I said in my last post that I was working on the little islands in Whiteark's world, and that they'd be up for download when I finish them. Well, Krutooti Nree is nearly done at this point. Quick teaser! Replies are below.
Everything in the forest is placed by hand, which is why it's taking so long.
Whiteark continues to get better and better. The quartz player heads on the canal building look fantastic and are a stroke of genius. Had me genuinely confused until I read the text underneath.
A lot of it isn't very good, so it'd be hard for it to get worse!
The player heads, I'm using quite a lot now. One of the advantages of using the Conquest pack was always the metadatas, but I never liked the concept much, and prefer keeping Minecraft up to date instead of using an out of date version just for metadatas. So, player heads instead.
This is great! I found Whiteark in some news article about minecraft cities, and I have loved it ever since then!
Thanks! Personally, I have more of a love/hate relationship with Whiteark, but we try and make things work between us. Til death do us part, for better or worse.
I've never seen a dessert city before. Looks amazing
There are a few out there, but it doesn't seem to be a very popular theme. Most of the desert cities in Minecraft are obviously inspired by Ancient Egypt and the Arabic world, though, whereas Whiteark isn't, so I like to think it's unique in at least that way.
Annoyingly, I haven't done very much in Whiteark since the last update way back in March. Same excuses as ever, but at least I'm consistent in my easily-distracted laziness.
Anyway, stuff. Starting with Thunder Bay's final bare corner of waterfront, now filled...
The area behind the bay has expanded, thanks to most of my attention being focused there. It now has a name - Kwyl Tinin - and enough stuff to warrant showing...
The view east down crooked Baker Street.
Bridge over the canal, and a building on the bridge.
The tower on the left of shot is the Lela Street Windmill. Seeing as it's built in the non-native Cashmeri style, I really ought to get around to explaining how the different cultures and their styles came about, but that'll have to wait.
Something completely new is Fort Nasic. I built it with the purpose of it being an old fortress long since converted into Whiteark's prison. There was one beforehand, but it was built into a cavern under the bridge in the old town, because we didn't know what we were doing back then - so I started this. A combination of different architectural styles to simulate its age and various uses later, and it's well on its way to being complete.
The circular stone wall in the centre isn't a well. That courtyard sits above the lowest level, and hence above the dungeon, which needed a window. It got a vertical one.
It was supposed to be a hulking, looming, paranoia-inducing citadel. Frankly, even though it's bland, I think I made it look too nice.
There's a final corner within the old city walls which had nothing present until recently.
It's an isolated corner, so I threw some wealthy homes at the main avenue through the area.
Behind them, though, the people are more in line with Whiteark's average demographic.
The most notable build here is the Kruu Fire Temple, and there's a bit of a story behind it. A little morbid, perhaps, but I like to cover everything that a city should have.
The old city (as opposed to the Old Town, Whiteark's oldest section) is mostly an arbitrary border I drew around the older parts of Whiteark, following the more elderly walls I'd already built. Though this was never actually the case in reality, the lore of it is that the walls housed the original city which later grew around them.
Now, the largest temple currently in Whiteark (and also the oldest large building) is the Temple of Time - it's more than big enough for the old city on its own. That's the place of worship, but where, I wondered, would funerals take place? What would happen to the dead in this desert environment, where wood is traditionally scarce and valuable, and the sand would simply mummify bodies?
So I did my research and came up with a hybrid of sorts between Hindu and Zoroastrian funerary practices which I decided would make the most sense given both the climate and culture of Whiteark. The dead are placed atop raised towers, where a series of mirrors concentrate the sun's heat and ignite the body.
Modern, Western funeral parlors and crematoriums tend to be very bland affairs, simple and quiet, specifically designed to be nothing flashy, and for obvious reasons, but Whiteark is a little different. Death is a journey. The concept of time is what is worshipped; there is no singular deity. History is of immense importance, older buildings almost venerated as the living mark of Whiteark's ancestors, yet little is so sacred that it can never be tampered with or torn down. As time passes, structures of course come and go, but there are always those which survive, and if I were an architect designing a funerary temple which I wanted to still be standing a thousand years later, how would I try ensuring that no-one would try tearing it down? If I were a fire priest here, how would I ensure my legacy was respected far after my death?
I'd make the fire temples - the places of death - as fancy and decorative as I could, given the limited space to work with.
And I am the architect, so that's what I did.
Building public buildings also gives me a chance to develop the Insanbric language further, because I can put it on the signs.
There was also a small stream nearby, with nothing else around it. It's now become this...
The Terlunite Wood, because forgetting you're in the middle of a city is always interesting.
I love this project. It's s inventive and creative, however, the virtual map is broken, any chances on fixing it? I would love to see the actual scale of this.
Rollback Post to RevisionRollBack
The best way out is through
~Robert Frost
Hi.
Does anyone find it funny that the Minecraft forums still think that Minecraft is misspelled? Or is it just me?
I love this project. It's s inventive and creative, however, the virtual map is broken, any chances on fixing it? I would love to see the actual scale of this.
Ah, thanks for pointing that out. Should have that sorted out within 24 hours. In the meantime, I whipped up a less detailed map which I've put as an attachment to this post.
This house caught my attention. Really well done, looks really realistic, but then again, the texturepack seems very important Is it a custom texture by you, or is there a name for it?
I do my best! The sort of mortared-stones texture there is Conquest's polished granite, although it has a different texture in jungles (and maybe other biomes, I don't really know. Deserts and oceans at least have that one).
There's not really much new to shout about in Whiteark, so I won't bother yet. But, I did come into possession of a far better PC lately, and it's capable of some quite nice performance, so I took twenty new screenshots for Whiteark's PMC page. I may as well share them here.
Auksie, you have no idea how happy it makes me to see you still updating
And don't worry, I'm even lazier than you when it comes to projects...
Still here, still dawdling, but I do have a plan for speeding along the updating of older areas. Sort of an announcement. Put simply, since the forum's update to this newer version, this thread's OP has been broken. It's obviously far too large in its current state, with each area of Whiteark having its own section with multiple screenshots, so I think it's time for a change.
Instead, each area will get its own separate post, linked to the OP. The forum rules don't say anything about doing that, so I assume it's fine, and it'll be far easier for me to keep track of. It also gives me incentive to update the older areas, to bring them up to the same standard as everything else before I post them. This also should mean slightly more frequent updates.
So basically, everything updated and improved, with better pictures. I'll be going by the order in the OP, which means Museum Park is first.
And, here's a promise: when all the older areas are up to a better standard that I'm happy with, I'll finally release a download of Whiteark. No ETA, and the size will probably put some people off (currently 111mb uncompressed), but it's my word that it'll happen.
But seriously, thanks. I live by the cardinal rule of photography: you can't take photos if you don't have your camera with you. I'm always ready to press F1 and F2 if I find a good angle.
I too am glad to see that this is still being updated. It's projects like this that show how limitless Minecraft truly is.
I always find it fascinating to see how people differ in their view of what Minecraft can be. Minority view, but the first time I saw Minecraft, my very first thought was, "I could make a city with this."
Four years later, I have a city which tries very hard to push the limits of Minecraft's code. The lighting glitch on the side of the palace, still there after several patches which fixed all the others in the known universe. There's a floating, flickering fire charge near Vay's Square - no idea why, can't remove it. Permanently invisible testificates in several places. Two entire chunks once reset themselves to flat areas of grass at sea level, deleting everything within. Signs glitch out from time to time, the text garbling or random apostrophes or numbers being added.
In a way, Minecraft is limitless, but eventually, if you run far enough in a single direction, like I have, you will find a wall to crash into. The coded fibers of my save file are constantly fraying, and I can only imagine they'll get worse with time.
Aforementioned renovation of older Whiteark is well underway, starting with Museum Park, but what would that place be without its centerpiece, and the reason for its name?
Quick preview of the new Museum of Local History...
R.I.P the old domed one. Never liked it. Here's the same spot on December 31st, 2012...
If that isn't progress, I don't really know what is.
I rather like the old Museum, but perhaps it's because I'm partial to domes. Certainly a big change in the vicinity! What's the new roofing material, and do you have any plans to put some exhibits inside (like maybe a minimodel of the old Museum, lol)
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.
I rather like the old Museum, but perhaps it's because I'm partial to domes. Certainly a big change in the vicinity! What's the new roofing material, and do you have any plans to put some exhibits inside (like maybe a minimodel of the old Museum, lol)
The roofs are made from green stained glass. Natural light and all that. As for putting stuff inside, definitely (and a model of the old museum, how can I resist?). As for when, that I don't know, but it'll happen at some point.
As of writing, Whiteark's third birthday has already been and gone, unless you're reading this from Fiji or thereabouts, within an hour of this being posted. Narrow segment of the world there. This would have been on time, but I ended up delayed thanks to the unexpected oral expulsion of my stomach contents. Better late than never, though; I wouldn't want my personal bundle of code to think I didn't care.
So, onto the tradition which is also three years old now: build something notable on Whiteark's birthday. For that, I tore down another eyesore in Museum Park and replaced it with this.
Sweet Grove, lore-wise the old center of Whiteark's government. May make it an annex of sorts to the new museum.
It's not very impressive, but space is limited over there. Something that was more of a birthday present was this, which I built about a week ago: the headquarters of the Whiteark Naval Guard.
I even furnished some of it, a miracle in itself.
Thoguth Bridge is finally finished.
There's also this, the Soonark Building.
Kwyl Tinin is still growing.
And finally, I found another shovel to do some gardening with.
So that's Whiteark's third year. 36 months and still no end in sight, but one day, maybe even within the next year, I'll reach the point where the most vast and intricate images of Whiteark aren't just the port at different angles... like this gratuitous one to round off another year.
I said in my last post that I was working on the little islands in Whiteark's world, and that they'd be up for download when I finish them. Well, Krutooti Nree is nearly done at this point. Quick teaser! Replies are below.
Everything in the forest is placed by hand, which is why it's taking so long.
A lot of it isn't very good, so it'd be hard for it to get worse!
The player heads, I'm using quite a lot now. One of the advantages of using the Conquest pack was always the metadatas, but I never liked the concept much, and prefer keeping Minecraft up to date instead of using an out of date version just for metadatas. So, player heads instead.
Anyone who doesn't know where to get them, there are a ton here: http://heads.freshcoal.com/maincollection.php
Thanks! Personally, I have more of a love/hate relationship with Whiteark, but we try and make things work between us. Til death do us part, for better or worse.
It's a hell of a lot of work, but it's just how I prefer to build. I'm stubborn!
I've never seen a dessert city before. Looks amazing
The islands I promised are now up and ready for download. Head here for wild kebbits and fruit bats: http://www.minecraftforum.net/forums/show-your-creation/screenshots/2410257-krutooti-nree-the-windswept-isles-part-of-the
There are a few out there, but it doesn't seem to be a very popular theme. Most of the desert cities in Minecraft are obviously inspired by Ancient Egypt and the Arabic world, though, whereas Whiteark isn't, so I like to think it's unique in at least that way.
So many heads. I actually built this building as somewhere to store them.
I really like the wide variety of architectural styles. Quite the project - it has the feel of a real historic city.
Annoyingly, I haven't done very much in Whiteark since the last update way back in March. Same excuses as ever, but at least I'm consistent in my easily-distracted laziness.
Anyway, stuff. Starting with Thunder Bay's final bare corner of waterfront, now filled...
The area behind the bay has expanded, thanks to most of my attention being focused there. It now has a name - Kwyl Tinin - and enough stuff to warrant showing...
The view east down crooked Baker Street.
Bridge over the canal, and a building on the bridge.
The tower on the left of shot is the Lela Street Windmill. Seeing as it's built in the non-native Cashmeri style, I really ought to get around to explaining how the different cultures and their styles came about, but that'll have to wait.
Something completely new is Fort Nasic. I built it with the purpose of it being an old fortress long since converted into Whiteark's prison. There was one beforehand, but it was built into a cavern under the bridge in the old town, because we didn't know what we were doing back then - so I started this. A combination of different architectural styles to simulate its age and various uses later, and it's well on its way to being complete.
The circular stone wall in the centre isn't a well. That courtyard sits above the lowest level, and hence above the dungeon, which needed a window. It got a vertical one.
It was supposed to be a hulking, looming, paranoia-inducing citadel. Frankly, even though it's bland, I think I made it look too nice.
There's a final corner within the old city walls which had nothing present until recently.
It's an isolated corner, so I threw some wealthy homes at the main avenue through the area.
Behind them, though, the people are more in line with Whiteark's average demographic.
The most notable build here is the Kruu Fire Temple, and there's a bit of a story behind it. A little morbid, perhaps, but I like to cover everything that a city should have.
The old city (as opposed to the Old Town, Whiteark's oldest section) is mostly an arbitrary border I drew around the older parts of Whiteark, following the more elderly walls I'd already built. Though this was never actually the case in reality, the lore of it is that the walls housed the original city which later grew around them.
Now, the largest temple currently in Whiteark (and also the oldest large building) is the Temple of Time - it's more than big enough for the old city on its own. That's the place of worship, but where, I wondered, would funerals take place? What would happen to the dead in this desert environment, where wood is traditionally scarce and valuable, and the sand would simply mummify bodies?
So I did my research and came up with a hybrid of sorts between Hindu and Zoroastrian funerary practices which I decided would make the most sense given both the climate and culture of Whiteark. The dead are placed atop raised towers, where a series of mirrors concentrate the sun's heat and ignite the body.
Modern, Western funeral parlors and crematoriums tend to be very bland affairs, simple and quiet, specifically designed to be nothing flashy, and for obvious reasons, but Whiteark is a little different. Death is a journey. The concept of time is what is worshipped; there is no singular deity. History is of immense importance, older buildings almost venerated as the living mark of Whiteark's ancestors, yet little is so sacred that it can never be tampered with or torn down. As time passes, structures of course come and go, but there are always those which survive, and if I were an architect designing a funerary temple which I wanted to still be standing a thousand years later, how would I try ensuring that no-one would try tearing it down? If I were a fire priest here, how would I ensure my legacy was respected far after my death?
I'd make the fire temples - the places of death - as fancy and decorative as I could, given the limited space to work with.
And I am the architect, so that's what I did.
Building public buildings also gives me a chance to develop the Insanbric language further, because I can put it on the signs.
There was also a small stream nearby, with nothing else around it. It's now become this...
The Terlunite Wood, because forgetting you're in the middle of a city is always interesting.
I learned a lot from Krutooti Nree here. http://www.minecraftforum.net/forums/show-your-creation/screenshots/2410257-krutooti-nree-the-windswept-isles-part-of-the if you haven't taken a look at that.
Traditional potato farming surrounded by sandstone and glass. Sounds quite nice to me.
Fort Nasic looks like it's detached from the main city, right? How far is it?
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.
It is seperate from everything else at the moment, but not by much.
The distance between the fort's inner wall and the backs of the closest houses there is about eighty blocks.
I love this project. It's s inventive and creative, however, the virtual map is broken, any chances on fixing it? I would love to see the actual scale of this.
The best way out is through
~Robert Frost
Hi.
Does anyone find it funny that the Minecraft forums still think that Minecraft is misspelled? Or is it just me?
Whoa . . . this is a 'very' nice project! Not sure how I missed noticing it before.
Thanks, I try my best, but it's slow going on my own!
Ah, thanks for pointing that out. Should have that sorted out within 24 hours. In the meantime, I whipped up a less detailed map which I've put as an attachment to this post.
Thanks, I try! But I don't post updates that often, so this thread slips down the pages and out of sight after a while.
I do my best! The sort of mortared-stones texture there is Conquest's polished granite, although it has a different texture in jungles (and maybe other biomes, I don't really know. Deserts and oceans at least have that one).
There's not really much new to shout about in Whiteark, so I won't bother yet. But, I did come into possession of a far better PC lately, and it's capable of some quite nice performance, so I took twenty new screenshots for Whiteark's PMC page. I may as well share them here.
Auksie, you have no idea how happy it makes me to see you still updating
And don't worry, I'm even lazier than you when it comes to projects...
I too am glad to see that this is still being updated. It's projects like this that show how limitless Minecraft truly is.
Still here, still dawdling, but I do have a plan for speeding along the updating of older areas. Sort of an announcement. Put simply, since the forum's update to this newer version, this thread's OP has been broken. It's obviously far too large in its current state, with each area of Whiteark having its own section with multiple screenshots, so I think it's time for a change.
Instead, each area will get its own separate post, linked to the OP. The forum rules don't say anything about doing that, so I assume it's fine, and it'll be far easier for me to keep track of. It also gives me incentive to update the older areas, to bring them up to the same standard as everything else before I post them. This also should mean slightly more frequent updates.
So basically, everything updated and improved, with better pictures. I'll be going by the order in the OP, which means Museum Park is first.
And, here's a promise: when all the older areas are up to a better standard that I'm happy with, I'll finally release a download of Whiteark. No ETA, and the size will probably put some people off (currently 111mb uncompressed), but it's my word that it'll happen.
All hail SEUS shaders.
But seriously, thanks. I live by the cardinal rule of photography: you can't take photos if you don't have your camera with you. I'm always ready to press F1 and F2 if I find a good angle.
I always find it fascinating to see how people differ in their view of what Minecraft can be. Minority view, but the first time I saw Minecraft, my very first thought was, "I could make a city with this."
Four years later, I have a city which tries very hard to push the limits of Minecraft's code. The lighting glitch on the side of the palace, still there after several patches which fixed all the others in the known universe. There's a floating, flickering fire charge near Vay's Square - no idea why, can't remove it. Permanently invisible testificates in several places. Two entire chunks once reset themselves to flat areas of grass at sea level, deleting everything within. Signs glitch out from time to time, the text garbling or random apostrophes or numbers being added.
In a way, Minecraft is limitless, but eventually, if you run far enough in a single direction, like I have, you will find a wall to crash into. The coded fibers of my save file are constantly fraying, and I can only imagine they'll get worse with time.
Aforementioned renovation of older Whiteark is well underway, starting with Museum Park, but what would that place be without its centerpiece, and the reason for its name?
Quick preview of the new Museum of Local History...
R.I.P the old domed one. Never liked it. Here's the same spot on December 31st, 2012...
If that isn't progress, I don't really know what is.
I rather like the old Museum, but perhaps it's because I'm partial to domes. Certainly a big change in the vicinity! What's the new roofing material, and do you have any plans to put some exhibits inside (like maybe a minimodel of the old Museum, lol)
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.
Wow... just wow! GOOD JOB
JUST CARRY ON!
also check cookiehook crafting out!
It is certain you will be entertained or be inspired!
https://www.youtube.com/channel/UCBHYYwKT1Wx5ITpwnxLFA-w
This looks fantastic.
The roofs are made from green stained glass. Natural light and all that. As for putting stuff inside, definitely (and a model of the old museum, how can I resist?). As for when, that I don't know, but it'll happen at some point.
Good to know my interior abilities are improving!
As of writing, Whiteark's third birthday has already been and gone, unless you're reading this from Fiji or thereabouts, within an hour of this being posted. Narrow segment of the world there. This would have been on time, but I ended up delayed thanks to the unexpected oral expulsion of my stomach contents. Better late than never, though; I wouldn't want my personal bundle of code to think I didn't care.
So, onto the tradition which is also three years old now: build something notable on Whiteark's birthday. For that, I tore down another eyesore in Museum Park and replaced it with this.
Sweet Grove, lore-wise the old center of Whiteark's government. May make it an annex of sorts to the new museum.
It's not very impressive, but space is limited over there. Something that was more of a birthday present was this, which I built about a week ago: the headquarters of the Whiteark Naval Guard.
I even furnished some of it, a miracle in itself.
Thoguth Bridge is finally finished.
There's also this, the Soonark Building.
Kwyl Tinin is still growing.
And finally, I found another shovel to do some gardening with.
So that's Whiteark's third year. 36 months and still no end in sight, but one day, maybe even within the next year, I'll reach the point where the most vast and intricate images of Whiteark aren't just the port at different angles... like this gratuitous one to round off another year.