Well, plans changed, and two things came in the way of the maze.
First of all...the museum.
It started like this:
V 2.0 was this...
And here's V 3.0!
It's still empty, but as you can see, it's going to be a proper museum, by size, and content. Every single block and item on the game will be featured now!
Another update to Marina...we solved three problems now. First, there was way too much metal. Second, S-Quadra fountains were a bit dull, and thirs, the small river covered with a glass floor was...too small. Ridiculously small.
One solution to all 3 problems:
Now the fountains are connected to the river, and everything looks way better! Next step is giving Marina a final size, so we can add buildings.
Finally as a bonus, Munduno seen with a good shader pack:
OK, I have a surprise here, we've been hard at work this week, by doing another major overhaul to Munduno.
A spoiler is needed here, this is quite BIG!
We have new buildings, we have updated builds and zones, and a lot of new textures!
So, let's start with the small stuff first.
The new textures have expanded all the way to the paintings. Just 3 for now, we want to keep the original ones, but we needed these ones for 3 good reasons.
First one:
Yup, an actual Metro logo sign. No more "Metro" signs anymore!
3 changes here:
First one, now every single building (except things like Sugane) now all have receptions. And what's that on them? Well, from this side you can see a metal sign. That's because we decided to change the signs to metal, since no other options are available. I hope we can get more signs in the base game in the future, so we can add some wood ones back.
And the third is, what the reception look like from the other side:
Yup. Computers! The problem we have is, all paintings share the same back, so I cannot add a PC back, otherwise normal paintings would be ruined.But the metal sign not only holds them in place, it sort of helps with the illusion of a PC being there.
But of course, not only we added computers to new receptions (the one above was Curb) we added them to existing ones:
Now SkyRise can work as a hotel! Sort of...
But this is just the beggining. Let's move to my house...
The first thing you can notice is, now I have solar panels on my roof But on the inside, more things have been changed.
More light and upgraded sofa in the hall.
Kitchen. The hopper and the lever have new textures, and both combined make a pretty nice sink. Also, an "exhaust hood" has been added to the modern oven (with lit texture too!) and the crafting table is now...a metal crafting table. Added a flower for good measure.
My room. The 3rd and final altered painting texture is now a chest of drawers texture, perfect for many blocks to be added. Also, upgraded my bookshelf with a PC as well!
Bathroom. WC, sink and shower. I got everything in here!
Let's go outside. As you may have noticed, there's another new texture. Cobblestone is now...grey bricks.
There you go. All generic paths are now made out of this, instead of stone.
Also, as you can see, that path no longer ends in a door for retrieving objects thrown to my toilet. Not only because that doesn't longer exists, also because not it's connected to National Park:
Looks quite beautiful:
And talking about National Park...you know, the park wasn't 100% accurate. Some things had to be improved. And the first step is adding furniture to the main building: (Trapdoors are now holeless)
But the big work was at the other end...
We added the missing elements from the "real" park, including signs. We also made a new texture for the floor, and increased the length of the path connecting the two parts of the park.
We also added higher borders to all the park, and reshaped the pokeball part, including the fountain. Even the buildings were reshaped. Now it's a real replica of the Soulsilver counterpart!
Tunnels have been upgraded too. Too much stone! The National Park tunnel now looks like this:
Sugane tunnel.
Pinaculum tunnel.
The new cobblestone is quite handy. The tunnel connecting my house with the caves is also made of it.
The path to Black&White. No longer a one way path. Where the new path leads to?
(As you can see, all paths in this area have been upgraded. Including the one sourrounding B&W. We call all of this, from here to Cubes, the Central District)
Well it's a tunnel under Munduno's sign!
And it leads to here. The housing project. Now everything is pretty much connected!
Also, all paths are 3 block wide.
National Park metro station is gone. It's now named (and themed) after something else. What could be?
In Pinaculum, the stairs from the plaza to the museum have been remade:
The interior of Pinaculum is new as well!
And now, the main features...do you remember the empty space in front of BlackSting?
Well...
Not only trees have been added, a new building is now in place. Conlers building, everyone! (Mix of containers and colors)
Meant to be original, not practical...
And now, the really big stuff.
In Marina, a lot of space is available, so it's time to fill it.
So, welcome to Diagonal:
It's based on a real building, but with a personal touch. It's still not finished on the inside, I'll do a proper introduction when it's ready. (Whoa, X-Cross looks tiny now!)
But...something more is cooking. Do you remember the new metro station? Is themed after a building. Here is the view from the top.
It's a real life building, and something we really like. You'll see what building is soon!
2015 already....way too many months without updates. But the motto is still the same...this never stops.
So...what about a big update again? Let's start with this:
A réplica of Madrid's Torres Kio. I can't recall if I told already, but this is not something planned lately.
In fact, it was my first planned build. The place where Pinaculum rises now, was originally for one of the towers. Same exact width and length, 36x36 blocks. But plannes changed, and the current Munduno was born. The Kio are now here as a gate to a brand new district of the world. Big one. With many buildings, avenues, roads...a mini city on its own.
But until that happens, more Kio shots:
It's probably the best replica ever made in the game, considering all the effort put into it. The exterior isn't that hard, but the lack of interior references is a problem. I managed to see how it looks inside, but due to technical problems, the number of floors is sightly lower than in the real towers. The distribution of all floors is also ficticious, but is all based on real sketchs. The stairs, elevators, shafts, corridors...are all real in all floors.
More new textures had to be made for the towers. They really look the part.
And finally, my latest building, KrNr (Corner) which is...well. As modern as always.
Every floor is unique, so the elevator and the stairs are never in the same layout.
And...that's it for now. After 4 years, it's hard to be as fresh as in the first day, but it's definively possible. I hope we can speed up again and at least, finish the remaining things for once and for all!
Well, it was pretty much all improv. I had the basic shape of every floor in my mind, but the placement of every floor over the next one was 100% random, looking for that unsorted look.
Then, it was a matter of scratching my head trying to figure out how to connect everything together with stairs, every floor is unique in that way, but in the end, I was able to do it. The elevator shaft of course goes always straight, so that was one less problem.
The Kio towers were a bigger problem. Since they are tilted, that means 8 elevators and 2 cores, 4 elevators for each one, like in the real buildings. One core goes up to the middle of the building, and then, vanishes since there's no space left for it to continue its way up. The 4 remaining elevators go all the way up to the technical floor below the helipad, and 2 sets of stairs go from both east and west sides. A lot of work, definitely.
In that huge empty space, a new building complex will rise. Something inspired by Madrid's "Ensanche de Vallecas"
Yeah, lots of housing blocks, very stylish. Lots of work assured! Who knows, maybe this will be something my grandsons will end at this rate...it's getting out of hands, but I love it.
I'm always impressed by how many *different" building designs you have. I tend to redo existing designs with modifications at least half the time, and my "new" ideas aren't as new as yours. A lot of great ideas in that head of yours!
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Well, coming up with fresh stuff is always hard. And now the problem is about the numbers. In Marina I have room for 15 new skyscrapers, without having to pack them a la Dubai, so we'll have to think on what to do there...I would love to fill that with original creations, way too many replicas so far.
Again, the new project is all 100% original (well...except for the Kio Towers) so at least I have that covered!
Anyway, I'm sure you'll come up with new ideas as well. It's just a matter of time. You'll get the right ideas eventually, like me.
Ikona, a medium-sized shopping mall. Again, I wanted to do this for years, and it's close to be finished! Features many shops and a cinema. Soon more pics!
Good job at building all of this stuff! It is almost hard to imagine that you have been working on this same city for so long. It must be one of the largest ever built!
How time passes...back in 2012 I was able to post updates every single month, now every year...
Well...at least I have something new to share.
Ah, the old stadium...quite a sad story. Finished in 2013, it was shortly afterwards saved as a .schematic and thus gone from Munduno. It was too big.
After all these years, I wanted to bring it back for once and for all..but now, the other way round. It was too small, so I decided something had to be done. The first idea was to reform it and make it bigger, but I soon discovered even the main field was wrong in every way, too narrow, too short, and too shallow. So by the time I managed to give the field the proper dimensions, just a tiny section of the old stadium remained, so...time to think new. From scratch.
Since I don't know exacly how I'm going to place it in Munduno (even though I know the area it will be placed on) I'm currently building it in a superflat world I have for testing and other projects (you can see them in the background) and well...now this time it's really bigger.
Don't mind the details, a lot of that white will soon be replaced by color. Since I have just a basic idea of the layout, the first step is trial and error until everything is right, the seatings, the inner structure with stairs, elevator shafts...one of the most complicated builds I've ever done. Then, comes the lighting, and finally the decoration process.
And it's a perfect chance to see a cutout of the interior:
Quite a lot of things to have in mind! Too add an extra layer of realism, I'm basing the overall interior structure on real stadiums, so it makes sense. The field is also the right size compared to a real stadium. To the right, you can notice a bit of grass on a column, that's where the surface will be, since the rest of it will be "underground", just like a real one.
And talking about cutouts...when I was trying to save the original stadium structure, here's a comparison between both stadiums in a cutout view...quite the same right?
Of course the old one had a charm I want to keep, so the decoration step will be really important to make it look not only big and great, but nice too.
In fact, for the exterior, I'm planning to rescue an old project for the original stadium, which never happened to exist:
Of course for the final building the concept will be redone so it will look even better, and the color scheme of the original will come back somehow too.
In 2015 I talked about a new district of new fancy housing projects...well, a bit late, but the first building is almost done.
Front view. You can clearly see a big chunk of the interior is still WIP...and bits of the exterior too.
The roof. Looks like a fancy parking floor, but actually is like a blueprint of the floors below. Black is for walls, white for lights, and grey for...roof.
In a few months Munduno will turn 9, and in 2020, it will reach 10, time really flies! Too bad age is a factor and I really slowed down quite a lot, this page in the thread has been going on since 2014!
The stadium is the current progress, and who knows when or how it will end, but for the time being, the motto remains true, Munduno never dies!
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
I always try to be different in every new build, even though I know I abuse too much of glass...
Next step will be finishing the damn maze. At least. After 4 years!
First of all...the museum.
It started like this:
V 2.0 was this...
And here's V 3.0!
It's still empty, but as you can see, it's going to be a proper museum, by size, and content. Every single block and item on the game will be featured now!
Finally, the X-Cross parking before:
And after:
The motto is "out with the stone!" as you can see
One solution to all 3 problems:
Now the fountains are connected to the river, and everything looks way better! Next step is giving Marina a final size, so we can add buildings.
Finally as a bonus, Munduno seen with a good shader pack:
A spoiler is needed here, this is quite BIG!
So, let's start with the small stuff first.
The new textures have expanded all the way to the paintings. Just 3 for now, we want to keep the original ones, but we needed these ones for 3 good reasons.
First one:
Yup, an actual Metro logo sign. No more "Metro" signs anymore!
3 changes here:
First one, now every single building (except things like Sugane) now all have receptions. And what's that on them? Well, from this side you can see a metal sign. That's because we decided to change the signs to metal, since no other options are available. I hope we can get more signs in the base game in the future, so we can add some wood ones back.
And the third is, what the reception look like from the other side:
Yup. Computers! The problem we have is, all paintings share the same back, so I cannot add a PC back, otherwise normal paintings would be ruined.But the metal sign not only holds them in place, it sort of helps with the illusion of a PC being there.
But of course, not only we added computers to new receptions (the one above was Curb) we added them to existing ones:
Now SkyRise can work as a hotel! Sort of...
But this is just the beggining. Let's move to my house...
The first thing you can notice is, now I have solar panels on my roof But on the inside, more things have been changed.
More light and upgraded sofa in the hall.
Kitchen. The hopper and the lever have new textures, and both combined make a pretty nice sink. Also, an "exhaust hood" has been added to the modern oven (with lit texture too!) and the crafting table is now...a metal crafting table. Added a flower for good measure.
My room. The 3rd and final altered painting texture is now a chest of drawers texture, perfect for many blocks to be added. Also, upgraded my bookshelf with a PC as well!
Bathroom. WC, sink and shower. I got everything in here!
Let's go outside. As you may have noticed, there's another new texture. Cobblestone is now...grey bricks.
There you go. All generic paths are now made out of this, instead of stone.
Also, as you can see, that path no longer ends in a door for retrieving objects thrown to my toilet. Not only because that doesn't longer exists, also because not it's connected to National Park:
Looks quite beautiful:
And talking about National Park...you know, the park wasn't 100% accurate. Some things had to be improved. And the first step is adding furniture to the main building: (Trapdoors are now holeless)
But the big work was at the other end...
We added the missing elements from the "real" park, including signs. We also made a new texture for the floor, and increased the length of the path connecting the two parts of the park.
We also added higher borders to all the park, and reshaped the pokeball part, including the fountain. Even the buildings were reshaped. Now it's a real replica of the Soulsilver counterpart!
Tunnels have been upgraded too. Too much stone! The National Park tunnel now looks like this:
Sugane tunnel.
Pinaculum tunnel.
The new cobblestone is quite handy. The tunnel connecting my house with the caves is also made of it.
The path to Black&White. No longer a one way path. Where the new path leads to?
(As you can see, all paths in this area have been upgraded. Including the one sourrounding B&W. We call all of this, from here to Cubes, the Central District)
Well it's a tunnel under Munduno's sign!
And it leads to here. The housing project. Now everything is pretty much connected!
Also, all paths are 3 block wide.
National Park metro station is gone. It's now named (and themed) after something else. What could be?
In Pinaculum, the stairs from the plaza to the museum have been remade:
The interior of Pinaculum is new as well!
And now, the main features...do you remember the empty space in front of BlackSting?
Well...
Not only trees have been added, a new building is now in place. Conlers building, everyone! (Mix of containers and colors)
Meant to be original, not practical...
And now, the really big stuff.
In Marina, a lot of space is available, so it's time to fill it.
So, welcome to Diagonal:
It's based on a real building, but with a personal touch. It's still not finished on the inside, I'll do a proper introduction when it's ready. (Whoa, X-Cross looks tiny now!)
But...something more is cooking. Do you remember the new metro station? Is themed after a building. Here is the view from the top.
It's a real life building, and something we really like. You'll see what building is soon!
Finally, two new "renders":
I hope you liked it! More to come soon!
So...what about a big update again? Let's start with this:
A réplica of Madrid's Torres Kio. I can't recall if I told already, but this is not something planned lately.
In fact, it was my first planned build. The place where Pinaculum rises now, was originally for one of the towers. Same exact width and length, 36x36 blocks. But plannes changed, and the current Munduno was born. The Kio are now here as a gate to a brand new district of the world. Big one. With many buildings, avenues, roads...a mini city on its own.
But until that happens, more Kio shots:
It's probably the best replica ever made in the game, considering all the effort put into it. The exterior isn't that hard, but the lack of interior references is a problem. I managed to see how it looks inside, but due to technical problems, the number of floors is sightly lower than in the real towers. The distribution of all floors is also ficticious, but is all based on real sketchs. The stairs, elevators, shafts, corridors...are all real in all floors.
More new textures had to be made for the towers. They really look the part.
And finally, my latest building, KrNr (Corner) which is...well. As modern as always.
Every floor is unique, so the elevator and the stairs are never in the same layout.
And...that's it for now. After 4 years, it's hard to be as fresh as in the first day, but it's definively possible. I hope we can speed up again and at least, finish the remaining things for once and for all!
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Well, it was pretty much all improv. I had the basic shape of every floor in my mind, but the placement of every floor over the next one was 100% random, looking for that unsorted look.
Then, it was a matter of scratching my head trying to figure out how to connect everything together with stairs, every floor is unique in that way, but in the end, I was able to do it. The elevator shaft of course goes always straight, so that was one less problem.
The Kio towers were a bigger problem. Since they are tilted, that means 8 elevators and 2 cores, 4 elevators for each one, like in the real buildings. One core goes up to the middle of the building, and then, vanishes since there's no space left for it to continue its way up. The 4 remaining elevators go all the way up to the technical floor below the helipad, and 2 sets of stairs go from both east and west sides. A lot of work, definitely.
It.Never.Dies.
In that huge empty space, a new building complex will rise. Something inspired by Madrid's "Ensanche de Vallecas"
Yeah, lots of housing blocks, very stylish. Lots of work assured! Who knows, maybe this will be something my grandsons will end at this rate...it's getting out of hands, but I love it.
I'm always impressed by how many *different" building designs you have. I tend to redo existing designs with modifications at least half the time, and my "new" ideas aren't as new as yours. A lot of great ideas in that head of yours!
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Thanks as usual Zeno!
Well, coming up with fresh stuff is always hard. And now the problem is about the numbers. In Marina I have room for 15 new skyscrapers, without having to pack them a la Dubai, so we'll have to think on what to do there...I would love to fill that with original creations, way too many replicas so far.
Again, the new project is all 100% original (well...except for the Kio Towers) so at least I have that covered!
Anyway, I'm sure you'll come up with new ideas as well. It's just a matter of time. You'll get the right ideas eventually, like me.
Well...it has been a while again. But the world is busy again!
This is something I planned to do for ages now. Can you guess what it is? I think it's easy to tell.
Well...here is another small teaser:
Ikona, a medium-sized shopping mall. Again, I wanted to do this for years, and it's close to be finished! Features many shops and a cinema. Soon more pics!
Good job at building all of this stuff! It is almost hard to imagine that you have been working on this same city for so long. It must be one of the largest ever built!
Thank you! Almost 7 years in the making, I can't even believe it.
I wouldn't say is one of the largest, but I think every inch has been taken care of, so at least the sense of quality is there all the time.
How time passes...back in 2012 I was able to post updates every single month, now every year...
Well...at least I have something new to share.
Ah, the old stadium...quite a sad story. Finished in 2013, it was shortly afterwards saved as a .schematic and thus gone from Munduno. It was too big.
After all these years, I wanted to bring it back for once and for all..but now, the other way round. It was too small, so I decided something had to be done. The first idea was to reform it and make it bigger, but I soon discovered even the main field was wrong in every way, too narrow, too short, and too shallow. So by the time I managed to give the field the proper dimensions, just a tiny section of the old stadium remained, so...time to think new. From scratch.
Since I don't know exacly how I'm going to place it in Munduno (even though I know the area it will be placed on) I'm currently building it in a superflat world I have for testing and other projects (you can see them in the background) and well...now this time it's really bigger.
Don't mind the details, a lot of that white will soon be replaced by color. Since I have just a basic idea of the layout, the first step is trial and error until everything is right, the seatings, the inner structure with stairs, elevator shafts...one of the most complicated builds I've ever done. Then, comes the lighting, and finally the decoration process.
And it's a perfect chance to see a cutout of the interior:
Quite a lot of things to have in mind! Too add an extra layer of realism, I'm basing the overall interior structure on real stadiums, so it makes sense. The field is also the right size compared to a real stadium. To the right, you can notice a bit of grass on a column, that's where the surface will be, since the rest of it will be "underground", just like a real one.
And talking about cutouts...when I was trying to save the original stadium structure, here's a comparison between both stadiums in a cutout view...quite the same right?
Of course the old one had a charm I want to keep, so the decoration step will be really important to make it look not only big and great, but nice too.
In fact, for the exterior, I'm planning to rescue an old project for the original stadium, which never happened to exist:
Of course for the final building the concept will be redone so it will look even better, and the color scheme of the original will come back somehow too.
Hopefully next update will not take this long!
The color scheme is back!
In 2015 I talked about a new district of new fancy housing projects...well, a bit late, but the first building is almost done.
Front view. You can clearly see a big chunk of the interior is still WIP...and bits of the exterior too.
The roof. Looks like a fancy parking floor, but actually is like a blueprint of the floors below. Black is for walls, white for lights, and grey for...roof.
To be filled soon!
One set of stairs:
One elevator shaft...
A hallway:
And one of the (alomost) finished houses.
The bathroom is just missing the final floor:
Hopefully it will be finished soon!
In a few months Munduno will turn 9, and in 2020, it will reach 10, time really flies! Too bad age is a factor and I really slowed down quite a lot, this page in the thread has been going on since 2014!
The stadium is the current progress, and who knows when or how it will end, but for the time being, the motto remains true, Munduno never dies!
Thank you for coming by!
I missed posting on time...back in October, Munduno finally reached its 10th anniversary!
The progress has been slower than ever, but thanks to the successful conversion to Bedrock, it looks better than ever with RTX on!
New buildings right ahead!