Whiteark is my long-term city project, started in October 2012 by myself and my brothers in a big-biome desert. Over time, their contributions became minimal and I've carried on mostly alone ever since. Originally it was just a way of passing the time while I was seriously ill, but I've always enjoyed both city-builder games and vast, fictional universes, so I translated that into Minecraft and this is the result.
Whiteark is built mostly on the fly without much planning, aside from the general theme of the areas and where they'll go. I can't visualize things in my head, so I build entirely by eye and just go by gut feelings of whether or not something 'looks right'. It means the layout is chaotic and disordered, but that suits the overall theme of a rugged, historic city. My only architectural theme is 'avoid the Egyptian and Arabic styles', because they're so common in Minecraft desert cities.
I try and keep to realism where possible - Whiteark exists in a world with technology vaguely equivalent to Europe in the mid-1700s - so everything fits with the internal lore. Everything is Steve-sized, streets are designed with the size of carts and pedestrians in mind, enough public water sources exist to keep everyone hydrated in a world without widespread plumbing, and so on. In keeping with that, the terrain hasn't been leveled - I've worked with it instead so there's a lot of natural elevation. Two isolated desert wells which naturally spawned in the biome are now part of the city, as it eventually grew around them over the years.
Much of Whiteark dates back to 2012-13, when I had no idea how to build properly. Some of the older buildings are still there but better incorporated into the city ("It's ancient architecture of an odd design!") or improved to newer standards while still keeping their vintage charm, but the worse ones will be torn down and replaced. Right now, the city has a mix of these new and old visible styles. I switched texture packs a lot back then, which didn't help.
Everything is built by hand within vanilla creative mode: no external tools or mods of any kind are used, except when bugs pop up or I find a task I just don't know how to complete otherwise (like filling in Thunder Bay's canal).
I'll write up the lore one day; for now, here's an unfinished map of the world Whiteark fits within:
South Whiteark: The city's original 2000-year old slum, time has barely changed its shady character.
Little Surte: An ethnic enclave for Whiteark's first immigrants - Cashmeris fleeing the destruction of the original Surte five centuries ago.
Old Waterfront: Once home to flourishing trade as the city's only port in centuries gone by, now forlorn and neglected.
Birch Hill: A newer community situated on panoramic hills; popular among the middle classes who prefer avoiding the noise of the city.
(The view from the top of Birch Hill)
Fisher Cove:In ancient times, a seperate village isolated by steep cliffs; it's long since been absorbed into Whiteark's sprawl, it's former name now lost to history.
Matos: An urban mass of middling homes sat beside manufacturing businesses struggling to stay afloat since the Old Waterfront became derelict.
(The ancient ruins at the center of Matos)
Ettam: Whiteark's poorest and most notorious slum. Once intended as a project to house Whiteark's poor, construction turned violent over a wage dispute and the gates were shut. They've never reopened.
South Port:The oldest section of the city's ocean-facing port which rendered the Old Waterfront obsolete; it handles the heaviest cargo and has few residents.
Apple Cove: A small bay built around by poor-but-optimistic fishermen when the South Port was under construction; the community is now at risk due to its prime location.
Newsand Bay:An extension of the South Port even further south.
Darnoonic Concession: When Whiteark fell into financial difficulty in 1885, the Duchy of Darnoon - the world's foremost traders and money lenders - offered to bail out the struggling city. The Darnoonic Concession was the price.
(No images yet)
West
Thera: In times gone by, Thera was the height of luxury for the city's upper classes. They've since moved away, and many of the rowhouse have been divided into apartments.
Thunder Bay: The entrance for most overseas visitors, Thunder Bay's waterfront manages to keep a carefully-manicured level of glitz despite being a working port.
Kena Vika Island:A small island inhabited by a handful of fishers, farmers, and a Whiteark Naval Guard contingent.
Kwyl Tinin: Meaning 'Past the Port' in Cashmeri, it remains home largely to immigrant Cashmeris who arrived in Whiteark within the past 200 years.
Fort Nasic: Formerly Whiteark's largest castle, it has since become the city's prison, with much of the outer wall demolished and the moat now a walkway.
West Gate: Situated around two picturesque lakes, West Gate is a quiet area home to some of Whiteark's most well-to-do folk.
(No images yet)
East
North Bank: An old community along the north bank of the Wy River, little more than a tangled maze of streets.
Refuge Lake:Formerly a seperate village named Fecu, it still retains a feeling of isolation, and the inhabitants remain fiercely independent in their outlook.
Fort Stout: A veritable antique, Fort Stout was first built nearly 2000 years ago, but has long since outlived its usefulness and is now mostly abandoned.
Kruu:The northeast corner of the city's old walls. Kruu's Fire Temple is renowned throughout the world for its history and intricate architecture.
The Academy: Whiteark's Academy of Worldly Learning was established in Whiteark - the only Insanbric city open to outsiders - as a way of educating native Insanbrii in the ways of the wider world which had arrived so suddenly on their shores.
Central
Nez: The economic heart of the Ancient City, with many of its landmarks, Nez still thrives and its residents still tend to be merchants and traders of middling wealth.
Greenwall: Formerly a keep surrounded by walls; the keep is long gone but the walls remain around the newer houses, keeping hidden a slice of quiet living.
Pokey Hill: A steep hill with a single, narrow street zig-zagging between houses, Pokey Hill is quiet and unremarkable.
Old Town: The site of the original village of Wy'Taracck, it still holds its old-world charm; monuments and ancient structures mingle with the homes of small-time traders.
(Whiteark's original founding point: Whiteark Bridge, and the Cactus Apple Inn to the left)
(The same place, 30th October 2012)
Museum Park: Home to Whiteark's civil government in ancient times, Museum Park is now a lush residential area with a famous, tree-lined avenue leading to Whiteark's Museum of Local History.
Terlunite: The city's first real home to the upper-class, it was adopted by the middle-class many centuries ago as the city expanded and the wealthy went with it.
Old Terlunite: The ancient city's last patch of mostly-untouched wilderness; a stream runs through the area, giving life to a thickly-forested oasis in the desert.
Palace of The Oases: Built over and around multiple oases, Whiteark's grand palace occupies a dominant position within the city, reflecting the powerful role of the king.
Before this update (4th August 2018), this post hadn't been updated since June 2015, I never got around to it, but it was hugely bloated with images which caused the page to be very slow. This time, I think I'll create individual posts for each area, to expand on the details within them. No idea when I'll do that, though.
Thanks to everyone who's ever shown an interest in this crazy, stupid city over the years. Maybe it'll make it to 10 years some day?
I don't think it deserves being called beautiful, especially when most of the architecture is deliberately 'formerly-slightly-wealthy-frontier-now-war-torn-and-not-exactly-held-in-high-regard' but hey thanks, I appreciate appreciation. Hard trying to make it decorative while keeping sandstone as the main material. That said, my building skills keep improving so maybe one day...
And your own city, go for it! Having a vision and end goal make it easier for me to stay focused.
Texture pack is a custom Dokucraft pack that hasn't been updated since something like 1.4.6. I probably should've mentioned that before.
Thanks for the comments, they're really encouraging and they've given me a boost in motivation. The thought of actually finishing one day (i'd roughly estimate that it's currently somewhere around 25% complete) is daunting, but hey, 2 people are following this. That's 2 more that I expected at this point, and I don't have anything better to do in my off-time. I'll get it done.
Can't promise any huge,new and grand buildings for the time being (I put as much perfectionism in nearly every building, no matter how small, and that's what i'm working on currently), so if you see something you like and want more screenshots, or see a name on the map and think 'I wonder what that's like...', let me know. More than happy to oblige.
Impressive to do so many distinctive buildings and yet keep to a style. It would be really cool to see a tutorial showing how you developed your style over time.
I don't think it deserves being called beautiful, especially when most of the architecture is deliberately 'formerly-slightly-wealthy-frontier-now-war-torn-and-not-exactly-held-in-high-regard' but hey thanks, I appreciate appreciation. Hard trying to make it decorative while keeping sandstone as the main material. That said, my building skills keep improving so maybe one day...
This is a model town, so making a more convincing model is a conceptual beauty that IMO counts more than just a pretty picture. You have the pretty pictures too, anyway. Besides that, blander areas act as a kind of "palate refresher" that makes the nicer areas stand out more and be more memorable. Museums don't jam all their great stuff into the smallest possible space; they surround each piece with framing and white space to make it stand out.
P.S. you did all that with mostly sandstone? The Dokucraft pack makes that easier but even so, wow!
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.
Impressive to do so many distinctive buildings and yet keep to a style. It would be really cool to see a tutorial showing how you developed your style over time.
I can do that but it'd be very long winded. Not that I mind doing it, more that most people would probably lose interest part way through.
Seeing as all the comments have been positive, been hard at work getting more screenshots. Still no new stuff, just places that already existed. Wider variety this time.
First, the Whiteark Bridge, first thing started, where the town got it's name (why I called the bridge Whiteark is a mystery though), as it is today and 11 months ago when Whiteark was nothing but it, the inn behind it, and sand.
Vay's Tower, something my younger brother built so I can't take credit for it myself. Visible from quite a distance, especially at night.
The tower is in the centre of Vay's Square (imaginative or what?), buildings left to right are Vay's Tower (again), the Vay's Rest Inn, in the centre is the original city gate, on the right is the currently unnamed market hall, and on the far-right side in the background is the ever-looming palace.
Speaking of the palace, I always thought the two wings at the front were... strangely foreboding. Even from 50 blocks away. Maybe it's just me.
The library wing wasn't visible in the previous pictures so here it is.
And inside the main hall (isn't anywhere near finished but meh).
Now something a bit more humble. Not everyone can live in luxury.
Fort Stout, the awkwardly located fort.
The Terlunite Hotel seems to be a bit popular so more of that (the interior isn't done yet, don't worry, it will have one, just like every building).
Finally, the sewers. I sometimes forget they even exist. So does Whiteark. As a result, rats love it. So do thieves, murderers... cults... witches... maybe even a few doomsday preppers.
Hope you all like. And thanks again for the comments. Brings a little warmth to my heart (it's not acid reflux, I promise).
OMG, not only did you put in sewers, you made water drip from the top. Talk about detail!
The muted blues and browns of the materials you use in the Doku resource pack are a really nice combo. They're on opposite sides of the color wheel, so you get good contrast even with muted shades and light colors, and the opposition means overall your areas are color neutral, which is usually a good approach for anything large. Did you build to the pack or was this just fortuitous?
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.
OMG, not only did you put in sewers, you made water drip from the top. Talk about detail!
I pretty much put them in on a whim after the patch that added the dripping, just so I could have an excuse to have dripping water somewhere.
The muted blues and browns of the materials you use in the Doku resource pack are a really nice combo. They're on opposite sides of the color wheel, so you get good contrast even with muted shades and light colors, and the opposition means overall your areas are color neutral, which is usually a good approach for anything large. Did you build to the pack or was this just fortuitous?
Bit of both. Was determined to still use sandstone, so I tried a few combinations. Got round to using stone bricks and I thought they offset each other nicely, but I didn't put too much thought into it.
Followed your link here, I'm honored to have my project play a part in something as epic as this. It would be great fun to work on something together sometime! Take care and keep up the great work!
I'm keeping up the work, if you think it's great then i'll take that. Working together on something sounds good to me but I haven't done anything other than this for so long. Maybe after Whiteark is an RPG survival adventure and I start getting to work on... stuff that'd be spoilers right now. But let's just say my ambitions span more than one city.
Anyway, here's a (like everything else) heavily WIP preview of what I made based on this: http://www.minecraft...y-server-spawn/ (Still don't have any fancy shaders )
So, I finally updated Dokucraft. Bye-bye obsolete, archaic version, hello pretty skies! Obviously that's not the update, though it does make it look better.
So what is Terlunite exactly? It's the part of Whiteark where the rich folks used to live. The rich got richer, and built better homes in better areas, leaving the not-quite-rich to move in. Of course, they don't want you to know they aren't the wealthiest folk, and tend to look down on those living just to the south in Nez, despite the fact that many of them previously lived there. Matos too. And don't even think of mentioning the port to them...
Despite this, it's a nice enough place. Many of the old houses are gone, replaced by smaller ones that zig-zag between the older, grander homes, but even these less wealthy buildings are kept in good order, partially because the ire of the aspirational classes is not something to deliberately attract, and partially because, well... it's better than living in the North Bank.
Far enough away from anywhere too decrepit, and with the appearance of a posh neighbourhood, albeit one that's seen better days. They aren't wanting for food, just a leg up on the social ladder.
I worked a long time on this, and it still isn't finished. But it's been nearly 4 weeks so I decided to stop for now, make an update of what I have done, and have a short break. Not too short though, there will be more on the 29th.
Anyway, Terlunite...
These are also by ZolidMining, so if you like them, give him some credit.
And now mine. Watch for the decrease in quality.
The finished Stonemason's Guild from page 1.
Something a little different among the alleys of Terlunite...
The Sippitun Catacombs, more about them later in the post.
The Scholar's Respite, where the archaeologists go to get drunk after a a long day of heat and boredom.
The most I could capture at once. Still not all of it.
Finally, other assorted things.
What goes here? Check back on the 29th.
The library's new roof. Opinions wanted. (The one thing I didn't make)
Calvano Square got some love! Finally added some stalls. I'd hear it sometimes... 'Auksie... I know you can hear me... why does Astaren Square get stalls but I don't... please...?'
Now, I can't decide on what to do next so I put a poll. Hopefully it gets enough attention to be useful. Here's a short description on each of the places...
1) The Port
Whiteark was founded along a river. This river leads into a swamp. The swamp is hard to navigate. Not very advantageous for transportation, of people and goods (especially wheat. Just can't get enough). To solve this, the nation of the Insanbrii built it's first ever sea port.in the west of it's most eastern kingdom's capital, Whiteark. Expect conventional ships, odd ships, old ships, chaotic docks, peaceful docks, etc...
2) Ettam
Ettam is a perennial problem that just won't go away. One of the most feared slums in the town, located in the far south. The town guard has no presence here, rule is instead de facto by a mix of local thieves, and to a lesser degree, the Calvano family. Can't afford to eat? Ask the Calvanos. Can't afford to pay them? Don't be surprised if your house isn't there when you get back to it. Can't afford to build another? There will probably be a new shack there within a few days. Expect a chaotic mess, buildings with no pattern or rhyme, buildings in various states of repair, broken streets, little sunlight, etc...
3) The Sippitun Catacombs
No-one is quite sure, but history seems to point to this well-hidden tomb as the burial place of the legendary King Teth of Whiteark, who was killed in battle some 1600 years ago. Archaeologists can't seem to find a way through the door at the moment, but they say a breakthrough is imminent. Literally. Expect a vast maze of catacombs, getting darker, deeper and more dangerous as it goes. When Whiteark is an adventure map, this will be a major dungeon.
4) North Bank and Refuge Lake
Not actually a bank, the North Bank is so named as it sits above the northeastern bank of Whiteark's river. Refuge Lake is the nearby lake, and the site of one of the three original villages in the area. North Bank is typical of many places in Whiteark, a narrow mess of alleys and streets in all directions, the sort of place a native instinctively knows their way around, and others get lost in, yet is nice enough that it can't really be called a slum. Expect a large sprawling area, with decent houses and streets in all directions, etc.
5) Unnamed academy
I haven't found a name yet, or come up with it's history, but I have a design in my head already. Not much else I can say until it has a history so... Expect a large place of learning, only for the best and brightest.
6) Something else.
Pretty descriptive. If you've got an idea, please do tell. Or if you simply want to see what I build if left to my own devices... Expect something else.
Well anyway, gimme ideas, feedback, criticism, anything, requests, even ask me what I ate for dinner.
Whiteark is my long-term city project, started in October 2012 by myself and my brothers in a big-biome desert. Over time, their contributions became minimal and I've carried on mostly alone ever since. Originally it was just a way of passing the time while I was seriously ill, but I've always enjoyed both city-builder games and vast, fictional universes, so I translated that into Minecraft and this is the result.
Whiteark is built mostly on the fly without much planning, aside from the general theme of the areas and where they'll go. I can't visualize things in my head, so I build entirely by eye and just go by gut feelings of whether or not something 'looks right'. It means the layout is chaotic and disordered, but that suits the overall theme of a rugged, historic city. My only architectural theme is 'avoid the Egyptian and Arabic styles', because they're so common in Minecraft desert cities.
I try and keep to realism where possible - Whiteark exists in a world with technology vaguely equivalent to Europe in the mid-1700s - so everything fits with the internal lore. Everything is Steve-sized, streets are designed with the size of carts and pedestrians in mind, enough public water sources exist to keep everyone hydrated in a world without widespread plumbing, and so on. In keeping with that, the terrain hasn't been leveled - I've worked with it instead so there's a lot of natural elevation. Two isolated desert wells which naturally spawned in the biome are now part of the city, as it eventually grew around them over the years.
Much of Whiteark dates back to 2012-13, when I had no idea how to build properly. Some of the older buildings are still there but better incorporated into the city ("It's ancient architecture of an odd design!") or improved to newer standards while still keeping their vintage charm, but the worse ones will be torn down and replaced. Right now, the city has a mix of these new and old visible styles. I switched texture packs a lot back then, which didn't help.
Everything is built by hand within vanilla creative mode: no external tools or mods of any kind are used, except when bugs pop up or I find a task I just don't know how to complete otherwise (like filling in Thunder Bay's canal).
I'll write up the lore one day; for now, here's an unfinished map of the world Whiteark fits within:
https://i.imgur.com/aOui9fx.jpg
https://i.imgur.com/YdPrEAG.jpg
South Whiteark: The city's original 2000-year old slum, time has barely changed its shady character.
Little Surte: An ethnic enclave for Whiteark's first immigrants - Cashmeris fleeing the destruction of the original Surte five centuries ago.
Old Waterfront: Once home to flourishing trade as the city's only port in centuries gone by, now forlorn and neglected.
Birch Hill: A newer community situated on panoramic hills; popular among the middle classes who prefer avoiding the noise of the city.
Fisher Cove: In ancient times, a seperate village isolated by steep cliffs; it's long since been absorbed into Whiteark's sprawl, it's former name now lost to history.
Matos: An urban mass of middling homes sat beside manufacturing businesses struggling to stay afloat since the Old Waterfront became derelict.
Ettam: Whiteark's poorest and most notorious slum. Once intended as a project to house Whiteark's poor, construction turned violent over a wage dispute and the gates were shut. They've never reopened.
South Port: The oldest section of the city's ocean-facing port which rendered the Old Waterfront obsolete; it handles the heaviest cargo and has few residents.
Apple Cove: A small bay built around by poor-but-optimistic fishermen when the South Port was under construction; the community is now at risk due to its prime location.
Newsand Bay: An extension of the South Port even further south.
Darnoonic Concession: When Whiteark fell into financial difficulty in 1885, the Duchy of Darnoon - the world's foremost traders and money lenders - offered to bail out the struggling city. The Darnoonic Concession was the price.
The architectural style is beautiful. I love the palace and the hotel. I worked on forgeheart myself so its nice to see it influencing someone!
Keep calm and carry on man!
And your own city, go for it! Having a vision and end goal make it easier for me to stay focused.
Also it's miss not sir, but i'll let you off.
Thanks for the comments, they're really encouraging and they've given me a boost in motivation. The thought of actually finishing one day (i'd roughly estimate that it's currently somewhere around 25% complete) is daunting, but hey, 2 people are following this. That's 2 more that I expected at this point, and I don't have anything better to do in my off-time. I'll get it done.
Can't promise any huge,new and grand buildings for the time being (I put as much perfectionism in nearly every building, no matter how small, and that's what i'm working on currently), so if you see something you like and want more screenshots, or see a name on the map and think 'I wonder what that's like...', let me know. More than happy to oblige.
This is a model town, so making a more convincing model is a conceptual beauty that IMO counts more than just a pretty picture. You have the pretty pictures too, anyway. Besides that, blander areas act as a kind of "palate refresher" that makes the nicer areas stand out more and be more memorable. Museums don't jam all their great stuff into the smallest possible space; they surround each piece with framing and white space to make it stand out.
P.S. you did all that with mostly sandstone? The Dokucraft pack makes that easier but even so, wow!
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.
...blows me away! Amazing effort. Hats off to you sir!
I can do that but it'd be very long winded. Not that I mind doing it, more that most people would probably lose interest part way through.
Seeing as all the comments have been positive, been hard at work getting more screenshots. Still no new stuff, just places that already existed. Wider variety this time.
First, the Whiteark Bridge, first thing started, where the town got it's name (why I called the bridge Whiteark is a mystery though), as it is today and 11 months ago when Whiteark was nothing but it, the inn behind it, and sand.
Vay's Tower, something my younger brother built so I can't take credit for it myself. Visible from quite a distance, especially at night.
The tower is in the centre of Vay's Square (imaginative or what?), buildings left to right are Vay's Tower (again), the Vay's Rest Inn, in the centre is the original city gate, on the right is the currently unnamed market hall, and on the far-right side in the background is the ever-looming palace.
Speaking of the palace, I always thought the two wings at the front were... strangely foreboding. Even from 50 blocks away. Maybe it's just me.
The library wing wasn't visible in the previous pictures so here it is.
And inside the main hall (isn't anywhere near finished but meh).
Now something a bit more humble. Not everyone can live in luxury.
Fort Stout, the awkwardly located fort.
The Terlunite Hotel seems to be a bit popular so more of that (the interior isn't done yet, don't worry, it will have one, just like every building).
Finally, the sewers. I sometimes forget they even exist. So does Whiteark. As a result, rats love it. So do thieves, murderers... cults... witches... maybe even a few doomsday preppers.
Hope you all like. And thanks again for the comments. Brings a little warmth to my heart (it's not acid reflux, I promise).
The muted blues and browns of the materials you use in the Doku resource pack are a really nice combo. They're on opposite sides of the color wheel, so you get good contrast even with muted shades and light colors, and the opposition means overall your areas are color neutral, which is usually a good approach for anything large. Did you build to the pack or was this just fortuitous?
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 pretty much put them in on a whim after the patch that added the dripping, just so I could have an excuse to have dripping water somewhere.
Bit of both. Was determined to still use sandstone, so I tried a few combinations. Got round to using stone bricks and I thought they offset each other nicely, but I didn't put too much thought into it.
Looks amazing! I like the detail in the richer part and the compactness in the poorer part.
Is there a map download or a server or anything?
Unlikely to ever be on a server but if it is i'll put that in the op.
I'm keeping up the work, if you think it's great then i'll take that. Working together on something sounds good to me but I haven't done anything other than this for so long. Maybe after Whiteark is an RPG survival adventure and I start getting to work on... stuff that'd be spoilers right now. But let's just say my ambitions span more than one city.
Anyway, here's a (like everything else) heavily WIP preview of what I made based on this: http://www.minecraft...y-server-spawn/ (Still don't have any fancy shaders )
Thanks to ZolidMining for this epic view!
So, I finally updated Dokucraft. Bye-bye obsolete, archaic version, hello pretty skies! Obviously that's not the update, though it does make it look better.
So what is Terlunite exactly?
It's the part of Whiteark where the rich folks used to live. The rich got richer, and built better homes in better areas, leaving the not-quite-rich to move in. Of course, they don't want you to know they aren't the wealthiest folk, and tend to look down on those living just to the south in Nez, despite the fact that many of them previously lived there. Matos too. And don't even think of mentioning the port to them...
Despite this, it's a nice enough place. Many of the old houses are gone, replaced by smaller ones that zig-zag between the older, grander homes, but even these less wealthy buildings are kept in good order, partially because the ire of the aspirational classes is not something to deliberately attract, and partially because, well... it's better than living in the North Bank.
Far enough away from anywhere too decrepit, and with the appearance of a posh neighbourhood, albeit one that's seen better days. They aren't wanting for food, just a leg up on the social ladder.
I worked a long time on this, and it still isn't finished. But it's been nearly 4 weeks so I decided to stop for now, make an update of what I have done, and have a short break. Not too short though, there will be more on the 29th.
Anyway, Terlunite...
These are also by ZolidMining, so if you like them, give him some credit.
And now mine. Watch for the decrease in quality.
The finished Stonemason's Guild from page 1.
Something a little different among the alleys of Terlunite...
The Sippitun Catacombs, more about them later in the post.
The Scholar's Respite, where the archaeologists go to get drunk after a a long day of heat and boredom.
The most I could capture at once. Still not all of it.
Finally, other assorted things.
What goes here? Check back on the 29th.
The library's new roof. Opinions wanted. (The one thing I didn't make)
Calvano Square got some love! Finally added some stalls. I'd hear it sometimes... 'Auksie... I know you can hear me... why does Astaren Square get stalls but I don't... please...?'
Before: 877x528 blocks. Now: 877x 638 blocks.
804 buildings. 892 buildings.
Now, I can't decide on what to do next so I put a poll. Hopefully it gets enough attention to be useful. Here's a short description on each of the places...
Expect conventional ships, odd ships, old ships, chaotic docks, peaceful docks, etc...
Expect a chaotic mess, buildings with no pattern or rhyme, buildings in various states of repair, broken streets, little sunlight, etc...
Expect a vast maze of catacombs, getting darker, deeper and more dangerous as it goes. When Whiteark is an adventure map, this will be a major dungeon.
Expect a large sprawling area, with decent houses and streets in all directions, etc.
Expect a large place of learning, only for the best and brightest.
Expect something else.
Well anyway, gimme ideas, feedback, criticism, anything, requests, even ask me what I ate for dinner.
Hope you enjoy.
There isn't one, seeing as it's not finished. When it is, there will be.
Thanks
I work on it nearly every day so it'll be updated semi-regularly.