I'm gonna post my ideas with cool formatting. This does not mean that I will include your ideas with cool formatting in the first post. I'm too lazy to maintain a thread like that. But I will probably read them, and I really hope that someone at Mojang does. So if you wanna get noticed, do your own cool formatting. And think twice about your idea, too. That helps it not suck.
Vision: World-generator options for Sea Level height, allowing for more sophisticated and spacious surface terrain and/or caves, depending on how much space there is above and below sea level. Also allows compensation for weak computers while exploring the potential of powerful ones.
I'm split as to whether this would be done best by sliders or several preset world options kinda like the superflat option. With sliders, there would be one for sea level and one for maximum mountain height. What we now know as superflat could be achieved by setting both sliders as low as possible. However, I'm gonna go into detail using the preset world options idea, because I think it would be easier to verbalize it that way. Here are the world options with descriptions, the way I'm imagining it.
Superflat - The superflat we know now, but with a full complement of biomes with vegetation. Because sometimes people want to get creative on something other than one color of grass. And plants are cool.
Tall - Sea level is at 32, mountains top out around 120. Lava level is dropped a bit. This map type is idealized for people who like a lot of air space to build in, and aren't too into caves. Ravines would need to be shrunk or removed. I don't know what to do with mineral occurrence, but given the target demographic for this map type, leaving the max elevations as-is should work well. With the Anvil save system, this would probably minimize computer stress and make for small save files.
Extra Tall - Sea level still at 32, but mountains top out around 196. That's a whole lot of up and down to play with, and I think the terrain generator could be tweaked to make beautiful use of it. Increased base elevations for certain biomes, truly massive mountains like the game has never seen before, and still 64 blocks on top to build your epic roost. Probably medium computer stress.
Standard - The maps we have now. Sea level at 64, mountains top out around 120.
Grand - Sea Level at 128, mountains top out at 224. Makes full use of the extra world height, offering riches and beauty to all styles of Minecraft players, as long as their computers can handle it. Oceans are deeper too, possibly allowing for seafloor features like trenches. The extra cave space would allow room for something I've always wanted in Minecraft: some kind of Underdark. I'm talking BIG open spaces in the lower 64 blocks of the earth, a little bit like the nether. Naturally-formed giant mushrooms, underground vistas, maybe even some structures.
Deep - sea level at 196, mountains top out around 250. Basically the surface world we're used to, sitting on top of an underworld triple the depth we're used to. Terrifyingly deep oceans and an "Underdark" layer fit for a Drow palace. Not for the faint of heart or processor.
I like the idea of more suggestions since the Y coordinate is doubled. It would make since we would want more options.
Rollback Post to RevisionRollBack
"Pachingdermouses", "H*ll Yeah Dermous", "Best Around", "Dermicisles", "Call In The Derms For Air Support","Derm Units", "Pachyderm Wars", "LIVE! LIVE! LIVE!...", "Dermous", "Pachyderm Massiah", "Brownchickeniqua", "Pachyderm-sama", "Pachyderm Master Of The Universe"
Also, how about a floating island biome? Maybe another super-rare thing that only appears in oceans, similar in concept to mushroom biomes. Some kind of End-like terrain generator for the upper 180 blocks of the world?
Also, how about a floating island biome? Maybe another super-rare thing that only appears in oceans, similar in concept to mushroom biomes. Some kind of End-like terrain generator for the upper 180 blocks of the world?
I think floating islands would work better as another terrain generation option than a biome.
The OP is very good though. All great ideas. What is a Drow?
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Through the darkness of future past, the magician longs to see.
One chants out between two worlds: "Fire - Walk with me."
^Some sort of evil cave-and-water dwelling elf creature from a RPG game called AdventureQuest Worlds.
I completely agree with the first post. Those would all be great ideas. Maybe the higher mountains would make them more mountain-like and less like hills with random floaty bits. I didn't like that in 1.7, and I don't know why it's back now.
Vision: World-generator options for Sea Level height, allowing for more sophisticated and spacious surface terrain and/or caves, depending on how much space there is above and below sea level. Also allows compensation for weak computers while exploring the potential of powerful ones.
I'm split as to whether this would be done best by sliders or several preset world options kinda like the superflat option. With sliders, there would be one for sea level and one for maximum mountain height. What we now know as superflat could be achieved by setting both sliders as low as possible. However, I'm gonna go into detail using the preset world options idea, because I think it would be easier to verbalize it that way. Here are the world options with descriptions, the way I'm imagining it.
Superflat - The superflat we know now, but with a full complement of biomes with vegetation. Because sometimes people want to get creative on something other than one color of grass. And plants are cool.
Tall - Sea level is at 32, mountains top out around 120. Lava level is dropped a bit. This map type is idealized for people who like a lot of air space to build in, and aren't too into caves. Ravines would need to be shrunk or removed. I don't know what to do with mineral occurrence, but given the target demographic for this map type, leaving the max elevations as-is should work well. With the Anvil save system, this would probably minimize computer stress and make for small save files.
Extra Tall - Sea level still at 32, but mountains top out around 196. That's a whole lot of up and down to play with, and I think the terrain generator could be tweaked to make beautiful use of it. Increased base elevations for certain biomes, truly massive mountains like the game has never seen before, and still 64 blocks on top to build your epic roost. Probably medium computer stress.
Standard - The maps we have now. Sea level at 64, mountains top out around 120.
Grand - Sea Level at 128, mountains top out at 224. Makes full use of the extra world height, offering riches and beauty to all styles of Minecraft players, as long as their computers can handle it. Oceans are deeper too, possibly allowing for seafloor features like trenches. The extra cave space would allow room for something I've always wanted in Minecraft: some kind of Underdark. I'm talking BIG open spaces in the lower 64 blocks of the earth, a little bit like the nether. Naturally-formed giant mushrooms, underground vistas, maybe even some structures.
Deep - sea level at 196, mountains top out around 250. Basically the surface world we're used to, sitting on top of an underworld triple the depth we're used to. Terrifyingly deep oceans and an "Underdark" layer fit for a Drow palace. Not for the faint of heart or processor.
How to not die in a cave
Also, how about a floating island biome? Maybe another super-rare thing that only appears in oceans, similar in concept to mushroom biomes. Some kind of End-like terrain generator for the upper 180 blocks of the world?
How to not die in a cave
I think floating islands would work better as another terrain generation option than a biome.
The OP is very good though. All great ideas. What is a Drow?
One chants out between two worlds: "Fire - Walk with me."
I completely agree with the first post. Those would all be great ideas. Maybe the higher mountains would make them more mountain-like and less like hills with random floaty bits. I didn't like that in 1.7, and I don't know why it's back now.