Here is a section of some of our minecraft builds. All still in this thread are from 'Kingdoms of Acacia', a survival adventure world we have been working on over the last 3-4 years.
Edit: Updated map as of 10/July/2017. Map dimensions approx East to West 11.5k x North/south 10.5 blocks (a bit larger in fact). I have given up on trying to make a single map because of the dimensions and number of locations involved. But the map attached below shows the main Kingdoms and Empires........
Currently building: Citadel of Galleon, Elytra battle map (complete). Bortamga (90%)
........... The full map has about 91 towns and cities, excluding castles, outposts, abandoned temples and other 'Easter eggs'. Most housing structures are designed to be practical, and as a general rule settlements and buildings are constructed to suit the biome landscapes, rather than cover them. 'Mega structures' are few, but when we have them we build them under ground or on land reclaimed from the sea.
Pictures of the Chimtree, a trade settlement in the south eastern Ice Biome of Zardia.
1.A submarine surfaces through the ice at Chimtree (a settlement in Western Zardia).
2.Surrounded by ice, it hosts sled races (and sled beds for weary travelers).
The Halls of Lil'Draco. We tried for a viking feel, with a shipyard and meeting hall. There is a dragon motif on the ground in front of hall, built its not very visible in this picture.
I should add that 'clone command' was used to copy the basic template of the huts, with alternation made later to disguise that fact. The four houses to the right of the hall were the originals, which were then copied four of five time and then slightly altered.
Edit: Have had to add a lot more lighting to the build, mobs 'gone wild' :/
The approach to Acacia city, in sight are bridges to city, Acacia Castle and the Cathedral peak Parquor course.The city wall is the third one to ring the city (remains of the two previous ones were incorporated in the city as it grew). Acacia city itself is too big to fit in a single shot.
1. 'In a valley outside Acacia City, off world merchants meet merchants from all over Acacia who have come to trade goods.' Acacia is not strictly 'Fantasy', occasionally an element of Steampunk is included. 2. Portal on the Isle of Draconexus, west of Acacia City. 3. Map of White Horse Bay, the Sundip Sea and city of Dezidor 4. Stonecloud Vale. Water filled stone cloud drip water, feeding an otherwise parched desert town. 5. Siege of the Wolf Sea Stronghold (RP adventure)
'Molar Joe the Sea Monster; a basic adventure for much younger players. The mission is to locate a Whale that has attacked sea traffic, and rescue the crew of a ship it has swallowed. Once inside the whale the players have the facility of the boat to use as a house, and also learn that the whale was angry because it had a rotten teeth. Upon learning this from the swallowed explorers, the players must mine out black bits (Obsidian) in the Whales teeth, and fill the remaining tooth cavity with clay (taken from the shallow water outside). Mission accomplished, and message imparted about always making sure to brush your teeth'.
Whale exterior and fleshy interior made out of colored clay. Internal rib and skull structure is quartz. Swallowed boat is oak.
'On the shores of Lake Menirivers lies Kingdom of Moathaven, and the Tree held sacred by the Seapodi seafarers.'
1. I like to integrate natural features when deciding where to place a settlement, and two intersecting chasms has 'defensive moat' written all over it. The village (Moathaven) is populated, with villagers protected from both monsters and high falls. It is almost 100% monster proof. 2 + 3 The tree is an adventure location, players have to clear the sacred tree of spider infection to win the key to hidden treasure. The Seapod tree grows giant seed pods, which the Seapodi farm, turning them into houses and boats. 4. Map of Moathaven, Seapod Tree is north, but not on map.
1. This build is part of a plan to develop Elytra based adventures from mountains at the edge of a Jungle biome. A piece of Skyland reaching 179 blocks high is added to by creating a Sky ship out of it. Flights from the deck and masts range around and above 1000 blocks. The Sky rock is tethered to a high mountain by an anchor, which gives access to the ship. 2. Temple of NineZero, the centre of the Acacian world. 3+4. Updated Castle Acacia; views from SE and NE, added new library annex and city gate (right side in 3, foreground of 4). Castle Acacia is one of the oldest buildings in Acacia, and each new addition to it is built on top of old remnants which are left partially intact, making for a complex structure with layers of history. 5. The Valley of Pigmin, where player have to rescue an Acacian Expedition in a race against time.
This is a volcano, the setting for the finale of an adventure called 'Dark Spells'. It was constructed by building a series of over lapping rock scaffolds. One set supported lava torrents, another set supported water, which turned the torrents of lava into cobble stone. The result is a hollow mountain. It is capped with a lava filled crated, which can be dived into (with some damage) to reach the world within. On the volcano rim players battle witches and a Ghast, with their eventual reward for victory stored deep inside the volcano. The village in the foreground is the 'Coven Rock', the last staging point in the Dark Spells quest finale.
1+3. 'The Golden Egg venture'. This is a cloud castle, linked to earth by a huge bean stalk which players can climb. The Bean Stalk is made of green clay, the cloud is made of wool and spider webs. Picture 3 shows the castle improved and slightly expanded after some terrain editing demolished half the original castle.
2. This is Zorhip, focus of an adventure about making an alliance for Woldform with the giants of forests and hills.
1 .Helianthus, a town in SouthEast Midterra. a port town with a chasm moat. The castle is quartz block, a characteristic of all castles in the Midterra region. Helianthus is Latin for Sunflower, as this settlement occupies the eastern end of a Sunflower Biome. At the bottom of its Moat is a mine, which traverses five interconnected chasms. Emphasis is on the port, with surrounding farmland available for player development, as part of a competition to support the town and select its ruler.
2. Lying west of Helianthus is Arx Alba (Latin, roughly meaning White Castle). Functioning as the western port of Midterra is sports a chasm moat as well and houses with straw roofs.
3. Rosewell, an inland settlement on the Blutrak river which connects south and north Midterra and defines the boundaries of its core. It Castle stands apart from the village, which is built on a secure island in the Blutrak river.
4. The forth and most northerly fortified settlement in Midterra is Hymark, built on hill overlooking a huge gorge which contains extensive mine works. A sacred tree growing up and through Castle Hymarks western wall overlooks the town below.
Hemmed in by mountains to the north, and the Sea to the south and west, Midterra is expanding towards an Ice biome in the East in a series of player driven survival adventures.
I really love the look of all those builds! The mediteranean castles look very good and refreshing, the ogre's castle in the clouds is awesome and I love the overall ambiance of all the towns. This is some really good work.
To add some variation we have incorporated large creatures into our Realm. This one, a giant snail, is a trading post. Of course it is static, but we hope to extend the theme so it unites a large geographic area of our map. Naturally the snail is mostly hollow, but in future builds we may fill it in to focus on the building on the snails back. The large chests it sports are living quarters.
1 + 2 Experimented a lot with creating organic structures in Kingdoms of Acacia, from Elemental Giants to outright monsters. This is an example of the latter. The scenario sees the town of Spindle Lure attacked by a Sea Monster called Spindle Shanks. Players are summoned to rescue the town.
Though Spindle Shanks is inanimate, inside him are several spawners which produce Blazes. Players can take advantage of the surrounding water to save themselves from attack, but have to work together to get inside Spindle Shanks mouth and stomach to disarm him. Inside the stomach are treasures that Spindle Shanks has looted from ships he destroyed, and these serves as players rewards, and one item leads to another quest. The items that lead to new adventures are ships log books, that record locations of undersea mines and ocean monuments.
3 + 4 Fortkullis, guarding north end of the Great Infinatree Canal. 5. Seapod city, a settlement at canals south entrance.
Looking amazing so far! I know it's only a small part of what you've done, but the way you do the arches with the house on top look really neat and it's just a great idea. If you're wondering what I mean, it's this part:
Glad you like it. The arches are part of an ongoing design pattern, to help make cities more compact and still broadly functional. We have been at this to try and avoid obliterating entire biomes (especially islands) with urbanization. The part you have posted is a still incomplete stables. In other settlements these spaces areas are also used as open markets. The inspiration is old Italian markets (fish market in Venice for instance) and newer Victorian ones.
1 + 2, Perilshard in Farleaf, 3+4+5 Primus. A clif top house, the Town of Primus and a map. The 'Primus Tower' contains the world spawn point.