete with underground sewers and what appear to be bunkers deep underground. The owner of this map claims that he used a city generator to make the city, then used TNT to give it a run-down post apocalypse feel.
This map yielded endless hours of entertainment. Monsters spawn in the sewers and underground. The exporabiliy of these buildings were endless. They could be rebuild and reinforced to make the floor of a building your home.
While this map was incredibly fun, the same map got boring. It was soon outdated by new versions of minecraft. New ore veins, mobs, and blocks rendered this city obsolete. Recently, I picked this map back up. I talked to my oldest friend about this map, with whom I've played endlessly on. We quickly brainstormed, ideas for the city and new possibilities flooding into our minds. While I got to work on subway designs, Kelzan got to work on a subway map in Perl, planning to convert to java later on.
After being stumped by many maze generators, path generators, and other leads for subway mappers, a small seed of an idea emerged. At first, it was an unorganized, fatigue induced mumble, but it grew into the main basis for the mapper. We start from a random point, we look how many possibilities of directions, and start off in one.
Once the direction is picked, there are percent chances of what track piece will be layed down. I set up five MCedit schematics for subway designs. Track, Turn, T intersection, + Intersection, and dead end/turn around. Once it picks a track based off the weighted track percentages, it analyzes the possible track lanes, and repeats this process until it has no possible other directions.
While this idea was explained much hazily and then ignored at the time, it was soon realized that this was the best option we had. While I got to work on interchangeable buildings, Kelzan worked on tweaking the mapper, which we realized could also be our roads, and our sewers' mapper; with a little tweaking. Different classes, zones, and quality of buildings were set up and exported into MCedit schematics.
This is where we are now. We've decided to make this page to:
1. Create hype.
2. Get encouragement.
3. Make sure we don't forget this project.
4. Get suggestions.
------
8/13/13
------
Update: Screenshots! The white X's represent where a piece of track will be placed. Though still tweaking out the kinks, the generator has proved to have made some neat and interesting designs for the subway. A small problem that has been thought of is how big these cities are going to be. The layers that contain nothing but subway cover an area of almost 8.5 million blocks. The subways are only 15 blocks tall. This means the entire city will cover more than 150 million blocks.
TLDR: ITS HUGE.
Below are some pictures of the generator and the randomized and weighted percentages of track placements it chooses. Though only a mere 1.64% chance, the dead end seems to be a very prevalent choice of the generator.
-----
8/16/13!
-----
So, major update. Perl was getting a little too...Complex with syntax. Selecting one point in the schematic began taking up way too much space. So we changed to Java! Like...In two nights. We're now past the position that we were in with Perl and it's going much faster. Tonight, we were able to get the generator to make subways. We made a small preset and got it to figure out when things need to rotate to fit other pieces, and what piece to select based on the adjacent track pieces.
Here are some screenshots of the progress made with the subways.
Kelzan hard at work.
Some code.
Though what's shown in the picture is just a 6x5 circle for a test, as soon as we get it impeccable, we can import them directly through the actual generator. If we get this working tonight, I will update it. Thanks for your continued support!
Mini-Update: WE GENERATED OUR FIRST SUBWAY! CHECK IT OUT!
We're still having some problems with stair rotation, and this was not a generated map, rather a map that Kelzan designed with X's and *'s, but it is impressive given the time frame regardless. We couldn't be more psyched about the progress. Thanks for your support!
-----
8/21/13
-----
AHHHHHHHHHHHHHHHHHHHHHH!
I know it's been longer than usual since our last post, but we finally got a city to generate. It's quite...Boring right now. The buildings are all stone. But there are roads along with it! Sewers are all ready to generate, as are subways. The main thing left to do is to just make a TON of schematics for repeatable building floors. Anyway, here's the exciting part! SCREENSHOTS!
-----
8/31/13
-----
Hey all, huge progress made. Finished with Subways, Building stretching, sewer tracks, building packs, road maps, converting to Java, a user-friendly GUI, bugfixes, and a lot more. So, to understand a few of the pictures in this update, you need some backstory. A small pagoda tower was made to practice building stretching. It has four distinct sections. A non-repeatable bottom, a bottom-middle, a top-middle, and a spire. This pagoda is 15x15. A small apartment building was also made. It was 10x10. We had around 32 buildings that we borrowed from a PlanetMinecraft building pack (C4ndyr4vr660) to test out our first generation of a city. These two were the smallest.
That being said, the generator was smart enough to put buildings in place at this point. It knew how to tell the dimensions, and fill in blank space between roads. Most of these buildings were in odd sizes and were enormous. The ones from the pack at least. Once we generated the city, we noticed there were...a few pagodas and apartment buildings. This is a joke. The city was pretty much made of them. It was a game of find the needle in the haystack to find a different building.
Not too much else to say, other than enjoy these screenshots! Distribution of the generator will start fairly soon. Progress is being made very quickly.
The two below this text is the one with all the pagodas.
This is the original, stretched, and super-stretched pagoda.
-----
11/27/13
-----
Sorry for the almost 3 MONTH DOWNTIME, but rest assured, this project hasn't died ... entirely. It probably would've if we hadn't made this page though. So the past week, Kelzan and I have been getting back into contact after getting busy with having real responsibilities. We finally picked the project back up, though it was very close to distribution when we left it on the 31st of August. Anyway, as requested, here are some cities. Depending on your preference, you can either download the schematics, or a map with four out of five of the generated cities in them. I recommend the map if you're just looking because I crashed MCedit many a time trying to put them in the map. I got so fed up with the lag that I didn't bother with the last city. Anyway, here are the cities.
And here are some screenshots, in case you needed further persuasion.
Below is the entrance to the subway system, otherwise just dig down a few blocks.
Some more city pictures.
-----
12/8/13
-----
So, with the intent of eventually moving this project on to be able to reproduce cities representing "Nuked", I made some attempts to recreate it with TNT. The scenarios I tried were...
1) A small bomb goes off in a city square. It destroyed four pagodas almost completely, and evidence was found for a short distance outward.
2) A huge bomb, (21x21x89) was dropped on a city square from high above. This devastated a large portion of the city and evidence was scattered throughout, much more heavily than the inside-bomb.
3) A plane flew by, carpet-bombing the city as it went past. This gave results closest to "Nuked" 's, but the thing was, the TNT placed was 300x300x1, taking up one layer of the skyline above the city. This left a ton of damage inside the city, but left awkward half-buildings and the bottoms of the cities weren't very well hit.
Not sure how to reproduce it in the best way, but I really like #2's, even though I crashed Minecraft 26 times before allocating 5.75 GIGS of RAM to Minecraft to get it to explode.
-----
12/18/13
-----
So just temporarily, I have set up a vanilla server with a randomly generated Bronwyn Project map. I'm curious to see first how many people actually join it, and what will happen when people start joining and looting everything.
sc28.servercraft.co:17553 is the IP.
Feel free to come and go, it's kind of just there as a placement until we get some concrete progress going.
***Server is up, I bought a Servercraft subscription, because I'm retarded and can't forward ports with this new retarded modem.***
This page was last updated at 11:06pm Central Time; Sunday, December 18th, 2013. Please send all suggestions and offers for help or schematics to [email protected].
Interested in working with/for us? Shoot me an email at [email protected]!
Mace died on December 27th 2012. Mace was aimed more for a village feel. Bronwyn project is more about a big apple feel. An urban area with lots of skyscrapers. Thanks for your input and suggestions though! I have looked at mace. Also, a future advancement is to add a post apocalyptic feel. A ruined city with broken buildings.
I would love to see this completed!
I was going to task people to design a post apocalyptic (Or at least a war torn, people left because of a battle in the area kind of feel, with complete sewer systems) styled city, this would save so much time!
Mace died on December 27th 2012. Mace was aimed more for a village feel. Bronwyn project is more about a big apple feel. An urban area with lots of skyscrapers. Thanks for your input and suggestions though! I have looked at mace. Also, a future advancement is to add a post apocalyptic feel. A ruined city with broken buildings.
Excellent. I look forward to seeing it!
Let us know if we can help.
Rollback Post to RevisionRollBack
"This is my timey wimey detector. Goes ding when there's stuff."
Excellent. I look forward to seeing it!
Let us know if we can help.
Best thing you could do at the moment is to either build floors on the server or email schematics to [email protected]. Thanks for your interest and offer to help!
Ugh. Sorry for lack of updates and motivation. How bout someone email me once in a while and give me some motivation eh?
I was going to upload some premade maps two months ago, then kind of...forgot.
Idea: When the generator finished generating, the player got 20 sec damage immunity and severe slowness, then random TNTs drop from sky, destroying the city. After that, the player is free to explore the ruined city. As they explore more of the city, more TNTs drop. The spawn range might vary from y[90~256], x[rand(getplayerx()-128,getplayerx()+128)], and z[rand(getplayerz()-128),(getplayerz()+128)].
Sorry if this seems like a wish.
Rollback Post to RevisionRollBack
Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
This looks fantastic so far, exactly what I've been looking for now. I'll definitely be checking back on this often.
I can't seem to access the server however, is it on 1.7 or 1.6.4?
EDIT: The error I've been getting upon logging in reads "io.netty.handler.timeout.ReadTimeoutException"
According to some other posts this need the server to be restarted to be fixed, and is caused by a player trying to log in into a chunk error
Hi there. I have a seven year old daughter named Bronwyn who just walked up to me and said
"I wish there was a mod that generated cities!"
And imagine our surprise when we found your forum post. I've tried logging in to the new server address you just provided, to no avail. We would love to join the project; please whitelist wugmump and beeperpie. PM me when it's ready, please. Thank you!
Welcome to the Bronwyn Project.
The Bronwyn Project is about generating completely built, survivable, and customizable cities.
TLDR; THE STORY
The inspiration for the Bronwyn project is a MCedit file named Nuked. This plainly titled map is a large, bedrock encased city. The buildings are tall, the ore veins are large, and the town comes complete with underground sewers and what appear to be bunkers deep underground. The owner of this map claims that he used a city generator to make the city, then used TNT to give it a run-down post apocalypse feel.
This map yielded endless hours of entertainment. Monsters spawn in the sewers and underground. The exporabiliy of these buildings were endless. They could be rebuild and reinforced to make the floor of a building your home.
While this map was incredibly fun, the same map got boring. It was soon outdated by new versions of minecraft. New ore veins, mobs, and blocks rendered this city obsolete. Recently, I picked this map back up. I talked to my oldest friend about this map, with whom I've played endlessly on. We quickly brainstormed, ideas for the city and new possibilities flooding into our minds. While I got to work on subway designs, Kelzan got to work on a subway map in Perl, planning to convert to java later on.
After being stumped by many maze generators, path generators, and other leads for subway mappers, a small seed of an idea emerged. At first, it was an unorganized, fatigue induced mumble, but it grew into the main basis for the mapper. We start from a random point, we look how many possibilities of directions, and start off in one.
Once the direction is picked, there are percent chances of what track piece will be layed down. I set up five MCedit schematics for subway designs. Track, Turn, T intersection, + Intersection, and dead end/turn around. Once it picks a track based off the weighted track percentages, it analyzes the possible track lanes, and repeats this process until it has no possible other directions.
While this idea was explained much hazily and then ignored at the time, it was soon realized that this was the best option we had. While I got to work on interchangeable buildings, Kelzan worked on tweaking the mapper, which we realized could also be our roads, and our sewers' mapper; with a little tweaking. Different classes, zones, and quality of buildings were set up and exported into MCedit schematics.
This is where we are now. We've decided to make this page to:
1. Create hype.
2. Get encouragement.
3. Make sure we don't forget this project.
4. Get suggestions.
------
8/13/13
------
Update: Screenshots! The white X's represent where a piece of track will be placed. Though still tweaking out the kinks, the generator has proved to have made some neat and interesting designs for the subway. A small problem that has been thought of is how big these cities are going to be. The layers that contain nothing but subway cover an area of almost 8.5 million blocks. The subways are only 15 blocks tall. This means the entire city will cover more than 150 million blocks.
TLDR: ITS HUGE.
Below are some pictures of the generator and the randomized and weighted percentages of track placements it chooses. Though only a mere 1.64% chance, the dead end seems to be a very prevalent choice of the generator.
-----
8/16/13!
-----
So, major update. Perl was getting a little too...Complex with syntax. Selecting one point in the schematic began taking up way too much space. So we changed to Java! Like...In two nights. We're now past the position that we were in with Perl and it's going much faster. Tonight, we were able to get the generator to make subways. We made a small preset and got it to figure out when things need to rotate to fit other pieces, and what piece to select based on the adjacent track pieces.
Here are some screenshots of the progress made with the subways.
Kelzan hard at work.
Some code.
Though what's shown in the picture is just a 6x5 circle for a test, as soon as we get it impeccable, we can import them directly through the actual generator. If we get this working tonight, I will update it. Thanks for your continued support!
Mini-Update: WE GENERATED OUR FIRST SUBWAY! CHECK IT OUT!
We're still having some problems with stair rotation, and this was not a generated map, rather a map that Kelzan designed with X's and *'s, but it is impressive given the time frame regardless. We couldn't be more psyched about the progress. Thanks for your support!
-----
8/21/13
-----
AHHHHHHHHHHHHHHHHHHHHHH!
I know it's been longer than usual since our last post, but we finally got a city to generate. It's quite...Boring right now. The buildings are all stone. But there are roads along with it! Sewers are all ready to generate, as are subways. The main thing left to do is to just make a TON of schematics for repeatable building floors. Anyway, here's the exciting part! SCREENSHOTS!
-----
8/31/13
-----
Hey all, huge progress made. Finished with Subways, Building stretching, sewer tracks, building packs, road maps, converting to Java, a user-friendly GUI, bugfixes, and a lot more. So, to understand a few of the pictures in this update, you need some backstory. A small pagoda tower was made to practice building stretching. It has four distinct sections. A non-repeatable bottom, a bottom-middle, a top-middle, and a spire. This pagoda is 15x15. A small apartment building was also made. It was 10x10. We had around 32 buildings that we borrowed from a PlanetMinecraft building pack (C4ndyr4vr660) to test out our first generation of a city. These two were the smallest.
That being said, the generator was smart enough to put buildings in place at this point. It knew how to tell the dimensions, and fill in blank space between roads. Most of these buildings were in odd sizes and were enormous. The ones from the pack at least. Once we generated the city, we noticed there were...a few pagodas and apartment buildings. This is a joke. The city was pretty much made of them. It was a game of find the needle in the haystack to find a different building.
Not too much else to say, other than enjoy these screenshots! Distribution of the generator will start fairly soon. Progress is being made very quickly.
The two below this text is the one with all the pagodas.
This is the original, stretched, and super-stretched pagoda.
-----
11/27/13
-----
Sorry for the almost 3 MONTH DOWNTIME, but rest assured, this project hasn't died ... entirely. It probably would've if we hadn't made this page though. So the past week, Kelzan and I have been getting back into contact after getting busy with having real responsibilities. We finally picked the project back up, though it was very close to distribution when we left it on the 31st of August. Anyway, as requested, here are some cities. Depending on your preference, you can either download the schematics, or a map with four out of five of the generated cities in them. I recommend the map if you're just looking because I crashed MCedit many a time trying to put them in the map. I got so fed up with the lag that I didn't bother with the last city. Anyway, here are the cities.
Schematics: http://www.mediafire... Schematics.rar
Map: http://www.mediafire...ties in Map.rar
And here are some screenshots, in case you needed further persuasion.
Below is the entrance to the subway system, otherwise just dig down a few blocks.
Some more city pictures.
-----
12/8/13
-----
So, with the intent of eventually moving this project on to be able to reproduce cities representing "Nuked", I made some attempts to recreate it with TNT. The scenarios I tried were...
1) A small bomb goes off in a city square. It destroyed four pagodas almost completely, and evidence was found for a short distance outward.
2) A huge bomb, (21x21x89) was dropped on a city square from high above. This devastated a large portion of the city and evidence was scattered throughout, much more heavily than the inside-bomb.
3) A plane flew by, carpet-bombing the city as it went past. This gave results closest to "Nuked" 's, but the thing was, the TNT placed was 300x300x1, taking up one layer of the skyline above the city. This left a ton of damage inside the city, but left awkward half-buildings and the bottoms of the cities weren't very well hit.
Not sure how to reproduce it in the best way, but I really like #2's, even though I crashed Minecraft 26 times before allocating 5.75 GIGS of RAM to Minecraft to get it to explode.
-----
12/18/13
-----
So just temporarily, I have set up a vanilla server with a randomly generated Bronwyn Project map. I'm curious to see first how many people actually join it, and what will happen when people start joining and looting everything.
sc28.servercraft.co:17553 is the IP.
Feel free to come and go, it's kind of just there as a placement until we get some concrete progress going.
***Server is up, I bought a Servercraft subscription, because I'm retarded and can't forward ports with this new retarded modem.***
This page was last updated at 11:06pm Central Time; Sunday, December 18th, 2013. Please send all suggestions and offers for help or schematics to [email protected].
Interested in working with/for us? Shoot me an email at [email protected]!
You can get read about it here-
http://www.minecraftforum.net/topic/357201-mace-v1112-random-cities-generator/
Mace died on December 27th 2012. Mace was aimed more for a village feel. Bronwyn project is more about a big apple feel. An urban area with lots of skyscrapers. Thanks for your input and suggestions though! I have looked at mace. Also, a future advancement is to add a post apocalyptic feel. A ruined city with broken buildings.
I was going to task people to design a post apocalyptic (Or at least a war torn, people left because of a battle in the area kind of feel, with complete sewer systems) styled city, this would save so much time!
Excellent. I look forward to seeing it!
Let us know if we can help.
Best thing you could do at the moment is to either build floors on the server or email schematics to [email protected]. Thanks for your interest and offer to help!
[SSSS]
"I don't care where Leonardo DaVinci got his materials, the Mona Lisa is still a legendary piece of art."
I was going to upload some premade maps two months ago, then kind of...forgot.
Idea: When the generator finished generating, the player got 20 sec damage immunity and severe slowness, then random TNTs drop from sky, destroying the city. After that, the player is free to explore the ruined city. As they explore more of the city, more TNTs drop. The spawn range might vary from y[90~256], x[rand(getplayerx()-128,getplayerx()+128)], and z[rand(getplayerz()-128),(getplayerz()+128)].
Sorry if this seems like a wish.
OcD Simple Add-On!
EDIT:12 hours later still down.
It's up now under a new IP, because I suck at starting servers.
I can't seem to access the server however, is it on 1.7 or 1.6.4?
EDIT: The error I've been getting upon logging in reads "io.netty.handler.timeout.ReadTimeoutException"
According to some other posts this need the server to be restarted to be fixed, and is caused by a player trying to log in into a chunk error
"I wish there was a mod that generated cities!"
And imagine our surprise when we found your forum post. I've tried logging in to the new server address you just provided, to no avail. We would love to join the project; please whitelist wugmump and beeperpie. PM me when it's ready, please. Thank you!