Idea: Kingdom
Type: Environment - Geography - Aboveground Structure
Limit: 1 per map (yes you've read it: one)
Restrictions: Always built near lakes or rivers, in flat areas; at least the flat area is enough to build the castle and some houses
Elements: (caps with arrow (->) bullets means it is a different element. caps with dash bullet (- (or more)) means it is a branch of the element.)
->CASTLE
--Moat; What surrounds the area guarded by a medieval wall (Has water)
--Bridge; For crossing the moat to the entrance
--Wall; designed with the _| |_| |_| |_ carving.
---Inside the lot where the walls are..
----Garden; Near the castle well since it provides the water
----Well; Near the garden
---WALL PARTS
----Medieval Wall; The one that guards the area of the royalty and others. And also for archers to get higher range
----Medieval Tower; A place for archers to have more range than on walls. Placed on wall corners
----Stairs; Makes the tower accessible through the wall. Also used to connect the walls to the ground.
----Medieval Gate; It is where people enter. It is placed on the other side of the moat bridge
--CASTLE INDOORS
---First floor
----Red carpet; In the center of the first floor.
----Throne; On the other side of the carpet
----Supports; Holds the second floor
----Staircase room
-----Stairs to the second floor, third floor
----Dining Room
----Workers' Quarters
----Guardians' Quarters
---Second floor
----Bedrooms of the Prince(s), Princess(es). One bed each room. (one room per NPC)
---Third floor
----Bedroom of the King and Queen (double bed - one room only)
--NPC's
---Royalty; Can ride horses
----King; Equipped with a sword: Neutral
----Queen; Equipped with a sword: Neutral
----Prince(s); Equipped with a sword: Neutral
----Princess(es); Passive
---Entertainers
----Jester(s); Passive
---Guardians; Attacks the player who strikes the royal family, or any other guardian. Can ride horses.
----Melee; Stationed on the ground
-----Knight; Uses an iron spear. Stands still in guarded place.
-----Swordsman; Uses an iron sword or 2. Patrols an area by walking around.
----Ranged; Stationed on the medieval wall/ tower (castle), or watchtower (town).
-----Crossbow Man; Uses a crossbow. Better firepower than bow.
-----Bowman; Uses a bow. Longer range than crossbow.
->VILLAGE; Controlled by the royal family but not guarded by any wall and guardians will only strike if you destroy a part of it.
--MARKETPLACE; Where products are sold
---Sold things
----Items/Tools
----Weapons/ Armor
----Food
---NPC's
----Salesmen
--RAW MATERIALS
---Farms.
----Wheat Farm; Placed near the nearby river/lake. Grows wheat for the bakery.
-----Wheat Field
-----Mill; Placed near the wheat field. Just a decor though since you don't need to make wheat flour for bread.
-----Farm House; Where the farmer lives
----Pasture; Where farm animals are raised to be eaten. Each fenced area has its livestock. The animals are sold to the Butchery
-----Chicken
-----Pig
-----Cow
----Hops Farm; Grows hops for taverns. Placed near the nearby river/lake
----NPC's
-----Farmers
---Mine; A place where miners work. They destroy the ore blocks but the blocks regenerate. However, mining them will make the guardians attack you.
----Mined blocks
-----Stone
-----Gold
-----Coal
-----Iron
----Rails; the rail starts from the entrance of the mine and ends at the deepest parts of the mine.
----Minecart w/ Chest; The miners will not use ridable minecarts but will use the ones with chests to bring the ores outside the mine,
----NPC's
-----Miners
---Lumberyard; Woodcutters will cut trees to bring to the sawmill.
----NPC's
-----Lumberjack
---Fishingyard; Fishes from the nearby lake or river. Only placed on the nearby lake or river.
----NPC's
-----Fishermen
--SERVICE; Their products are sold to the marketplace.
---Butcher; Where raised livestock are sold to be used to make meat.
----NPC's
-----Cook
---Bakery; Where the grown wheat is brought to. It turns the wheat to bread.
----NPC's
-----Baker
---Fishmonger; Where the caught fish are cooked.
----NPC's
-----Fishmongers
---Sawmill; turns wood to processed wood (planks)
---Carpenter; Makes furniture out of processed wood (planks)
----NPC's
-----Carpenter
---Stonemason; Processes the mined stone (cobblestone) to make stone.
----NPC's
-----Stonemason
---Smithy; Refines iron. Makes weapons, armor. Make items using the coal. Uses sticks if needed.
----NPC's
-----Blacksmith
---Gold Smelter; Refines gold to bring to the smithy.
----NPC's
-----Smelter
---Fire Station; Puts out fires
----NPC's
-----Fireman
--RELIGION
---Church
----Indoors
-----Back and middle parts
------Big space in the middle isle
------Row of benches (group of stairs with fences on the sides of the outermost stairs)
------1 block-length spaces between each bench
-----Platform
------Altar
------Podium
----Outdoor parts
-----Bell tower
-----Chapel; Where masses for the dead are held. Just a design in Minecraft :smile.gif:
------Indoors
-------Coffin
-------Row of benches
-------Altar
-------Podium
--MISC
---Dungeon; Where prisoners are kept. This is a different dungeon. Not the one in caves.
---Wizard's Towers; There are three towers in a Kingdom: Fire, Ice, Lightning. Each controlled by the wizard of that element. High ceiling in each floor. The towers are placed on different corners/ edges of the Kingdom.
----Fire/Ice/Lightning Towers
-----Floors
------First; Nothing much. Just a staircase
------Second; Where the bed is
------Third; Topmost floor. Where Alchemy is done.
-------Features
--------A shelf with 30 spaces. Where the wizard puts potion ingredients and empty flasks
--------A cauldron in the center of the room
--------Stones float around the cauldron and the symbols on the stones glow when the wizard makes a potion.
----Unique features: Fire
-----Fireballs float around the tower's outside. These damage and burn entities on contact.
-----When the tower's wizard is attacked then the attacker goes outside the tower, the tower starts launching the fireballs to the attacker. They regenerate after a few seconds.
----Unique features: Ice
-----Ice shards float around the tower's outside. These damage and slow entities for a few seconds.
-----When the tower's wizard is attacked then the attacker goes outside the tower, the tower starts launching the ice shards to the attacker. They regenerate after a few seconds.
----Unique Features: Lightning
-----Electricity balls float around the tower's outside. These damage and pause movement on entities.
-----When the tower's wizard is attacked then the attacker goes outside the tower, the tower starts launching the electricity balls to the attacker. They regenerate after a few seconds.
---Graveyard
----Features
-----Normal Graves
-----Stone walls; Surrounds the graveyard. Can be made using stone bricks.
-----Stone Arch;The entrance to the grave. Can be made using stone bricks.
-----High class graves; It is made like a small house but actually is a grave. Iron bars make it impossible to enter it without letting the guardians attack you for destroying a part of the Kingdom.
------Features
-------Portal to ghost town; You see it when you open the coffin.
--------Features of Ghost Town
---------The dimension is a barren wasteland with a black void and some burnt wooden huts
---------The mobs are only ghosts (colored gray).
---------The portals to and from are on the places of the high class grave coffins
->OPTIONAL; Not needed but if it meets the requirements, they will appear too.
--ELVEN VILLAGES
---Requirements
----There must be a nearby forest biome
---Features
----A giant tree with a huge and thick tree stump will spawn in the middle of the village
----The giant tree is where the spiral staircase is built around.
----The spiral staircase leads to the village which is built on trees
----The huts are connected by a wooden bridge
----The huts are wooden with a different bed kind-the blankets are leaves.
---NPC's
----Elf; Uses a bow, has a quiver on his back.
--CURSED FOREST
---Requirements
----There must be a nearby forest biome
----Must be far from any other forest biome-optional features
---Features
----Very dark-light levels drop despite that area is exposed to sunlight. Only light source are glowshrooms and glowworms.
----Mushrooms become mobs after a while, growing to 1 1/2 blocks in height, width and length are 1 block.
----Water source blocks are purple
----Water the flows to and from it are purple.
----Lava will never flow into one despite being able to
----Hostile mobs(Creepers, spiders, slimes, etc.) get pushed back if they try to go in.
---Mobs
----Walking Red Mushroom; A bigger red mushroom with legs and arms. Passive. Drops a red mushroom
----Walking Brown Mushroom; A bigger brown mushroom with legs and arms. Passive. Drops a brown mushroom
----Walking Glowshroom; Happens when a mushroom touches a glowworm. The head of the mushroom glows. Passive. Drops mushroom of what it was before touched by glowworm. Drops a glowshroom on death. It is an item that glows. Can be used for lighting. Does not spread.
----Glowworm; Makes the mushroom a Walking Glowshroom when it touches the mushroom. Can climb up like how spiders do. Passive. Drops 1-2 Glowworm Oil on death- can be used for potions.
----Treant; A result when a sapling is either planted or dropped (by destroying leaves, pressing Q while holding a sapling, or killing a player that has a sapling in their inventory. The dropped/ planted sapling will become a treant after some time. Neutral. Attacks when provoked. Drops 1 wood block and 1-5 saplings on death.
----Poison Treant; A result when a trent touches purple water. Neutral. When it attacks you, you get poisoned. Drops nothing.
----Poison Walking Mushroom; A result when a walking mushroom touches purple water. Passive. Drops a poison mushroom on death. You get poisoned when you eat it.
----Powered Walking Glowshroom; A result when a walking glowshroom touches purple water. The purple water made the light of the walking glowshroom better. Passive. Lasts for a few seconds. Drops 1 glowshroom on death Glowshrooms are more powerful when near purple water- water you can get through bucket in cursed forest. In order to get, the purple water mst be the source block, like other fluids.
--MIST MOUNTAIN
---Requirements
----There must be a nearby ground with an altitude near the ceiling of the world at least 20 blocks.
----The highland must be a cold biome.
----The highland must have a land large enough.
---Features
----When deep inside the mist, the mistcould create illusions
gonna continue on this sometime.
NOTE: Mobs are different from NPC's
2 things to improve on:
1 One per map is stupidly rare, make them as rare as strong holds
2 your equipment hierarchy is all wrong. Crossbowmen are more powerful then bowmen, better armour and power but slow recharge & speed. bowmen are opposite, less powerful are armoured but more speedy reload and speed.
and swordsmen are supposed to be weaker then knight, armour, skill, power, strength, endurance etc... and why does a queen have a sword? tell me sometime in the middle ages when queens had swords? I'm not talking about a random queen here & there but a real tradition of fighting queens.
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Type: Environment - Geography - Aboveground Structure
Limit: 1 per map (yes you've read it: one)
Restrictions: Always built near lakes or rivers, in flat areas; at least the flat area is enough to build the castle and some houses
Elements: (caps with arrow (->) bullets means it is a different element. caps with dash bullet (- (or more)) means it is a branch of the element.)
->CASTLE
--Moat; What surrounds the area guarded by a medieval wall (Has water)
--Bridge; For crossing the moat to the entrance
--Wall; designed with the _| |_| |_| |_ carving.
---Inside the lot where the walls are..
----Garden; Near the castle well since it provides the water
----Well; Near the garden
---WALL PARTS
----Medieval Wall; The one that guards the area of the royalty and others. And also for archers to get higher range
----Medieval Tower; A place for archers to have more range than on walls. Placed on wall corners
----Stairs; Makes the tower accessible through the wall. Also used to connect the walls to the ground.
----Medieval Gate; It is where people enter. It is placed on the other side of the moat bridge
--CASTLE INDOORS
---First floor
----Red carpet; In the center of the first floor.
----Throne; On the other side of the carpet
----Supports; Holds the second floor
----Staircase room
-----Stairs to the second floor, third floor
----Dining Room
----Workers' Quarters
----Guardians' Quarters
---Second floor
----Bedrooms of the Prince(s), Princess(es). One bed each room. (one room per NPC)
---Third floor
----Bedroom of the King and Queen (double bed - one room only)
--NPC's
---Royalty; Can ride horses
----King; Equipped with a sword: Neutral
----Queen; Equipped with a sword: Neutral
----Prince(s); Equipped with a sword: Neutral
----Princess(es); Passive
---Entertainers
----Jester(s); Passive
---Guardians; Attacks the player who strikes the royal family, or any other guardian. Can ride horses.
----Melee; Stationed on the ground
-----Knight; Uses an iron spear. Stands still in guarded place.
-----Swordsman; Uses an iron sword or 2. Patrols an area by walking around.
----Ranged; Stationed on the medieval wall/ tower (castle), or watchtower (town).
-----Crossbow Man; Uses a crossbow. Better firepower than bow.
-----Bowman; Uses a bow. Longer range than crossbow.
->VILLAGE; Controlled by the royal family but not guarded by any wall and guardians will only strike if you destroy a part of it.
--MARKETPLACE; Where products are sold
---Sold things
----Items/Tools
----Weapons/ Armor
----Food
---NPC's
----Salesmen
--RAW MATERIALS
---Farms.
----Wheat Farm; Placed near the nearby river/lake. Grows wheat for the bakery.
-----Wheat Field
-----Mill; Placed near the wheat field. Just a decor though since you don't need to make wheat flour for bread.
-----Farm House; Where the farmer lives
----Pasture; Where farm animals are raised to be eaten. Each fenced area has its livestock. The animals are sold to the Butchery
-----Chicken
-----Pig
-----Cow
----Hops Farm; Grows hops for taverns. Placed near the nearby river/lake
----NPC's
-----Farmers
---Mine; A place where miners work. They destroy the ore blocks but the blocks regenerate. However, mining them will make the guardians attack you.
----Mined blocks
-----Stone
-----Gold
-----Coal
-----Iron
----Rails; the rail starts from the entrance of the mine and ends at the deepest parts of the mine.
----Minecart w/ Chest; The miners will not use ridable minecarts but will use the ones with chests to bring the ores outside the mine,
----NPC's
-----Miners
---Lumberyard; Woodcutters will cut trees to bring to the sawmill.
----NPC's
-----Lumberjack
---Fishingyard; Fishes from the nearby lake or river. Only placed on the nearby lake or river.
----NPC's
-----Fishermen
--SERVICE; Their products are sold to the marketplace.
---Butcher; Where raised livestock are sold to be used to make meat.
----NPC's
-----Cook
---Bakery; Where the grown wheat is brought to. It turns the wheat to bread.
----NPC's
-----Baker
---Fishmonger; Where the caught fish are cooked.
----NPC's
-----Fishmongers
---Sawmill; turns wood to processed wood (planks)
---Carpenter; Makes furniture out of processed wood (planks)
----NPC's
-----Carpenter
---Stonemason; Processes the mined stone (cobblestone) to make stone.
----NPC's
-----Stonemason
---Smithy; Refines iron. Makes weapons, armor. Make items using the coal. Uses sticks if needed.
----NPC's
-----Blacksmith
---Gold Smelter; Refines gold to bring to the smithy.
----NPC's
-----Smelter
---Fire Station; Puts out fires
----NPC's
-----Fireman
--RELIGION
---Church
----Indoors
-----Back and middle parts
------Big space in the middle isle
------Row of benches (group of stairs with fences on the sides of the outermost stairs)
------1 block-length spaces between each bench
-----Platform
------Altar
------Podium
----Outdoor parts
-----Bell tower
-----Chapel; Where masses for the dead are held. Just a design in Minecraft :smile.gif:
------Indoors
-------Coffin
-------Row of benches
-------Altar
-------Podium
--MISC
---Dungeon; Where prisoners are kept. This is a different dungeon. Not the one in caves.
---Wizard's Towers; There are three towers in a Kingdom: Fire, Ice, Lightning. Each controlled by the wizard of that element. High ceiling in each floor. The towers are placed on different corners/ edges of the Kingdom.
----Fire/Ice/Lightning Towers
-----Floors
------First; Nothing much. Just a staircase
------Second; Where the bed is
------Third; Topmost floor. Where Alchemy is done.
-------Features
--------A shelf with 30 spaces. Where the wizard puts potion ingredients and empty flasks
--------A cauldron in the center of the room
--------Stones float around the cauldron and the symbols on the stones glow when the wizard makes a potion.
----Unique features: Fire
-----Fireballs float around the tower's outside. These damage and burn entities on contact.
-----When the tower's wizard is attacked then the attacker goes outside the tower, the tower starts launching the fireballs to the attacker. They regenerate after a few seconds.
----Unique features: Ice
-----Ice shards float around the tower's outside. These damage and slow entities for a few seconds.
-----When the tower's wizard is attacked then the attacker goes outside the tower, the tower starts launching the ice shards to the attacker. They regenerate after a few seconds.
----Unique Features: Lightning
-----Electricity balls float around the tower's outside. These damage and pause movement on entities.
-----When the tower's wizard is attacked then the attacker goes outside the tower, the tower starts launching the electricity balls to the attacker. They regenerate after a few seconds.
---Graveyard
----Features
-----Normal Graves
-----Stone walls; Surrounds the graveyard. Can be made using stone bricks.
-----Stone Arch;The entrance to the grave. Can be made using stone bricks.
-----High class graves; It is made like a small house but actually is a grave. Iron bars make it impossible to enter it without letting the guardians attack you for destroying a part of the Kingdom.
------Features
-------Portal to ghost town; You see it when you open the coffin.
--------Features of Ghost Town
---------The dimension is a barren wasteland with a black void and some burnt wooden huts
---------The mobs are only ghosts (colored gray).
---------The portals to and from are on the places of the high class grave coffins
->OPTIONAL; Not needed but if it meets the requirements, they will appear too.
--ELVEN VILLAGES
---Requirements
----There must be a nearby forest biome
---Features
----A giant tree with a huge and thick tree stump will spawn in the middle of the village
----The giant tree is where the spiral staircase is built around.
----The spiral staircase leads to the village which is built on trees
----The huts are connected by a wooden bridge
----The huts are wooden with a different bed kind-the blankets are leaves.
---NPC's
----Elf; Uses a bow, has a quiver on his back.
--CURSED FOREST
---Requirements
----There must be a nearby forest biome
----Must be far from any other forest biome-optional features
---Features
----Very dark-light levels drop despite that area is exposed to sunlight. Only light source are glowshrooms and glowworms.
----Mushrooms become mobs after a while, growing to 1 1/2 blocks in height, width and length are 1 block.
----Water source blocks are purple
----Water the flows to and from it are purple.
----Lava will never flow into one despite being able to
----Hostile mobs(Creepers, spiders, slimes, etc.) get pushed back if they try to go in.
---Mobs
----Walking Red Mushroom; A bigger red mushroom with legs and arms. Passive. Drops a red mushroom
----Walking Brown Mushroom; A bigger brown mushroom with legs and arms. Passive. Drops a brown mushroom
----Walking Glowshroom; Happens when a mushroom touches a glowworm. The head of the mushroom glows. Passive. Drops mushroom of what it was before touched by glowworm. Drops a glowshroom on death. It is an item that glows. Can be used for lighting. Does not spread.
----Glowworm; Makes the mushroom a Walking Glowshroom when it touches the mushroom. Can climb up like how spiders do. Passive. Drops 1-2 Glowworm Oil on death- can be used for potions.
----Treant; A result when a sapling is either planted or dropped (by destroying leaves, pressing Q while holding a sapling, or killing a player that has a sapling in their inventory. The dropped/ planted sapling will become a treant after some time. Neutral. Attacks when provoked. Drops 1 wood block and 1-5 saplings on death.
----Poison Treant; A result when a trent touches purple water. Neutral. When it attacks you, you get poisoned. Drops nothing.
----Poison Walking Mushroom; A result when a walking mushroom touches purple water. Passive. Drops a poison mushroom on death. You get poisoned when you eat it.
----Powered Walking Glowshroom; A result when a walking glowshroom touches purple water. The purple water made the light of the walking glowshroom better. Passive. Lasts for a few seconds. Drops 1 glowshroom on death Glowshrooms are more powerful when near purple water- water you can get through bucket in cursed forest. In order to get, the purple water mst be the source block, like other fluids.
--MIST MOUNTAIN
---Requirements
----There must be a nearby ground with an altitude near the ceiling of the world at least 20 blocks.
----The highland must be a cold biome.
----The highland must have a land large enough.
---Features
----When deep inside the mist, the mistcould create illusions
gonna continue on this sometime.
NOTE: Mobs are different from NPC's
Oh like in RPG games? The people will give you quests and you do them! No too hard
2 things to improve on:
1 One per map is stupidly rare, make them as rare as strong holds
2 your equipment hierarchy is all wrong. Crossbowmen are more powerful then bowmen, better armour and power but slow recharge & speed. bowmen are opposite, less powerful are armoured but more speedy reload and speed.
and swordsmen are supposed to be weaker then knight, armour, skill, power, strength, endurance etc... and why does a queen have a sword? tell me sometime in the middle ages when queens had swords? I'm not talking about a random queen here & there but a real tradition of fighting queens.