Welcome BACK to Quintropolis Island - today, I'm finishing up the unfinished sectors of the island outside Starlight, in preparation for the season finale and the next world download.
Starlight HQ 3.0, arguably the main attraction on Quintropolis Island, is far from the island’s only landmark. Thanks to our work throughout the last several years, the island has blossomed from coast to coast – spanning a full mile in length. Other than Starlight, we now have the full Inner Circle neighborhood, the Quintropolis Welcome Center, the Tropic Fortress, and the Totem Run parkour course (technically, the latter two have existed since 2014, but now they are all connected to the main rail network). Oh yeah – the Mob Processing Hub is here, too, but you’ll forgive me for neglecting it.
Today, we’re going to tie everything together with a nice bow – as much as possible for a single session, anyway.
The Quintropolis Welcome Center, which is your spawning location, lacks the best passive defense that already serves Starlight: a beacon! Especially considering this is the place you spawn when all else fails, it needs to be most fortified.
I’m adding the beacon in a location wherein it cannot be easily seen, but also where it will not interfere with the Totem Run course.
Next, it’s time for the Quintropolis Discovery Shack – here, you will have access to all copies of maps from the various lands that have so far been mapped throughout Quintropolis.
Speaking of mapping, I’m integrating waypoints within the world to help you better navigate it. Now, you will clearly be able to discern where everything is in relation to everything else.
This has motivated me to finish the mapping process for some of the lesser-developed areas of our world, such as Utopia, Stonewall, and the far north Megapolis peninsula.
^ Above, you can now see the full mapping of Gravity Gorge. I wasn’t kidding when I said the parkour course spans the entire mesa biome. The southeast section of the biome houses the rest of Candyland.
Finishing the main areas around Quintropolis Island, I’ve added Techtown, the SANA, Alchemy Farm, the Welcome Center, and Totem Run all to the map (it gets a little crowded, but in-game you can see them).
^ The full adventure map also features a waypoint for the “Fall Damage” parkour course in the small desert region north of Techtown. All the way at the top, you can see the northern Megapolis peninsula (for reference, this is where the capitol location will be later, originally founded at the village seen in Session 275).
Moving forward, then, I am mapping Utopia’s land, placing a waypoint at the location of the portal connected to the Nether expressway.
It took a lot of work, but now you can see Utopia’s map mostly mapped, and the vast diversity of its landscapes. I’m not sure how far its limits will extend – but for right now, it’s the most southern explored area of the map.
The adventure map expands east, where you can see Aftermath in the southeast corner. Stonewall Territory, the Ice Realms, and Candyland all live even further southeast, so they cannot be added to the adventure map in its current state.
Although you need to head to Starlight Treehouse to view the adventure map, you can now acquire copies of select maps right here at spawn at the Discovery Shack. This will at least help you navigate within the areas you are exploring. Stanland and Rainbow Cliffs have been on the adventure map for some time, but I will add their zoomed-in maps here later.
Now, it is time to connect the Quintropolis Welcome Center to the Inner Circle. This requires the construction of a long road through the jungle – a build I have been admittedly dreading due to the resources required, but one that will immensely improve quality of life on the island. Such is the case for all roads in real life, I guess.
The road’s construction marks the first of its kind in Quintropolis. Although Starlight HQ features a makeshift “road,” there have not yet been any road networks to connect the various points of interest together in any way. The Nether Expressway has so far served that purpose.
A chunk error here in the jungle will serve as one of the island’s road junctions.
Clearing the way through the jungle is a challenge because I also want to preserve the island’s scenery as much as possible. The island is extremely small by real measurement standards (barely a mile across), so preserving its nature is essential especially as the entire island is now a production hub.
This road junction will not be completed this season, because the secondary destination it will connect won’t be built until next season. Emerald Hills, which is the small section of mountains on the south of the island, will eventually be built into a small hub of its own. This road will take you to it.
Finally, the Inner Circle is in sight! I’ve used more than twenty stacks of concrete so far, and I know this is just the beginning.
Heading to the other end, we also want to connect our road to the Tropic Fortress properly. The poor structure is still sitting in the bushes.
I am also updating the lighting – removing all the torches in lieu of lights.
This bridge was a significant aesthetic challenge, but I think it turned out quite alright. It really gives you the feeling that you’re heading into the lush jungle… which is true, for about a minute.
Lighting the entire road is the next task, which required these beams to be installed in multiple areas. Of course, the lighting changes in Minecraft 1.18 will make road lighting much easier – however, I am still playing in 1.15, and will remain doing so for the foreseeable future.
Having made it to the Inner Circle, I now need to install a proper entrance into the neighborhood – one which keeps the area safe from outside threats.
Fence gates always seem like the reliable option here.
Wondrous, and now I can finish the roof of the ugly sugar cane farm.
That’s a lot better than those end rods, in my opinion. This road will eventually continue all the way to Starlight HQ – but that will be 20-30 stacks of concrete for another day.
The last thing I want to do today is a small amenity I have been meaning to establish for a while: a new parkour course!
I always felt that the Inner Circle was a perfect introductory hub for anyone new to Quintropolis. And as it now holds its own ecosystem independent of Starlight, you could easily spend a lot of your time here. This makes it a great setting for a small new parkour course – one I want to design as a tutorial course.
Learning how to do specific parkour techniques will be essential to mastering some of the harder courses in this world, like Totem Run and Landing Pad. How can you expect to beat them if you’re not familiar with these techniques?? That’s why I am presenting the newest course: Jump Tutorials.
Jump Tutorials is a small course nestled within the boundaries of the Inner Circle, designed to help you practice specific parkour skills needed for the intermediate and advanced courses.
Hey, even Boshtok wants to learn some moves! I don’t think this is a villager’s game, however.
The course is designed to be a playground from which you can practice easily whenever you like. Its central location on the island means that it’s accessible from anywhere – the new road helps this greatly.
^ A full view of Jump Tutorials, all finished and ready to play! This is the last amenity I intend to add for today’s session. The course, now fully protected with fencing and proper landscaping to prevent infiltration by mobs, can be safely played at night as well.
Outside some small improvements that I’ll make off-book, this concludes my work on Quintropolis Island for the season. So, what else is left then?? That’s what you’ll need to stay tuned to find out.
Indeed, these last ten sessions will be taking a unique turn as the season comes to an official close, and they are going to have a lot in store... The question is whether they will be released in a timely fashion.
Next up... Session 291 - "We End at the Beginning"