I have to say, I'm liking the world generation so far. A few interesting things on that. One, I spawned in the branches of a tree. Two, there are some small floating landmasses near some pretty neat looking mountains. And three, in the same area before the mountains, I found a crazy ravine that actually cuts under a pond. The whole thing looks kind of crazy (Seed: 18NewWorldBABY!).
On the downside, as I've seen in some previous comments, Furnaces are a bit buggy. every time I place wood to use as fuel to make charcoal, the game crashes on me.
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Also, i mentioned it in one of the screenshot captures, but I've noticed SEUS has been acting up a little for me. Certain shades of blue render as pitch black. So both blue wool and bombs look a bit odd in my screenshots. As far as I can tell, it seems to only be an issue for me, as the video haders made looks fine with SEUS. So, it's mostly a minor issue for releasing media. Also, I plan on doing a little more texture work, as a lot of the new screenshots have lapis ore blocks in them. These will become blue stone to match the in-game areas they appear in. I held off on changing the texture because I was worried it might show up black for me (but I suppose I could have just turned off SEUS for the screenshots if that happened...) Anyway, I'm planning work on the next island and quadrant, shouldn't be too long before another update!
@Redstorm3265: Thanks
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Thanks to Optifine's "extreme" view distance setting, you can see the island, as well as the watchtower, rafts, and beedle's shop boat present in the quadrant.
A closeup of the watchtower. Having built this from the ground up, based on visual observations from the game, I'm rather pleased with how it came out.
As pawprint is a minor island, and there isn't too much to fill up the quadrant, I won't be releasing it as a standalone map. However, I plan on releasing more screenshots for everyone's viewing pleasure, detailing the island some more, as well as the two hidden caves that are present and complete. I have been sitting on more screenshots from dragon roost, but hopefully, I should have those, and the shots for pawprint uploaded and available in the next day or two.
Finally, I'm not sure what I feel like doing yet, but I might work on some more minor islands before the next major island comes up, which will be... Forest Haven (and the dungeon). And yes... Forest Haven is going to take quite a while to complete I think, with two complex islands, the deku tree, and the entire forest dungeon. For now though, enjoy the screenshots :D.
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@Zwindyy and monkj: thanks for the comments, guys! I appreciate the support. And don't worry, the final release will be a seamless, single map.
@haders: That's quite the nice cinematic. Your scene selection fit the music perfectly. If you wanted to use any footage from the dungeon area of dragon roost, you should be able to actually see all of it now in v1.1
Edit: One more thing I forgot to mention. I have a pretty good idea of what island(s) I'm moving on to next, but nothing I'm ready to announce yet ;)...
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@sharkystriker22: I can't give you a release date for the final map, but you can check out the islands I've released already, now including Dragon Roost! Thanks for the comment
@haders: Let me know how it comes out. If it's anything you're putting up on youtube or whatnot, let me know and I'll throw the link for it onto the first page
Edit: So it turns out I goofed. All the command blocks I set up to teleport the player around no longer work since I cut the island out into it's own map. Sorry about this. I'll try to get an update out as soon as I can.
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@haders: I'm not sure if the initial release of the full map (whenever that may be) will be let's play material, but you'll be more than welcome to check it out and decide for yourself.
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@maingan: Thanks a lot :D.
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Yep, that's correct, the map as it is now (mostly ocean) weighs in at 1.2 GB, and including border chunks I've placed around the main forty-nine quadrants, comes in close to 8000x8000 units. I hope everyone likes sailing a lot
One last note for now, I'm close to resuming actual work on new areas, beginning with the Dragon Roost Island dungeon, but before I actually start, I've been researching all the new tools and game mechanics I have at my desposal, such as the command block, and the ability to add custom spawners and items. My hope is to use these new tools to bring the project a bit closer to the original windwaker experience, adding enemies to dungeons, named items from the game, etc. My next update, whenever that may be, should be showing off a bit of the dragon roost dungeon, now that I finally know how to integrate it into the map
Thanks for your continued interest, everyone!
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So, all that said, I'm making no promises, but with a new year fast approaching, I finally find myself with some time again to work on projects I enjoy. Don't hold your breath for anything soon, but when there's some noticeable progress, it will be up in the first post.
On the plus side, having this project on hiatus so long has made available a lot of new tools and blocks in Minecraft to take advantage. For example, using the admin block to teleport the player between areas and fit more in the main dimension, instead of resorting to portals and the nether
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As far as progress, the overworld sections of the island are essentially finished, except for the small canyon and dungeon entrance, oh, and putting in a nice redstone mechanism for the boulder on the island cliffside that gets destroyed via bomb flowers and a fire arrow. If all goes well, you will be able to shoot a fire arrow at a bomb flower on the cliff face, resulting in the destruction of that boulder, and a chest "magically" appearing, similar to the original game (though it falls from the top of the boulder there, but as we know, chests are immune to the effects of gravity in minecraft). And then, as I keep saying... on to the main dungeon
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