The Meaning of Life, the Universe, and Everything.
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Update:
Despite my new obsession with Pokemon Go, I have worked quite a bit on the build. I've been using a basic design, and am trying to find ways to make it better for a larger area (it's roughly 9x9x(possibly) 9
The Meaning of Life, the Universe, and Everything.
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As it turns out, do to the hallway designs, the giant hole in the ground is about 1x3/4 (depending on the side) off, or something of the sort. This means the central tunnel/hole needs to be relocated, as does the area leading to it, and the chamber that lies far below. This probably means I can use the TNT method no less than eight times, because it'll give me rough enough for three chambers. the chambers are basically spherical, with the bottom being completely flat, and certain sides lacking walls so that they'd connect to other chambers.
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I was able to fix the issue with the centermost "hole" where I had planned to build a spiral staircase in. However, my original plan was to find a way to have four hallways converge on the stairs, but the space is far too small. I'm considering that a side which hasn't been built yet (the fourth side, which may be larger than the side(s) I've "completed"). I'm considering leaving a 2x2 chamber space, so that the stairs will have an area equivalent to four chambers. I might try to incorporate this idea into the current area, but I'd have to do a large amount of redesigning.
Lastly, I've been experimenting with redstone, and wanted to incorporate it into the build. What I have so far (do to the fact that it doesn't work the way I want it to) works until a point, then fails. I can't implement a jeb door where I'd like do to issues with space, and my "basic" "one piston holds another up, while that holds up two blocks of gravel" doesn't work, because one piece of gravel breaks during use. I have been able to implement a "secret" area behind the walls with small paths under the paths in the chambers to connect them. It uses a piston door to get in and out, and has been somewhat "hidden" into the side of the mountain.
The Meaning of Life, the Universe, and Everything.
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I haven't taken any screenshots recently, but I did implement my "four-chamber" plan for the staircase. I have all the space I need, but think I'll have to find a way to build a dome (so the tops of the chambers can't be seen), then make holes for the stairs. Currently, the stairs have been finished, but adding a dome just seems awkward, so I'll have to start with the dome, I guess.
However, I've also just thought of using a single chamber, and adding a circling staircase down from it, though it'd only do a quarter turn (90 degrees) to the lower floor, while a chamber next to it would lead up in the same manner. I prefer this idea, and think it'd be a great thing to implement.
Now, I'm a bit curious about what I should do for the "levels". The first level/entrance level is pretty well designed, but serves practically no purpose. I have planned a farm for the upper level(s), so that the build will be usable for survival. I feel like the first level would be nice if it were open, and possibly a marketplace. However, the current design of chambers doesn't offer a lot of room, so I think they might have to be dropped (yaaay, all this work for nothing). I will be posting images for the rooms' designs soon.
I did find several caves the further under the mountain I delved, and might use them as mines, so anyone could hunt for ores/res.
This build looks interesting and promising . An idea for a main hall would be to do something like the Erebor throne room a high walkway that branches out to different parts of the build and then filling up the bottom with gold and whatnot.
-Crazylegogeek
Rollback Post to RevisionRollBack
Impossible is just a big word thrown around by small people
who find it easier to live in the world they have been given
The Meaning of Life, the Universe, and Everything.
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Thanks for your idea! They way the build is right now, the entry level is more like a compound (best way to describe it). I'm currently experimenting with how I will design the entire build. The first way is the one I'm currently doing (the corridors/sections that make it look more like a compound), and the other is more like . Since the mountain I'm building in is part of a mountain range, I'm considering making this one a more militaristic compound, with farms in the upper levels. This compound will include enchanting tables, anvils, "smiths", as well as a mine-like area in order to make it seem like the working-class live in said mountain. The only issue I've found with the mountain range is that I would either have to connect the first to the rest with a bridge (I'm not the best with bridges, and the compound has pretty much been hidden in plain sight), or through the bottom floor (mine-like area). I'm also considering making a graveyard in the "mining area", because it's currently the most open part of the entire compound.
The militaristic aspect means that the first compound will include a lot of bunks, and that several things (pretty much like the corridors) will be repeated. I'm assuming the first build will be a much more survival-friendly compound, while the second(+) in the mountain range will seem more like a city, and will be more for admiring. I never really realized how much time it takes to carve out a mountain in MCPE (and how much I don't want to waste two hours to do it), especially when I don't just want to use the "randomly place a ton of tnt and see what happens" technique.
I definitely want to include little things like a market (mountain range) and a giant library (once again, mountain range). I might try makeing an obstacle course for "training". Pretty much, the first build will be extremely basic (though EXTREMELY REPETITIVE to use up the entire mountain) for survival purposes, but will probably not be enjoyed as much when the mountain range's compound is complete. It's pretty much a starting point for me, so I have an idea of how I can work with a mountain, as well as whether or not I will incorporate the corridors into the "main" build in the range.
The Meaning of Life, the Universe, and Everything.
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I've been having a hard time deciding how to create the lower levels (repetitive design, or something different?). I'm considering just making giant open halls (seems fitting) that have some design i'd have to come up with.
The Meaning of Life, the Universe, and Everything.
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I'm unaware if you can engage in multiplayer without being near each other/on the same internet connection, but I also don't have a Realm set up. I think the biggest issue is that this first build is probably more like me messing around. I'm probably unaware that I'm just doing something for an idea, then I'll actually creating an interesting build, and return to destroy what has been built so I can make an armory that'd be relevant to the main build upon completion of the main build. I'm far too indecisive, and I definitely need to try and find a better way to clear out mountains (curse you, dirt and gravel!).
I think I'm going to stop my construction, destroy what I have built (I'll probably make a copy of the files beforehand), and proceed to finish carving out the mountains. Once everything has been carved out, and I come up with a way to connect the two "locations", I'll start building again. While I think the design of the hallways is easy to repeat, it's far too repetitive, and I think it'd be far too easy to get lost/bored with the current hallways.
An idea I have is to connect the second floor (first one under the main floor) of the first build to the main floor of the second build, and carve it up to the top of the mountain. That way, it'll give off that effect I feel many places have when they're in a large cave. I believe setting up a village near the "entrance" of the second build would really make it seem realistic, with a castle that should take up roughly half of the cave's size (at least) at the back.
However, I'm currently just rambling in this thread instead of working. It's time I get back to work and start checking how big of a cavern can be created in the mountain. As a reminder, I check this thread almost everyday; once when I wake up, and once in the afternoon. Thanks again for your offer!
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I feel pretty bad about what I've done. While this project is something I've had planned for over a year, making it (solo) is boring, as well as monotonous. While most creators on PC receive aid from friends, mods, etc., I'm in the exact opposite position. Not only am I forced to use a device with a limited battery, but, by using it for an extended period of time, I'm slowly making the battery less capable (it takes longer to charge and loses battery at a faster rate). I also have no way to receive help from anyone I know, as they'd probably just destroy anything I build, forcing me to stare at a phone for hours by myself. It's different when you have someone next to you, but I'd more than prefer to look at a monitor from a distance and do anything else.
Sure, I have always been enchanted by the idea, but the odds of me being able to create it, as well as the odds of me being able to make it to my standards are probably impossible. Unless I find some way to carve out a mountain (not by hand), this project is probably going to stay where it is. Personally, with ideal abilities, I'd use some program/method to automatically carve out the mountain, then allow my imagination to run wild. However, I find it hard to allow my imagination to do so when I constantly have to keep carving out the mountain.
It'd be like, if you wanted to access the internet, you'd have to manually delete your search history every time. And the history reappears every time you close any of your tabs, adding whatever you search (No, you would not have access to anything similar to "incognito mode"). While it's a bit of insignificant work, it really adds up; eventually, you're just done with the ordeal as a whole.
You might want to see if there's someone out there with a Realm who would be willing to invite you, if you're unable to set up your own Realm and invite friends. Yeah, it'd mean starting over, but you could recruit some help.
The Meaning of Life, the Universe, and Everything.
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Thanks for the continued support. I'd still like to complete the build, but it seems overly difficult on Android, all things considered. I just don't have the ability to do everything I'd like to, and work on the build without returning to what I was previously doing. I'm sure it'll eventually be finished; I did most of my best work when I only had five to ten minutes to work.
The Meaning of Life, the Universe, and Everything.
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Topic: Return
Update: I'm back at it, only with a new seed, and a different mindset. Trying to constantly update made me try to rush a lot of ideas, and I feel like that was a mistake. The new build will still be like Erebor, only it's (possibly) being designed as a semi destroyed castle. Entrance requires work.
The Meaning of Life, the Universe, and Everything.
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Topic: Beginning a New Build
Update: I might only be able to update this (new) build every weekend, and that's if I'm lucky. I hope I still have the same supporters as we near 1,000 view(er)s, but I, of all people, also know it's been a long and fruitless process. I plan on using many videos I've seen (and saved) as inspiration for the build.
Question(s):
1. Should the entrance open into a long(-ish)/short(-ish) hallway, or simply be entirely open after you enter the compound?
2. What would you guys like me to add? - Note that you will receive credit. If the idea is similar to one I've already had, it will be referred to as "collaborative", should you have an influence.
3. Should there be a lot of repetition or symmetry, or should the build be completely asymmetrical after the initial entrance?
4. Should it be designed as an underground kingdom with separate buildings that are built in a cavern? - Idea I've always wanted to incorporate, can specify if asked.
5. What rooms should be included, and what type of design should they have? - I'd like the build to appear as though the "civilians" became more advanced as they progressed deeper into the cave, or possibly just let the build come to me naturally.
Extra: Feel free to add videos into this thread for me to use for reference/inspiration, as well as to ask what I'm using for reference/inspiration.
The Meaning of Life, the Universe, and Everything.
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Topic: Opening/Village
Update: I'm not sure how to transition the entrance to this part, but it's being designed to look like a ravine. I plan on building homes and other buildings into the sides of the ravine (if you've ever read the Unwind Dystology (any book past the first one), then you can compare it to the Arapache settlement). It will slowly move downwards, eventually leading to chasm in which the main castle will lie. I'm thinking of editing the entrance so it simply appears to be a pair of doors guarding a ravine.
Question(s):
1. What kind of rooms/buildings are "must-haves"?
2. Should I incorporate some type of guard post at several "checkpoints", or one at the very end to protect the castle?
3. Should I make the walkways the way I had planned by making them one block wide, in order to make it seem like the people who would live there would be used to heights (much like the Arapache village from the Unwind Dystology)?
I haven't read the series, so I'm not sure about the setting there.
But here's some two cents thoughts on a ravine village:
* Food - Every village needs a food source. Does this village have a large plot on flat ground somewhere? If so, how do they get to it? Or do they have a series of small fields inset into the ravine edge?
* Water - I assume a river is what carved the ravine in the first place. Is it still flowing through the bottom? If not, where do they get their water from?
* Layout - are the buildings all lined up horizontally along the ravine, or are some stacked vertically as well?
* Defense - I assume the village is in the ravine for defense. What are they defending against? Just knowing that should tell you more about what kinds of defenses they need.
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Response To: "Master_TMO"
Comment: You've made some very good points in your paragraph-like comment that just makes me remember why I enjoy having you in the thread. I'm considering the idea of placing the crops at the very bottom of the ravine (where I'll have a rive). The only issue will be finding a way to give people an incentive to either use ladders to reach the crops, or to use the walkway to get around (especially to lower levels) if the ladder(s)/river are far easier to use.
Idea(s) In Response to Comment: I'm thinking about making the first few houses seem very "slummy", as comes to mind from books I've read. These houses will seem basic and cluttered, with one stacked on another; every "section (for lack of a better term at the moment)" will consist of two houses. They will both be made from wood, with a few different types mixed together for character. The top house will have a small "extension" that will consist of nothing less than two blocks placed to produce a miniature path to the door. Depending on how big it is, I may use fences to look like supports. The path will be accessible via the door and ladders that will be on the side of the first house that faces the ravine. I'm thinking of separating each "section" with a small farm that will be equivalent to a "section" in how much space the side facing the ravine will take up. That way, there will be several farms, allowing the map to easily be used for multiplayer. I might also set up a shrine at the bottom of the ravine (at the end closest to the entry of the "stronghold/settlement") that will have droppers to move "gifts" to a vault that will be located far below, possibly only accessible via a hidden passage in the castle.
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Update:
Despite my new obsession with Pokemon Go, I have worked quite a bit on the build. I've been using a basic design, and am trying to find ways to make it better for a larger area (it's roughly 9x9x(possibly) 9
As it turns out, do to the hallway designs, the giant hole in the ground is about 1x3/4 (depending on the side) off, or something of the sort. This means the central tunnel/hole needs to be relocated, as does the area leading to it, and the chamber that lies far below. This probably means I can use the TNT method no less than eight times, because it'll give me rough enough for three chambers. the chambers are basically spherical, with the bottom being completely flat, and certain sides lacking walls so that they'd connect to other chambers.
I was able to fix the issue with the centermost "hole" where I had planned to build a spiral staircase in. However, my original plan was to find a way to have four hallways converge on the stairs, but the space is far too small. I'm considering that a side which hasn't been built yet (the fourth side, which may be larger than the side(s) I've "completed"). I'm considering leaving a 2x2 chamber space, so that the stairs will have an area equivalent to four chambers. I might try to incorporate this idea into the current area, but I'd have to do a large amount of redesigning.
Lastly, I've been experimenting with redstone, and wanted to incorporate it into the build. What I have so far (do to the fact that it doesn't work the way I want it to) works until a point, then fails. I can't implement a jeb door where I'd like do to issues with space, and my "basic" "one piston holds another up, while that holds up two blocks of gravel" doesn't work, because one piece of gravel breaks during use. I have been able to implement a "secret" area behind the walls with small paths under the paths in the chambers to connect them. It uses a piston door to get in and out, and has been somewhat "hidden" into the side of the mountain.
I haven't taken any screenshots recently, but I did implement my "four-chamber" plan for the staircase. I have all the space I need, but think I'll have to find a way to build a dome (so the tops of the chambers can't be seen), then make holes for the stairs. Currently, the stairs have been finished, but adding a dome just seems awkward, so I'll have to start with the dome, I guess.
However, I've also just thought of using a single chamber, and adding a circling staircase down from it, though it'd only do a quarter turn (90 degrees) to the lower floor, while a chamber next to it would lead up in the same manner. I prefer this idea, and think it'd be a great thing to implement.
Now, I'm a bit curious about what I should do for the "levels". The first level/entrance level is pretty well designed, but serves practically no purpose. I have planned a farm for the upper level(s), so that the build will be usable for survival. I feel like the first level would be nice if it were open, and possibly a marketplace. However, the current design of chambers doesn't offer a lot of room, so I think they might have to be dropped (yaaay, all this work for nothing). I will be posting images for the rooms' designs soon.
I did find several caves the further under the mountain I delved, and might use them as mines, so anyone could hunt for ores/res.
I will be uploading some screenshots soon. I'm currently experimenting with different blocks to add a design with color, so please bear with me.
This build looks interesting and promising . An idea for a main hall would be to do something like the Erebor throne room a high walkway that branches out to different parts of the build and then filling up the bottom with gold and whatnot.
-Crazylegogeek
Impossible is just a big word thrown around by small people
who find it easier to live in the world they have been given
than to explore the power they have to change it.
Impossible is not a fact. It's an opinion
Impossible is not a declaration. It's a dare.
Impossible is potential.
Impossible is temporary
Impossible is Nothing
-Muhammad Ali
Thanks for your idea! They way the build is right now, the entry level is more like a compound (best way to describe it). I'm currently experimenting with how I will design the entire build. The first way is the one I'm currently doing (the corridors/sections that make it look more like a compound), and the other is more like . Since the mountain I'm building in is part of a mountain range, I'm considering making this one a more militaristic compound, with farms in the upper levels. This compound will include enchanting tables, anvils, "smiths", as well as a mine-like area in order to make it seem like the working-class live in said mountain. The only issue I've found with the mountain range is that I would either have to connect the first to the rest with a bridge (I'm not the best with bridges, and the compound has pretty much been hidden in plain sight), or through the bottom floor (mine-like area). I'm also considering making a graveyard in the "mining area", because it's currently the most open part of the entire compound.
The militaristic aspect means that the first compound will include a lot of bunks, and that several things (pretty much like the corridors) will be repeated. I'm assuming the first build will be a much more survival-friendly compound, while the second(+) in the mountain range will seem more like a city, and will be more for admiring. I never really realized how much time it takes to carve out a mountain in MCPE (and how much I don't want to waste two hours to do it), especially when I don't just want to use the "randomly place a ton of tnt and see what happens" technique.
I definitely want to include little things like a market (mountain range) and a giant library (once again, mountain range). I might try makeing an obstacle course for "training". Pretty much, the first build will be extremely basic (though EXTREMELY REPETITIVE to use up the entire mountain) for survival purposes, but will probably not be enjoyed as much when the mountain range's compound is complete. It's pretty much a starting point for me, so I have an idea of how I can work with a mountain, as well as whether or not I will incorporate the corridors into the "main" build in the range.
The images, as promised
I've been having a hard time deciding how to create the lower levels (repetitive design, or something different?). I'm considering just making giant open halls (seems fitting) that have some design i'd have to come up with.
Well I've been on the forums for a while now I had just never made an acct until now because I wanted to see if I cojuld help you with your building?
I'm unaware if you can engage in multiplayer without being near each other/on the same internet connection, but I also don't have a Realm set up. I think the biggest issue is that this first build is probably more like me messing around. I'm probably unaware that I'm just doing something for an idea, then I'll actually creating an interesting build, and return to destroy what has been built so I can make an armory that'd be relevant to the main build upon completion of the main build. I'm far too indecisive, and I definitely need to try and find a better way to clear out mountains (curse you, dirt and gravel!).
I think I'm going to stop my construction, destroy what I have built (I'll probably make a copy of the files beforehand), and proceed to finish carving out the mountains. Once everything has been carved out, and I come up with a way to connect the two "locations", I'll start building again. While I think the design of the hallways is easy to repeat, it's far too repetitive, and I think it'd be far too easy to get lost/bored with the current hallways.
An idea I have is to connect the second floor (first one under the main floor) of the first build to the main floor of the second build, and carve it up to the top of the mountain. That way, it'll give off that effect I feel many places have when they're in a large cave. I believe setting up a village near the "entrance" of the second build would really make it seem realistic, with a castle that should take up roughly half of the cave's size (at least) at the back.
However, I'm currently just rambling in this thread instead of working. It's time I get back to work and start checking how big of a cavern can be created in the mountain. As a reminder, I check this thread almost everyday; once when I wake up, and once in the afternoon. Thanks again for your offer!
I feel pretty bad about what I've done. While this project is something I've had planned for over a year, making it (solo) is boring, as well as monotonous. While most creators on PC receive aid from friends, mods, etc., I'm in the exact opposite position. Not only am I forced to use a device with a limited battery, but, by using it for an extended period of time, I'm slowly making the battery less capable (it takes longer to charge and loses battery at a faster rate). I also have no way to receive help from anyone I know, as they'd probably just destroy anything I build, forcing me to stare at a phone for hours by myself. It's different when you have someone next to you, but I'd more than prefer to look at a monitor from a distance and do anything else.
Sure, I have always been enchanted by the idea, but the odds of me being able to create it, as well as the odds of me being able to make it to my standards are probably impossible. Unless I find some way to carve out a mountain (not by hand), this project is probably going to stay where it is. Personally, with ideal abilities, I'd use some program/method to automatically carve out the mountain, then allow my imagination to run wild. However, I find it hard to allow my imagination to do so when I constantly have to keep carving out the mountain.
It'd be like, if you wanted to access the internet, you'd have to manually delete your search history every time. And the history reappears every time you close any of your tabs, adding whatever you search (No, you would not have access to anything similar to "incognito mode"). While it's a bit of insignificant work, it really adds up; eventually, you're just done with the ordeal as a whole.
You might want to see if there's someone out there with a Realm who would be willing to invite you, if you're unable to set up your own Realm and invite friends. Yeah, it'd mean starting over, but you could recruit some help.
Good luck with your project!
TMO's Realms Blog (v0.15+)
MCPE Survival Blog #2 - Rhageos (v0.11-0.12)
My MCPE Survival world Blog (v0.9-0.10)
MCPE Hardcore Blog (v0.10)
Thanks for the continued support. I'd still like to complete the build, but it seems overly difficult on Android, all things considered. I just don't have the ability to do everything I'd like to, and work on the build without returning to what I was previously doing. I'm sure it'll eventually be finished; I did most of my best work when I only had five to ten minutes to work.
This is pretty great. Following.
Topic: Return
Update: I'm back at it, only with a new seed, and a different mindset. Trying to constantly update made me try to rush a lot of ideas, and I feel like that was a mistake. The new build will still be like Erebor, only it's (possibly) being designed as a semi destroyed castle. Entrance requires work.
Extra: This is now how I'll post updates.
Topic: Beginning a New Build
Update: I might only be able to update this (new) build every weekend, and that's if I'm lucky. I hope I still have the same supporters as we near 1,000 view(er)s, but I, of all people, also know it's been a long and fruitless process. I plan on using many videos I've seen (and saved) as inspiration for the build.
Question(s):
1. Should the entrance open into a long(-ish)/short(-ish) hallway, or simply be entirely open after you enter the compound?
2. What would you guys like me to add? - Note that you will receive credit. If the idea is similar to one I've already had, it will be referred to as "collaborative", should you have an influence.
3. Should there be a lot of repetition or symmetry, or should the build be completely asymmetrical after the initial entrance?
4. Should it be designed as an underground kingdom with separate buildings that are built in a cavern? - Idea I've always wanted to incorporate, can specify if asked.
5. What rooms should be included, and what type of design should they have? - I'd like the build to appear as though the "civilians" became more advanced as they progressed deeper into the cave, or possibly just let the build come to me naturally.
Extra: Feel free to add videos into this thread for me to use for reference/inspiration, as well as to ask what I'm using for reference/inspiration.
Topic: Opening/Village
Update: I'm not sure how to transition the entrance to this part, but it's being designed to look like a ravine. I plan on building homes and other buildings into the sides of the ravine (if you've ever read the Unwind Dystology (any book past the first one), then you can compare it to the Arapache settlement). It will slowly move downwards, eventually leading to chasm in which the main castle will lie. I'm thinking of editing the entrance so it simply appears to be a pair of doors guarding a ravine.
Question(s):
1. What kind of rooms/buildings are "must-haves"?
2. Should I incorporate some type of guard post at several "checkpoints", or one at the very end to protect the castle?
3. Should I make the walkways the way I had planned by making them one block wide, in order to make it seem like the people who would live there would be used to heights (much like the Arapache village from the Unwind Dystology)?
I haven't read the series, so I'm not sure about the setting there.
But here's some two cents thoughts on a ravine village:
* Food - Every village needs a food source. Does this village have a large plot on flat ground somewhere? If so, how do they get to it? Or do they have a series of small fields inset into the ravine edge?
* Water - I assume a river is what carved the ravine in the first place. Is it still flowing through the bottom? If not, where do they get their water from?
* Layout - are the buildings all lined up horizontally along the ravine, or are some stacked vertically as well?
* Defense - I assume the village is in the ravine for defense. What are they defending against? Just knowing that should tell you more about what kinds of defenses they need.
TMO's Realms Blog (v0.15+)
MCPE Survival Blog #2 - Rhageos (v0.11-0.12)
My MCPE Survival world Blog (v0.9-0.10)
MCPE Hardcore Blog (v0.10)
Response To: "Master_TMO"
Comment: You've made some very good points in your paragraph-like comment that just makes me remember why I enjoy having you in the thread. I'm considering the idea of placing the crops at the very bottom of the ravine (where I'll have a rive). The only issue will be finding a way to give people an incentive to either use ladders to reach the crops, or to use the walkway to get around (especially to lower levels) if the ladder(s)/river are far easier to use.
Idea(s) In Response to Comment: I'm thinking about making the first few houses seem very "slummy", as comes to mind from books I've read. These houses will seem basic and cluttered, with one stacked on another; every "section (for lack of a better term at the moment)" will consist of two houses. They will both be made from wood, with a few different types mixed together for character. The top house will have a small "extension" that will consist of nothing less than two blocks placed to produce a miniature path to the door. Depending on how big it is, I may use fences to look like supports. The path will be accessible via the door and ladders that will be on the side of the first house that faces the ravine. I'm thinking of separating each "section" with a small farm that will be equivalent to a "section" in how much space the side facing the ravine will take up. That way, there will be several farms, allowing the map to easily be used for multiplayer. I might also set up a shrine at the bottom of the ravine (at the end closest to the entry of the "stronghold/settlement") that will have droppers to move "gifts" to a vault that will be located far below, possibly only accessible via a hidden passage in the castle.