Hey, Mithey! I know you're on sabbatical right now, but you should point us to another location where we can get info on your maps. Minecraft forums will be archived in under a month, and I'd like to have a place where I could check for updates every now and again. I do hope you see this in time to respond.
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May 20, 2019Posted in: Maps
Feb 24, 2019Posted in: Maps
Thanks for the response, Mithey! Looking at the two options, the decision is ultimately on you, and I can tell you're divided between the satisfaction of finishing an old project or having fun starting a new one. If you finished Terra Restore 2, you could put it to rest and not have to worry about it again. I'd also like to see that lovely map finished, but if you'd have more motivation to carry through the smaller map to the end, then it could also be a good way for you to get back into the "groove". Picking up an old project again can be hard.
Also, I noticed you estimated 5 years to finish Terra Restore Reborn. That's a downright scary amount of time! That's about one-sixteenth of your expected lifespan! It's maybe a little bit too much time to spend, and who knows where the mapping scene's going to be, if it's anywhere at all, in 5 years! If that's your honest estimate, then I'd definitely suggest scrapping Terra Restore Reborn.
Feb 22, 2019Posted in: Maps
Hey Mithey. I just read your post, and this is the first I've heard of Hytale! Just taking a brief glimpse at it, it does look really interesting - but I agree that you should withhold judgement until you've gotten a chance to play with it, and critics have had a chance to do the same! Just remember games like Cube World, which were abandoned by the developers, and of course, the ill-fated No Man's Sky... Caution pays in today's market.
You mentioned that you can often have trouble making quick decisions. While your mapmaking process has made some absolutely incredible maps, such as the original Terra Restore that got me hooked, your devotion hasn't seemed to make quite the same product in your later releases. Terra Restore 2 was fantastic, but seemed to have such an absurd devotion to perfection I could totally understand why developing it would be extremely taxing... and then there was Chunk Restore, and Terra Restore reborn, and for a little while I was legitimately concerned that you would be stuck eternally trying new projects but never getting far enough along to make a proper finish. And then you disappeared for a year, and I was saddened by your absence but ready to move on... but of course, your maps are so amazing, they inspired the kind of absurd devotion that kept me and I'm sure some of the other posters here checking back to this thread, even a year after your last post!
Minecraft is still incredibly popular, but the mapping scene isn't quite the same as it was once was. There's still adventure maps around, but the minecraft forums has increasingly become a worse, now almost hostile, site to host them on, with the recent purge of many old topics and posts. Moving on to something new, both in terms of a new game and a new engine, as well as a new concept, might be the best way for you to move forward. If you can't recapture the magic of the first Terra Restore, you shouldn't waste forever trying, and try to make new magic instead. Your new map plans seem very different from what Terra Restore was, but I have confidence in you making something amazing.
Well, I hope what I was trying to say didn't get too confused. I just wanted you to know that I'm still out there and I still love your maps. I wish you the best of luck with your new mapping endeavors, whether they're in Minecraft or Hytale.
Aug 1, 2018Posted in: Maps
Hey Mithey, just wanted to say I hope you're doing well. Your maps have always been great. I haven't talked here in a long time, but I have been checking in, and I always enjoy reading the progress updates. We're all wishing you the best of luck!
TRR looks excellent. Chunk Restore's "leveling" system was pretty neat, but it never really got the time it needed to develop! Strength/attack stats would be a cool expansion of this system, if implemented right.
Do you feel like you've been receiving meaningful feedback on all the cool new systems and features for TRR you've been bringing up? If not, it's important to note that new ideas for map systems by themselves are pretty neutral - when you tell us about a new system for your map, the default reaction is "cool" and hype-building. More often than not, it's the execution that lets us really judge your map's systems and give better positive/negative feedback.
Sep 11, 2017Posted in: Maps
Alright. My playthrough of Chunk Restore is finished. My main feedback? I WANT MORE.
This map looks wonderful. Even though it's so short now, all the systems and town-building aspects are so intriguing I just want to see more of them. I'm playing the entire map on Void mode, and it seems like a healthy challenge - my only request is that I get some way to tone down the 10% gold loss on death. I'm dying so much, I doubt I'll ever have enough money to purchase anything major...
There's a lot of neat little details I really like, like being able to fish up apples, and the mob "notice" system - I hope to see possible stealth approaches in the future! I can't wait to see how this map develops.
Sep 11, 2017Posted in: Maps Discussion
Hello. I've been a lurker of your thread for a while now. Can I just say how much I love your work and your reviews ? Each new post was like Christmas, and each reading provided me with advices, insight, and great laughs for each of the maps you bravely played through.
I am a bit sad to hear you'll stop making reviews but after reading your last one, I do understand why. You have inspired me to create a review thread as well as I love reviewing stuff.
Your writing is amazing and I think you're very talented. Do you write stories other than here ? If so, believe me i'd love to read them as well.
Thanks you for your dedication, i wish you great things and good luck in the future, recovering from Unconquerable.
Hey, thanks a lot, it makes me really happy to hear you enjoyed them. I hope to read some of your reviews in the future, too.
As for some of the other stuff I've done, if you want more criticism of terrible things, in the guise of a screenshot let's play, and are enthusiastic about Fire emblem, then I used to do fire emblem ROMhack LPs, and one day I came across a hack called Corrupt Theocracy... Found here. It depends on if you like Fire Emblem games though, depending on your experience with the series it might be hard to follow.
In terms of stories, I made a forum game called Destroy the godmodder which became somewhat popular and can be found here. It isn't really a story though as much as it is a silly forum game.
Again, thanks a ton! I'm always glad to inspire people to avoid some of the mistakes these mapmakers made or make their own reviews. It makes me feel like I've made the world a better place.
Sep 10, 2017Posted in: Maps Discussion
Made by Eshlie
The name doesn’t sound much more or less intimidating than a lot of the other CTM maps out there, trying to puff out their chest and sound all difficult. Super Hostile… Impossible Victory… Ragecraft.
But this map… this map is different. I’d like to say up front that this is one of, if not the, last reviews I’ll be doing. I might pick them up again at some point in the future, but quite frankly… I’ve finally found it. The worst map. The absolute bottom. The deeper I look, the more I analyze it, the more I wonder how in the seven hells anyone could have thought this map would be fun or enjoyable or anything but an impossible challenge for masochists.
…Which would make sense. It IS called Unconquerable. And it really means it, too. The central gimmick of the map is that it ascribes to ROMhack rules of difficulty in very specific ways. Of course, I use the term “ROMhack” loosely. Because even Kaizo Mario didn’t force you to reinstall the game and then start your save over from the beginning whenever you failed a level. This map blows up the wool boxes. It isn’t some smoke-and-mirrors empty threat. It really, really, REALLY, ABSOLUTELY, destroys the wool boxes. But it doesn’t destroy ALL the wool boxes. The first time a box is in danger isn’t until after the first intersection. Meaning, if you want to go for all the wool boxes, you’ll have to punch through the entire beginning portion of the map again and again. And that’s just ONE of the key problems with this map and its core concept.
This map makes it clear right from the start that you won’t get all the wools. And it’s right. You won’t. 50% is a good marker to shoot for, since about 40% of the map’s wools aren’t in danger. Honestly, if you can save even 1 or 2 of the wools the map puts in danger? You’re doing good! One of the possibilities presented by the mapmaker is to go about things in a “high score” fashion. Get as many as you can! The problem with that is that, well… the map isn’t fun. Whether you want to get all the wools or not, the map isn’t fun. There are only a few times where the wools the map puts in danger even CAN (reasonably) be saved, with or without foreknowledge of what’s going to happen (yes, there are a lot of BS traps).
But I think I’ve hyped the map up enough. Let’s calm down for a little bit and actually start combing through the game.
Spawn/Caves of Azarni:
We begin with a Vechs-like start, with a giant sandstone box as our spawn, with some signs telling us the rules. After that, we immediately enter the Caves of Azarni. I like these caves. They essentially act as an area to stock up on loot that would be useful to us, since we’re just starting the map. The more side-paths you explore, the more you find, and I appreciate that. However… there’s lots of lava around. Tons of it. It’s more the product of outdated CTM map design thinking than anything else (read: DYING IN LAVA AND LOSING ALL YOUR STARTING SUPPLIES AND NEEDING TO REINSTALL THE MAP IS HILARIOUS LOLOLOL), but it can still force a restart if you have any slip up one too many times. Furthermore, some of the “bonus loot” provided ranges from useless to amazing. In one side-cavern, you have a fishing rod and a cooked fish. Yay. In a cave hidden in the ceiling, you have a sharp II Unbreaking II iron sword. It isn’t just the best weapon in the first intersection, it’s one of the strongest weapons you’ll ever have in the entire map! …More on the gear progression later. Right from the start, the loot balance is already wonky. That said, this is a fairly good starting area… just so long as you can avoid the lava.
Rating – 7/10 (IT’S ALL DOWNHILL FROM HERE)
Intersection 1: Contains lava, wood, and coal. It isn’t bad but it’s not great either.
Rating – 7/10
Semi-Hard Wood(White wool):
Deaths: 2(1 TNT Trap, 1 Natural Mob swarm)
WOOL STATUS: SAFE
As you might be able to figure out from the picture, this area takes a little inspiration from “Western Commons” from a CTM map called Legendary. Okay, more than a little. In fact, it’s more like “straight up copied everything” – the aesthetic, the general feel of the area, even the little town that totally explodes on you! It’s okay to take inspiration or good ideas from areas, but you have to put your own original spin on it! There’s no original spin here! It’s just a copy! For that reason, I’m going to deduct a few points from this area’s score.
The actual dungeon part of the area is a fortress located at the end, and it’s the only thing that isn’t copied. It’s also the worst part. This map has no honeyboxes to speak of, even if it is fairly big. If you attack this area at daytime, the fortress will have TONS of natural mobs and be WAY harder than the number of spawners would suggest! Once you actually kill the inevitable swarm inside and light it up, it isn’t actually that terrible of a place to be. The fortess has an incredibly simple design, just some floors with stairs and spawners embedded in the floor. Eventually, you’ll find the wool in a nice cute little safe space underground, in a bedrock box, with absolutely nothing that could threaten it. We’re not at that point yet. Expect to be going through this place a lot if you want to try for all the wool.
Rating – 3/10
Deaths: 3(1 creeper blast into void, 1 mob swarm, 1 TNT trap)
WOOL STATUS: SAFE
The wool wasn’t at threat in this area, either, but you certainly are! You’ve probably noticed from the intersection, first area, and now this place, that inventory-wiping threats are a constant thing in this map. It very much subscribes to the idea that having your inventory wiped is fun, when you have limited supplies to work off of and enough deaths could force you to do a map restart. At least we got better access to cobblestone and coal here. The area’s design is very simple; giant stone pillars, each with some loot and enemies inside, and one of them contains the wool. The main threat in this place is natural spawns, again. Once you make it to the wool, that changes. It’s a classic example of the mapmaker making a challenging problem, but not a solution to it. Let me explain. The entrance to the room with the wool in it is a 2x2 hole in the ground, which leads to a long drop into a 2x2 lava hole. Water buckets aren’t available. You could dig through the walls… if they weren’t all silverfish blocks. This leaves you with only one choice: Drop down, angling yourself so as to hit blocks next to the lava, then trying to survive the hordes of zombies without getting knocked down into the lava, while praying that there aren’t too many naturally spawned skeletons and creepers down there. It’s pretty dumb. This whole area is just far too intense for a starting area, and being in a map called “Unconquerable” isn’t a good enough excuse!
Rating – 4/10
Caverns of Darkness(Magenta Wool)
Deaths: 6(2 from mob swarms, 4 trying to reclaim items)
WOOL STATUS: SAFE
The map tells you at the beginning that “this is where the real hard map starts”. It isn’t kidding. But it’s ALSO where we begin to see just how bad this map really is. This map is insanely difficult – but it’s not from having any sort of balanced challenge. It’s from a complete lack of effort on the mapmaker’s part. The setting is generic stone cubes, made to look like “caves” by using MCedit erosion on the walls. You have to go down them through holes in the floor, and when you reach the bottom, there’s a slightly bigger cave with the wool. With no honeyboxes to speak of, the caves are FILLED with natural spawns. This entire area is a MASTER COURSE in why natural mobs shouldn’t be used as your main enemies! It’s completely luck based whether you’ll fight 20 skeletons in any one room or 20 zombies, but you’re definitely fighting at least 20 enemies! Good luck with your leather armor and stone tools! Yeah, the loot level in the map is just too weak to fight these unbeatable hordes. Even as you kill them, more will just spawn. There’s a few spider spawners hidden behind blocks, but compared to the natural spawns, they’re hardly even a threat. Eventually, you’ll reach the wool – totally safe unless 80 creepers decide to spawn outside the fleecy box – and then find the connections to the fourth area and second intersection. But this area is complete garbage. Totally uninspired, totally unbalanced, just remove it! If you wanted to rebalance this map, you’d have to rebuild the area from the ground up! IT CAN’T BE SAVED! IT’S AWFUL!
Rating – 2/10 – At least it’s short
Psychological games(Light blue wool):
WOOL STATUS: DESTROYED
Alright. Let’s get started. I hope you didn’t skim over those 2 screenshots. Go back. Look over them REAL carefully. I’ll give you a minute to think about the question: What do you think the solution is?
You don’t know? Well guess what; I don’t think anybody ELSE knows either!!
Okay. Okay. So, I will say one good thing: I like this area’s CONCEPT. Considering that every sign we’ve seen so far has been the mapmaker taunting us as best he can, this psychological warfare thing fits with the theme of the map perfectly. These are the types of areas we should have… is what I WOULD say, if not for the fact that the execution is terrible.
The problem posed is that if we run forward, a proximity sensor could trigger before we had a chance to get the wool out. But if we push the button, it could disable the proximity sensor! Or maybe, there isn’t a proximity sensor, and the button will destroy the wool! There’s no way to know! How is anyone supposed to figure it out with the information given? The problem, as it is posed, is a bunch of crap!
…and that ALSO is what I would say… if I didn’t KNOW. This isn’t my first playthrough of the map. It’s my fourth. None of the playthroughs save this one finished the map (“finished” being… debatable), but all of them made it to this area. So I KNOW what’s going to happen. There’s a proximity sensor that will trigger TNT to destroy the wool as you approach it, if you ignore the button. But if you press the button… it will just trigger the TNT right away, destroying the wool sooner!.
Both options will destroy the wool. I knew this, because I had tried both. However… I don’t give up easy. I had a third plan in my mind! You see, earlier on in the map (though I forget where), the map had seen fit to provide us with enderpearls! I had them squirreled away, all ready to unleash my master plan: Teleport in, then get out!
But alas, things were more serious than I ever expected. My first pearl took me right to the wool box… but when I broke in, I quickly realized: The wool box you see in the picture is solid glass! You’ll have to punch through 10 glass blocks just to make it to the chest! So I did. As I heard the TNT begin to go off behind me, I reached the chest, only to realize… there was a brick block above the chest. In order to get the wool, you’d need to break that, too. I tried to break the chest, but… well, let’s just say I never had time to use my second enderpearl.
So any chance of getting all the wool in the map is gone. The task this map sets before you is intentionally impossible. This map truly is Unconquerable.
But you know what? This area might actually be a mercy. Because this is only the first intersection. And things never go any direction but downhill in this map. If you’re intending to play the map, or are playing the map, this is where it tells you: It never even intended to let you think you had a chance. So get off! Stop playing the map! Now’s your chance! Run! Go far away! Your hopes have been crushed!! You can leave! RUN!
Rating – 1/10
Intersection 2: A simple, boring intersection, with no way home. I say “way home” because this was before teleporters were a thing… but even Vechs had the good courtesy to put minecart tracks back home in his maps.
Rating – 5/10
The Deepest Mines(Lime wool):
WOOL STATUS: SAFE
The aesthetic for this place is “stone cave with bedrock as the floor”. Not that it matters, because this is all you see throughout the whole thing. This map was made back when void fog was a thing, and making an area based around void fog is a neat idea, but it isn’t used in any particular way here other than causing you to spend a lot of time stumbling around and running into walls. The area’s main threat is natural spawns and the occasional ceiling-embedded creeper spawner (that you can’t see). Eventually, you’ll end up running into the wool if you keep moving forward. This area could definitely be improved by throwing in some actually interesting things about it, other than void fog. There’s just… nothing here as it is now! It’s definitely a pretty bad area. At least it isn’t a maze…
Rating – 3/10
You might be able to detect a bit of a theme by now. The areas where the wool can’t be destroyed (or, the map isn’t actively trying to take it out) are generally bad, but in a mostly unremarkable way. Meanwhile, the areas where the wool CAN be destroyed make it completely impossible. As the map goes on, the number of the latter will increase and the number of the former will shrink.
Maze of Creepers(Yellow wool):
WOOL STATUS: UNOBTAINABLE
Alright. This area is one of the few to use the gimmick of making wool unobtainable in a semi-constructive/challenging way. It’s a stone maze where the walls are surrounded on all sides by lava, and filled with creepers. Any creeper explosions will result in the corridor they were in being flooded with lava. Sure, in theory you could just rebuild the walls… but have you ever tried that? It’s almost impossible without fire resistance! Essentially, as creepers explode, parts of the maze will slowly be cut off, and things will get harder. Let too many explode, and you’ll no longer have a way to the wool. It’s not a bad concept! But again, the execution is miserably botched. To begin, at many parts of the area, the floor is lined with TNT. If a creeper sets off the TNT, then it will just destroy half the maze instantly, eliminating any route to the wool – this is how my run of this area ended, if you’re wondering. So much for the wool slowly being sealed off. To make sure it was impossible after the TNT exploded, I gave the area a look-over in Creative – the way to the wool is just one, singular winding hallway that branches off from the rest of the maze, and its absolutely FILLED with creepers. Good luck making it through that and out with none of the creepers exploding!
It’s an interesting challenge, but not a well-executed one. The creepers and lava were enough. In order to make it better, the TNT should have been removed entirely, and there should have been many paths to the wool rather than just one. Then, we maybe could have gotten one tense area out of the map. Out of all the areas, this is one of the few I saw with actual potential in concept, which made me all the sadder that it was botched.
Rating – 4/10
The Tunnels of Auria:
Deaths: 7(3 Mob swarms, 3 trying to retrieve items, 1 TNT Trap)
WOOL STATUS: SAFE
This area is completely thoughtless. Our setting is, for the umpteenth time: Boring stone cave. This boring stone cave, however, has spawners EVERYWHERE. In the floors, in the walls, even in the ceiling! And these spawners aren’t exposed to the air, they’re hidden behind generic stone blocks! Making it nigh-impossible to find them and make the area safe, especially since enemies spawn far faster than you can hope to slay them!
Alright, for this area, I want to talk about two things. Two things critically wrong with this map. First: The resource distribution. To its credit, Unconquerable gives you good access to plenty of your most absolute basic materials… but to its detriment, it expects you to farm ALL of them – almost nothing is provided in chests. There’s wood, but in the form of forests you need to cut down. There’s coal and cobblestone… in the walls, for you to mine with your slow stone picks. There’s bread… in the form of wheat seeds, which you need bonemeal to grow. If I wanted to play survival where I needed to farm to get anywhere, I’d play normal survival mode. Again, this is a product of old design thinking, but it’s more than that: You never get anything better. Throughout almost the entire map, you’re going to be using leather armor and stone tools. Sometimes, you’ll get an iron sword, or even some leather armor with protection I(gasp!). However, you won’t be able to keep those things, since Unconquerable LOVES its TNT and lava and void traps. It LOVES them. Almost all of the (very rare) “good” gear in the map (mid-tier loot in any other CTM) has some sort of unavoidable trap guarding it. And it just isn’t enough! In this and caves of darkness, you have to fight unending swarms of mobs, but even with the ability to spam click, you can’t kill anything quickly or take very many hits! You’ll die, and you’ll die a LOT! This sort of difficulty would be much more acceptable if we had any gear to counter it with, at all!
The second thing: The traps. This map appears to be, at many points, attempting to channel the ROMhack hard spirit of I Wanna Be the Guy and other copies. But there’s a key difference between those games and this map. You could rightfully call those games a bunch of fake difficulty nonsense, with their insane unpredictable traps. But at least their traps managed to surprise you! Here, that isn’t the case. All the traps are the exact same: Lava, or TNT. The mapmaker’s idea of making new, more exciting traps is best summed up as: Add more TNT. For example, I wanted to open up a chest. As soon as I opened it, a crater this size was blasted:
Most of the traps aren’t interesting, nor are they really avoidable. After the first few times, each lava and TNT trap does nothing but elicit a sigh. And that’s just one of the reasons why this map doesn’t work.
Back to the area: For some reason, the later part of the area contained a ton of lag. Now, I have NEVER had any lag problems with any of the maps I’ve reviewed – none of them. Until now. It seriously messed with me, although I DID manage to identify the cause – which we’ll talk about later. Suffice to say, while it isn’t IN this area, it certainly affects you in this area. Keep your render distance down.
Also, there’s no threats to the wool itself in the area.
Rating – 2/10
Intersection 3: Another boring, ugly intersection, with lava for a floor. They’re all the same at this point. Rating – 4/10
Finally… a nice place to rest. Even if the monument itself is nigh-impossible to complete, this place provides you with infinite amounts of materials you had plenty of already – stone picks, coal, and leather. It DOES provide you with an upgrade in the form of double chests full of iron swords. Not sure how much it will help, but it is very much appreciated. It even has rail lines back, albeit very long ones.
Rating – 7/10
WOOL STATUS: DESTROYED
Another area where you have to make a choice. This one, however, appears to have a semblance of logic. Essentially, you have 4 numbers: 859. 631. 699. 499. The map tells you to pick the “odd one out”. Pick right, and you get the wool! Pick wrong, and the wool is dead. This puzzle suffers from a lot of problems, namely, the main thing that makes a puzzle design hard: How do you communicate your logical line of thinking to the people trying to solve the puzzle? Of course it’s obvious to you, since you’re making the puzzle. But to people who aren’t you, it’s really hard. For this puzzle, I of course chose 631, since it’s the only number that doesn’t end in “9”. This evidently was not the solution the mapmaker had intended, as the wool was promptly destroyed.
Rating – 2/10
Happy Fluffy Bunnies(Light Gray Wool):
Deaths: 3(Mob hordes)
WOOL STATUS: SAFE
This area began with your usual stuff. Tons and tons of insane, insane naturally spawned hordes, too strong to beat with mere leather armor. So, I turned off the natural spawns. I was done with them. From here on out, just assume every area’s score would be 2 points lower if natural spawns were still on. They were just making the map nearly unplayable in their numbers. Even without natural spawns, all the areas still put up a fight – it’s just that now, they were possible!
(Please forgive me for cheating on a map I’m reviewing. I’m sorry, but assume it was so that I could reduce my rage enough to present this review to you in a mental state even slightly resembling coherent)
Most of the spawners in the area are skeleton spawners, but they contain an extra layer of crap, one that speaks to this map’s apparent lack of playtesting – this cave is made of redstone ore, in a map where iron is not thus far a thing. Good luck getting to the spawners in the ceiling with your stone picks! At least the cave segment is short. It branches off in 2 ways at the start; one leads to I4 and the other leads to… this room:
Alright. Compared to the other traps so far? This one isn’t that bad. See if you can guess what it is. Here’s a hint: The redstone ore triggers TNT which destroys everything. But this time, this trap is actually done in a way that someone knowledgeable can guess what will happen before it happens! It isn’t bad! Thank you! It’s still an entirely TNT-based trap, but at least its execution isn’t terrible this time.
But aside from that, this area has a lot of problems, so it still gets a low, low rating.
Rating – 4/10
Intersection 4: Well, if nothing else, this intersection was something different. The outside is entirely a dark room with swarms upon swarms of cave spiders and their spawners. But, at least, you had glass walls protecting you! It was meant to be used as an EXP/drops farm, I believe. So it’s… sort of nice? …Ish? …?????
Rating – 7/10
I can’t rate this area. I can’t. Upon entering, I was struck by such lag, I could hardly move. I’ve said it before, and I’ll say it again: Out of all the maps I’ve reviewed, this is the first one I’ve ever had problems with it. I have a fine computer and 2GB dedicated to Minecraft. And was playing on a really old version. Not to mention, this map is many years old. If I have problems, I doubt that anyone who played this area before me would do much better. However – I was actually able to find the cause, or so I believe. Beneath the city pictured, there’s a big, bedrock tunnel, where all the walls are more-or-less nothing but spawners. Row after row, wall after wall. If you could use spectator mode, you’d realize that the spawners are actually several blocks thick, which honestly isn’t even necessary. I’m pretty sure that one layer would have been more than enough. Well, we’ve identified the cause of the lag, but what is the purpose of this tunnel? It isn’t designed to be balanced, the signs even tell you to give up. This tunnel, which renders the entire area unplayable, leads to… LEADS TO…
A small, lit up room tucked in the corner, a light at the end of the tunnel… And inside lies…
A sign that calls you out for cheating. That’s its purpose. That’s the only reason its there.
That’s all there is.
That’s what this area was sacrificed, made unplayable, for. A pointless side tunnel, with nothing in it but a “clever” call-out to cheaters for getting past the tunnel. The tunnel that wouldn’t have needed to exist if not for the specific purpose of having cheaters get past it. If I hadn’t decided not to give the area a rating, I’d give the tunnel a 0. The rest of the area doesn’t even matter. That’s how stupid this tunnel is. Why. Why. Why.
Forest of the Dead(Cyan wool):
Deaths: 3(Cave spider swarms)
WOOL STATUS: SAFE
The top part of this place isn’t that bad. It’s a forest in a sandstone cave, with spider and cave spider spawners hidden underneath the trees. It’s not original, or unique, or particularly fun, but it isn’t that terrible. However, in the ponds in the forest, you have the entrance to the wool room underwater. It’s just a giant, dark, bedrock room, with the spawners hidden inside the bedrock where you can’t get to them. And there are a LOT of spawners. The intended way to do it seems to be to find time to break the glass blocks and make it inside the wool box with this horde following you:
It isn’t a very fair challenge. If we had armor that wasn’t leather, and could actually expect to take a few hits before dying, then maybe. But it isn’t particularly fun as it is. There is nothing in particular threatening the wool itself in this area.
Rating – 2/10
Deaths: 2(1 Spider swarm, 1 TNT)
WOOL STATUS: DESTROYED
Alright. This area was short. Short but terrible. The image you see above is the entrance to the area. Let’s talk about the number of reasons why it is bad. First off, you’ll probably notice that the area seems to consist of a checkerboard pattern of half-slabs and nothing, above redstone ore. If you were to guess that the redstone ore triggers many, many, many blocks of TNT, you’d be right! You get a prize. The prize is that you don’t have to play the map, since you already know its tricks. As you can see, this area is SWARMING with spider spawners… which, as you can probably guess, are again hidden in bedrock. The spiders build up fairly quickly, and as you can see, there’s really no way to get into the area except by dropping into the spiders, getting slapped around, and HOPING you don’t end up on the redstone ore. What I’m saying is, this challenge is almost completely impossible and you’re going to die.
Let’s talk about the map’s difficulty curve for a little while. Okay so, imagine not a difficulty curve, or a difficulty cliff, but a difficulty mountain. You start your climb a ways up, because if you’ve found this old map it’s safe to say you have at least some minecraft experience. But the climb quickly gets intense. Blizzards of lava. Avalanches of TNT. And as you climb higher, and higher, and higher, you’ll realize the top isn’t getting any closer. You can turn back there, or choose to keep going. But if you keep going, it still doesn’t closer. Finally, miles above the ground, your breaths get harder to take. The air is thinning, and it will only continue to do so. You can keep going, but at some point, you’ll have to accept that to go any higher would require you to die due to lack of oxygen. And the point you need to cross still hasn’t gotten any closer.
What I’m trying to say is that this map is too difficult for human beings to beat.
Here’s the thing. If you want me to care about a challenge… if you want me to get invested in something, if you want me to be engaged in whether or not I can succeed… not just “I”, but “anyone”… you have to give out a chance to succeed in the first place. This area doesn’t give out a chance for success. It throws something completely insurmountable at you, right from the beginning. Could any normal human fall into a group of spiders, then fight their way out, and make it through an area without ever touching the redstone ore and activating the TNT, with only leather armor, and iron swords, when they can’t even break the bedrock spawners? I think not. For that reason, this area is where I totally stopped caring about the map. This was clear as early as Psychological Games, but with every area we play, it’s becoming more clear. Now I can’t even see. It’s isn’t just see-through, it’s become so clear it’s invisible again. It’s the reason why the map’s core concept fails. We. Will. Not. EVER. Succeed.
It’s all already been decided. Whether or not you will get the wool was already decided. You’re either set up for failure with nigh-impossible tasks, or nothing threatens the wool at all. You can’t play the map like a “High score map”, because you’re guaranteed to get half the wools – with persistence -, and CAN’T get the other half! What would the point of trying to get as many as possible even be?? There isn’t much point to really try, or get invested any more. From now on, this is about seeing how badly the map can make things go before it destroys the last few wool.
Rating – 3/10
Intersection 5: A lava-filled place with no way home.
Rating – 4/10
WOOL STATUS: NOT GETTING IT
Again… it’s a bedrock box, full of cave spiders and silverfish and creepers, and massive lines of TNT that will kill you. It’s all primed, so the goal is to beat the area without touching it. Now… this area MIGHT have worked as a slow, careful area, where you have to fight a handful of stronger enemies, while carefully avoiding TNT and moving forward as fast as you can. It does NOT work as a horde area with creepers where one mistake absolutely guarantees destruction. Again, the map has provided you with a challenge, but not a way to solve it. There is no point.
Rating – 3/10
The Evil Comets(Brown wool):
WOOL STATUS: SAFE
The area is as you see. Now, considering that the main challenge here is “desperately build a bridge in spite of ghasts”, you’d think the area would provide us with blocks, or bows/arrows, or enderpearls, or any of the other materials needed to actually take on this challenge! But no. Come to think of it, in all these areas, we haven’t had any loot at all since the monument’s chests! I guess the map expected us to rely entirely on them? But, those chests only gave us picks, swords, coal, leather armor, and a place to farm food. If you want bows/arrows, blocks, tools, or anything else, you’re out of luck. Considering the incredible taxation the map has put so far on inventories with all the TNT and lava, it’s not a stretch to say you’d be forced to mine blocks, just to have some bridge-building supplies, in order to beat this area. There’s a big difference, and a fine line, between a survival-based map and a map that requires grinding. This is the latter, and it’s way over the line.
Since you can’t really go on the offense against the spawners, the “solution” seems to be to VERY CAREFULLY weave through them – or at least, that’s what I did. It isn’t easy. Once you actually reach the bedrock platform, you have a few more bedrock surrounded spawners, but the map is merciful – nothing will touch the wool. The area is still crap, but you can at least take the wool home.
Rating – 3/10
Demon Run(Red wool):
For the second-to-last area, lag begins. Again. This time, there isn’t a specific part of this place that’s causing it… it’s more of… this area as a whole is just row upon row of spawners.
Okay, so. This castle. To start with, the entrance you see in front of you is actually to BLACK wool. The red wool can be found by entering the glass encasement at the top. Once you make it up there, you can descend into the “final room”, even though its really the first part of the way to red wool. It’s well…
…yeah, that’s where the lag is coming from. This goes on for a WHILE. Remember – the only gear is unenchanted leather, iron swords, stone picks, and hopefully a whole lot of torches! Have fun!
…Okay, that’s not completely fair. There IS a chest full of enderpearls at the start, so you can warp through that area. That said… would it even help? The mobs are still insane, and you can’t mitigate the damage the enderpearls do to you since you don’t have feather falling. Teleport spam isn’t an option.
Basically, this area is full of all the problems with the rest of the map, in one convenient package. A massive area, full of thoughtless mob spam, with no good way to approach it, while you’re undergeared, in a way that causes lag, and most of all, isn’t fun. This is it. The pinnacle of the difficulty mountain. More-or-less a copy of the intentionally-designed-to-be-impossible tunnel from earlier, except this time you’re actually expected to go and beat it. Honestly, if you compare the two, the similarities are so striking it’s ridiculous. The mapmaker placed some signs taunting us, and said that there are 400 spawners crammed into this itty bitty space. 400.
If it wasn’t clear. I didn’t actually play this area. From here on out, I’ve just switched into creative and begun flying through. That’s how badly this map has frustrated and broken me! I’ve stopped actually playing it, and now I’m just a passive observer! But let me defend myself here. If I actually DID try to play this area, imagine the position I’d be in. With nothing but leather armor, iron swords, stone pickaxes, and ender pearls, I would have to slowly begin chipping away at this monstrosity – spawner by spawner. For the first few hours, I’d be dealing with lag, but if I could break some of the spawners, then MAYBE the lag could be alleviated. Slightly. It would be hours upon hours of just trying to eke out bit by bit of progress. And, well… I have a life. I have limited free time. I can’t spend it all trying to clear this impossible map, just to make my review a little more authentic.
I’m sorry. This map has taken all I have from me. I have nothing left to give. This area receives the most dreaded score…
Rating – 1/10
(Area had no formal name).
And it goes out with a whimper. This is IT. After the insanity of red wool… I honestly expected something more. But this is what we get. It’s a bedrock platform, with skeletons, blazes, and ghasts above void. The wool is in a chest in the middle, which is surrounded by TNT. And that’s all there is. I’ve said all I can say about these areas. Anything more I said here would simply retread old territory. We’re done here. Let’s skip right to the finish.
Rating – 2/10
Well, this picture shows what I DID manage to complete of the monument. Which isn’t much. As I said before, 50% would be a “good” score for this ridiculous map. This utterly, utterly ridiculous map.
I hope that the review up to this point has managed to convey to you at least .01% of the map’s absolute awfulness. Everything about the map is wrong. The core concept is flawed, the execution of the map isn’t flawed so much as a trainwreck. A trainwreck lying in a heap at the foot of the Eiffel Tower. On a train that was trying to get from New York to Detroit. Millions are dead.
The map has two main forms of challenge: Ludicrous numbers of spawners. Traps that can’t really be predicted, avoided, or circumvented. I’ve spoken of these problems many times before in other maps. But this map provides all those problems in much worse, unrefined, pure, raw forms. It’s almost awe-inspiring in how little it tries to hide what it is. And what it is is garbage.
The loot distribution? What loot distribution? I’ve already told you before: You spend the first half of the map with leather armor and stone tools. You spend the second half of the map with leather armor, stone tools, and an iron sword. And that’s all. It isn’t anywhere near enough to face what the map throws at you in heaps.
If the wool being destroyed was used to make action-filled, high intensity areas, then maybe I could have at least gotten some adrenaline rushes or something out of this map. But no. Almost every time the wool was in danger, it was in danger in a way that you were doomed from the start. Providing any chance at all to reach the wool came off as more of a cruel joke than an actual challenge to be solved. Maybe that’s all this map was. Just a cruel, cruel joke. So please.
Please don’t play Unconquerable.
The entire reason I made this review was so that nobody who stumbled upon it would have to traverse this Nightmare Realm. To go right ahead and play it anyways would ruin everything I’ve worked for; like stabbing a knife through my heart! Please! Please! Run as far away from Unconquerable! DON’T PLAY IT!
Gameplay: ++-------- 2/10
Aesthetics: ++--------- 2/10
Functionality: ++++----- 4/10
VERDICT: ++-------- 2/10
Die in a fire, Unconquerable.
Sep 8, 2017Posted in: Maps Discussion
Beneath The Void 4
Made by kkraft234
Preface: Beneath the Void 4 – the final map in the 4-part series! Or at least, the final map today – though the thread for them has been dead for quite some time now. Considering the slow but sure improvement of the previous maps, you’d think the fourth one would have been where it all REALLY came together. But despite that… the map was actually very poorly received! Not a lot of people said they enjoyed it, as compared to Beneath The Void 3. Where did it go wrong? Did it improve or didn’t it? Well… let’s take a look through this review and walk through the areas. How does it measure up to the other maps? Maybe we can find out what happened.
Alright. The previous maps had an above-average number of command blocks compared to most maps I play, and this map REALLY goes whole-hog with it. The spawn is powered by a lot of command blocks, with options rooms, and appearing/disappearing corridors. At the very end of the third map, you were given a choice between completing the monument or becoming one with the void – and this map actually has a very interesting continuation of that, starting you in the final choice room from BTV3! That said… if you hadn’t been playing the maps up to that point like I had, it probably would have just been confusing.
Once you got all the the options set up, the map teleported you to a… class selection area? In the map’s description on the forums, it mentioned that it was a very “experimental” map, and this certainly qualifies. The choice of the classes is set up with a book philosophically waxing about the choices we make, and whether they’re bad or good (I’ll talk about this “choice” theme throughout the map, and how it’s totally forgotten about). You have 3 chests, and inside each one was a book with a class name. Now, the map very much has multiplayer in mind with its design – not just here, but at other parts of the map, too. This class system supports up to 3 players, and the clear intent is to have different players fill different “roles”. Despite that, the classes don’t mean all that much – all you get is a book that lets you use specific raw materials to craft various items – some aren’t worth it, or replaced entirely by what you get in chests. A few later on may have been useful – though, I didn’t see them all, we’ll get to that later.
I grabbed the Alchemist book, expecting there to be a class description inside. Nope, that was my choice! We’re Alchemists now! Other than that, though, the setup for this map is very well-done, very cool. It looks nice and flashy and does do a good job of getting you excited for what’s to come. Now, for the actual map to start…
Rating – 8/10
Starting Area(White wool):
This place is interesting. The map definitely kicks off strong, throwing you into a strange environment with nothing but your class book, useless on its own. It gives you wood and coal and other materials you need to beat the area, and it feels like a really nice, “lite survival” starting area. The main threat throughout is natural spawns, which can be frustrating in their large numbers, but they’re hardly impossible to beat. There’s even a fairly clever touch, in that parts of the area contain some of the materials you’d need to make a few basic recipes with your class book hidden in the environment. Once you reach the white wool, you’re immediately teleported out of the area forever, which surprised me. There isn’t anything irreplaceable there, but I’d still like to be able to go back… all in all, it’s a good starting area. It sets a nice tone for the rest of the map.
Rating – 8/10
This functions as the map’s “intersection” – standard intersections are completely abandoned, replaced entirely by teleporters. As you beat more areas and get more wool, you’ll unlock different “versions” of the intersection, with different teleporters. It’s a neat idea, and not a bad one, either. It works fine and isn’t particularly clunky. The monument is also interesting – every time you place a wool down, you’ll receive a special item to commemorate your achievement. These ranged from “good useful items” to “random crap”. For example, White wool gives out “White Wooly”, a Smite 2 stone sword.
Each version of the intersection save the last also contains a side area – the first one is a lush place full of trees. Attempting to farm here reveals that the tick speed has been sped up – that means that when you chop a tree, the leaves decay almost instantly, and crops/trees grow almost immediately, too!
Despite everything that this place has, the one place it lacks is a major, useful base. Since there’s a lot of block replacement here, if you aren’t careful, chests you placed could get overwritten! Knowing this, I built my base in the side area of the first version of this place… but not everyone going into the map will know this. It should have been made clear by that map that you have to be careful where you build your base!
Other than that, while not perfect, this intersection definitely feels… unique. I haven’t seen much like this before – and that’s probably something I could say for a lot of this map.
Rating – 7/10
Peaceful Valley(Orange wool):
This place… almost felt like it was designed to serve a story purpose, rather than a gameplay one. So let’s talk about the story. It spends most of its time following the “Bavarian” civilization and its people, and their journey through the world. I’ll tell you more as it develops, but for the beginning part, they settled in “lush lands full of resources” which serve as our starting areas. This area’s story is that it is the world before it was settled, devoid of both people and resources. For that reason, this area feels far more like an environment to gather resources in than an area to conquer – still no spawners, only natural mobs, and a whole lot of chests with useful items scattered about. It’s an interesting area to explore, but we sort of already did this with the first area. This area is even easier, with even less challenge! We haven’t been going on long enough to need a break just yet. The next area will hopefully make good on the promise made by the map’s spawn and first area.
Rating – 5/10
Mysterious Mines(Yellow Wool):
Our very first maze area! The setting is fairly simple, a long series of interconnected mineshafts making up a giant maze which we needed to solve to reach the wool. Now, throughout many CTMs I’ve played, mazes of this type tend to fail in 2 different ways: One, they don’t put any loot in the maze so it feels unsatisfying. In this, the map does fine. The maze has plenty of good things in it to reward you for every wrong turn you take. Two, the entire maze is the same. And here… the map completely fails. See the picture up there? That’s the whole maze. There’s the occasional spawner, and the natural mob hordes, but nothing really challenging that actually changes up the gameplay. It’s just 15-30 minutes of the exact same hallways. It doesn’t even switch it up when you make it to the wool, it just has two spawners instead of one! That said, I do have to give the area some credit – it at least has the good courtesy to teleport you out once you have the wool. But that doesn’t change the fact that this area gets very boring, very fast. It should have either have different variations of rooms rather than the same cut-and-paste hallway, or be shortened down to a 5-minute jaunt.
Rating – 4/10
Jungle Chasm(Magenta wool, kkraft’s head):
This area starts out looking very… square. The MCedit brush strokes are fairly obvious here. It’s very similar to the last area, in that the main threat is natural spawns and some generic mob spawners. The regular spawners come in small numbers, only one or two at a time, and are un-primed, so I can usually destroy them before they have a chance to do anything. However… this threat is not equivalent to our gear level. At this point, my gear is full chain armor with some iron mixed in, enchanted tools, a power II bow, a Smite 2 Unbreakable gold sword… Basically, I’m ready to handle larger numbers of enemies and custom mobs. But these areas are quite in opposition to the mob spam of previous maps – in fact, they almost feel too empty!
The area does at least change the environment a little (descending a cliff, going through a cave…), but rarely changes the enemies you encounter or their numbers, making it feel like the same. The one exception is a brief fortress-type area at the back, with kkraft as a miniboss and some good loot. Still, the spawners there were unprimed, and kkraft is locked away in a little room, so it was still incredibly easy. I understand if the map is trying to make a really steady difficulty curve that starts off far on the lower end, but these earlier areas are so simple, they’re hardly holding my attention. It doesn’t need to be difficult, but we do need something to do or a problem to solve in the earlier areas to keep us engaged.
Rating – 4/10
Castle Sewers(Light blue wool, Casamuel’s head):
Deaths: 1 (Natural mob swarm, aided by witch poison)
Remember at the beginning of the map, there was that book I mentioned, playing up “choices” as the theme? This is one of the few areas where I felt like that was used fairly well. You have three different paths to choose from to attack the castle in the picture: Take one of the cliffs on opposite sides and fight through the castle, or attack head-on and enter the titular Castle Sewers. It isn’t really three options so much as two, since the cliff paths are more-or-less the same thing. Despite the good idea of giving you multiple ways to invade a castle, neither path is particularly interesting. The Cliffside paths have you smashing through barricades with spawners behind them, and it gets repetitive very quickly – it doesn’t last long at least. The sewer path is pretty much a straight shot through the forest to the sewers, but once you’re inside them, it’s ridiculously easy – there are spawners in the walls and floors, but they aren’t primed, so you can easily light up the 3x2 sewer corridors. Even if they do spawn, it isn’t cave spiders or silverfish or anything you’d expect in a sewer – it’s just regular zombies and skeletons. The sewers drop you off right at the wool and are incredibly easy to get through. Which is a pity, because the castle part you go to through the cliff options is probably the most interesting part of the area. It’s nice-looking, with all your standard castle fare – spawners under pillars, and all that. Still, we’re just too strong to have much trouble with only a handful of generic enemies. The only interesting or engaging challenge in the entire area is Casamuel’s miniboss fight, where he’s backed up by cave spiders – but it ends too soon. This entire area is repetitive and easy. It looks nice, and the basic concept is interesting, but that’s really it.
Rating – 5/10
Cavern of the Gods(Lime wool):
A very dark desert… chock full of natural spawns, too! In this area, we finally got a custom mobs: Zombies with stone swords and leather helm/boots. They’re hardly tougher than normal zombies, and since the spawners aren’t primed they don’t have much of a chance to spawn, but it’s certainly a step in the right direction! Aside from that, this area has little interesting. Lots of houses filled with loot, a handful of spawners, and a neat-looking but mostly harmless little pyramid at the end. There was a room with six spawners in it, but with none of them primed, I could simply smash them before they did anything.
Rating – 5/10
Old Fountain of Youth(Gray wool):
This area actually put up a fight! Sure, it was mostly from the insane hordes of natural spawns, but it did put up a fight! There were more custom mobs here, though none of them anything special, just regular enemies with some armor. The odd thing about this area was that it was really short; none of the areas in the map so far have been particularly long, but this area stood out as especially small. At the end, we had the “fountain of youth” as a very brief water section with a few guardians. All in all, this area was fine. Not particularly bad or good.
Rating – 6/10
As our wool reward for this area, all recipe books were upgraded to a level 2 version. My old recipe book let me make instant healing 1 splash potions, and instant damage 3 splash pots. My new one lets me make all that plus a strength potion and a book that heals all players (I’m playing alone). I’m happy that I have a book to make potions, but the map itself has provided plenty of potions – I’m not at a shortage! I know that the warrior’s book can make weapons and armor, but the map has plenty of that, too. The enchanter can make books of enchanting, but we’ve found those in chests as well! By now, my main problem with how the classes work has become clear: There’s no real use for them, or rather, no need to use them! The map’s chests alone provide all I could need and more. I don’t need a book to help me craft extra supplies.
When a player hears the word “class” they generally think of gear or abilities, rather than crafting specializations. Crafting specializations is all the classes are at their core, so that’s what they should be called.
(Misplaced Picture :C)
Six Feet Under(Pink wool, Dinnerbone’s head):
This area was very, very tiny. A simple desert cave that went around a corner, had a building, then the wool was right under it. The weird thing about this area was, it was absolutely CHOKED with regular enemies. Just CHOKED with them! There were tons! I slaughtered more, but more just came! I didn’t stay too long, so I’m not sure whether they were all just extreme amounts of natural mobs, or spawners placed in such a clever way that I didn’t notice them at all. It looks nice, at least…
Rating – 4/10
This area was very… purple. It’s a dark area filled with obsidian, lava, and cobwebs. It’s very hard to see, actually! The majority of this area didn’t have spawners, just the usual hordes of natural spawns… however, at some points, there were blaze spawners hidden in the walls. The… obsidian… walls. Really, it was just best to keep moving throughout the entire thing! The first part, progressing through caves like you see above, wasn’t particularly interesting. The second part, however, changed things up; it was a volcano! The approach and climb of the volcano was a good, tense fight, with lava and blazes and other enemies around the whole way. But once you reach the top, all that tension dissipates… I was expecting something to fight inside the volcano, but there’s nothing there except the wool. Overall, this area did at least have one interesting thing! If the entire area was a huge climb up a bigger volcano, then it would have been much more interesting. Venturing through dark, obsidian, cobweb-filled caves might be a little challenging but it isn’t particularly new or exciting.
Rating – 6/10
The Pillars of Creation(Cyan wool):
Deaths: 3(Charged creeper blasts)
The difficulty here increased significantly! For once, we had less natural spawns, but they were replaced with NEW horrible creatures…
The landscape was a very odd, not-good-looking block variation of ice, clay, bedrock, and obsidian. The setting was a giant plain with the titular pillars jutting up out of the ground everywhere. But the plains themselves contained nothing – nothing but holes in the ground leading to caves. In those (many) caves was loot, and deep down… the wool. I like the design of having lots of separate caves containing loot connected by a large main area, so that you can explore as much or as little as you care to. That said… the main area felt almost too big, and too empty. Like there was too much space between the caves which contained the actual challenges, making them hard to find. The caves were different and unique at first due to the crazy mix of custom mobs, and managed to even be a good challenge for once! However, after you’ve seen the first few, you’ve seen all of them – they don’t vary that much, and the cave with the wool is just a longer version of all the other caves. All in all, this area had a good challenge, but the caves still needed more variance, and the giant plain in the center could be cut down to size – just a little.
Rating – 6/10
Rising Waters(Light gray wool, Beto’s head):
This area… well, it did look fairly nice, for a stone cave with water. After the challenge of Pillars of Creation, this area was astonishingly easy by comparison. The enemies consisted of custom mobs, but it seems to be the same bunch of custom mobs we’ve been fighting from previous area. We have: Invisible boot-wearing skeletons and zombies, lightly-armored enchanted bow skeletons, and a few other ones – none of them really stand out, and a lot of the spawners they come from are on “rotation”, meaning they spawn a different random mob each time. Not only does seeing the same few custom enemies after a few areas get boring, none of them are even particularly challenging. They’re just… slightly more dangerous than your common fodder, that’s all. None of them have any real identity, so they all sort of blend together as a generic mass of random enemies.
There wasn’t anything particularly bad or good about this area – it wasn’t very interesting, but it did end fairly quickly, as most of the areas in the map do.
Rating – 6/10
I think I should talk about the story here. To keep you updated: The Bativian civilization had to leave the lush, fertile land they had at the start, because of a crippling drought. The areas so far appear to have been places they tried to settle, but failed… but I wouldn’t know, because the amount of lore books has been steadily decreasing! Dimension Cube/Intersection 1 had 4 areas, and 3 of them had lore books explaining about the area. Intersection 2? No books at all. And for Intersection 3, this is the only area with a lore book! We’ve also gotten one every time we’ve unlocked a new intersection, but that’s not a lot… I don’t expect a ton of story, I know it’s a nice bonus. It just feels bad to have consistent lore books for the first parts of the map only for them to suddenly dry up and disappear halfway through. Maybe the lore books dried up… just like the Bativian’s resources did??
On The Edge(Red wool, Grumm’s head):
At least this place wasn’t boring! The main gameplay of the area consists of a levels-type ordeal – you have layers of floating block floors, with so many holes you have to parkour constantly to stay on top, and you don’t want to be sent down plummeting to the floor because the good stuff and your way out are at the top. It’s a good concept with the potential for some exciting gameplay, and this area delivers… okay. The spawners spam huge amounts of mobs, with lots of projectiles (skeletons/blazes), and it’s VERY HARD to stay on top of anything. Many of the spawners seem to be sped up, and while you’re fighting on one level, you’re in range of spawners on the levels above and below you… basically, the mob spam in this area piles up VERY fast, and there’s almost no safe places to retreat to to clear out the mobs. Any platforms you want you have to build yourself. Expect to have to retreat several times just to not have too many blazes to realistically avoid. Furthermore, there isn’t really any penalty when you do fall down, save fall damage – the bottom is nice solid ground, and the mobs are the same on most of the levels – if each level had a differing theme and a different mob, with things slowly getting worse as you fell… that would make this area a lot cooler. As it is, it’s a lot of mob spam but the area doesn’t pack much punch.
Rating – 6/10
I should mention that around this point, I got the last upgrade for my class recipe book. How the command blocks work for the recipe book is, after unlocking the upgrade, when you hold an old recipe book, it will take it from you, and give you a new better recipe book. How it worked for ME is that it took away my old recipe book… but didn’t give me the new one. Turns out, when you lose your recipe book, whether it be to fire, lava, or glitch command blocks, you can NEVER get it back. Nobody knows why you couldn’t have just had a button that gives you the most recent one you’ve unlocked. But that’s how it is. Of course, I hadn’t been needing or using it before, and I didn’t need it after, either. Add it to the pile of reasons why classes aren’t really important at all.
On a Pedestal(Green wool):
Finally, we had an area a cut above the areas! This place’s gimmick was… fairly similar to that of “On The Edge”. This time, you have to navigate hole-filled bridges, dotted with pillars full of mobs. It’s manageable, but if you fall down, you’ll end up in a much worse place chock-full of tons of high-level custom enemies. It’s a good concept, and it could easily have been the entire area. Sadly, it’s only the first half, and the second half involves a lot of pillaring up while being fired upon by blazes and ghasts – something I’ve done before at least 5 times. One of which was in the “Netherrack Zone” from BTV3. I should note that for a lot of the later-game areas, while the gameplay gets more intense, many of the areas abandon aesthetics and are made up of insane nonsensical block variations. I mean… look at this picture. It doesn’t look good when it’s this dark, and it doesn’t look any better lit up with torches. It’s a pity, too, because the hand-crafted areas kkraft makes oftentimes look really good! Despite that, this area has had the best gameplay for a while.
Rating – 7/10
Main Street(Brown wool):
A neat troll area. It seems like just a road over void with too many blazes and ghasts, but… none of the enemies will ever move or attack you. A nice break before the final areas.
Rating – 7/10
Platform to Platform(Blue wool, jeb_’s head):
Red wool had you fighting and parkouring on a sparse hole-filled field of blocks, on multiple layers. Green wool had you fighting and parkouring on a sparse hole-filled field of blocks, moving from bridge to bridge. Now blue wool has us fighting and parkouring on a sparse hole-filled field of blocks… immediately above void. Not only do most of these areas seem to be going in reverse difficulty as we move down the wool monument, the three non-troll areas of the fourth intersection all use the same basic gameplay concept! Is it a bad one? Absolutely not! But… it would be nice to see something different…
On its own merits: This area is really REALLY stressful and tense. Not from drawing you in with super-intense combat, but artificial tension added by having you only one finger slip away from being sent spiraling into infinite void. I count myself lucky I didn’t go into void once in this area. It was luck, and also the fire resistance potions I had on the entire time to protect against the blaze hordes. Those helped too.
As you can see, you have to parkour your way from safe-er obsidian platform to obsidian platform. Many of them have not-unwelcome loot on them, and also enemies. Such as punch skeletons. And spider swarms. And ghasts with buffed fireball explosion power. Also, there are potions randomly falling from the sky for no particular reason. Which would be fine if there was some way to predict or avoid them, but considering the position of parkouring over void this area puts you in, dodging potions isn’t very plausible. This place is by far the most difficult area in Intersection 4, and if you did the areas in the “right” order, it would be a massive difficulty spike from Intersection 3! It was really intense, and I had fun with it – though only because I managed to stay above the void - , but it feels like too much! Of all the areas, this one could stand to be toned down a little!
Rating – 6/10
The Final Area(Black wool):
This area re-used the same concept as Beneath The Void 3, but added a caveat: In addition to being cut off from your base entirely, it also put you in a different starting area depending on which class you picked – the areas reconnected, meaning you would “meet up” with your scattered allies as you moved forward. But… it only works if you’re playing the map with friends! People trying to play in singleplayer don’t get much love here. So I missed out on that aspect of the area, because I always play maps solo.
The actual area itself was probably my favorite area in the entire map. It’s a long, brutal trek forward, with you trying to make it to the black wool with every elite mob you’ve seen so far resisting you every step you take. Instead of bridging to void island after void island, you’re advancing through a variety of different environments. One bad thing I noticed is that there were a few TOO many natural spawns, especially around the place the map dropped me into. Thankfully, it ceased once I got further into the area. The area’s lowest point was definitely the final part – a redux of the very first area you entered, but with most of the spawners swapped out for elite custom mobs, and the loot left untouched. It would be interesting if only the original area’s basic structure was used and a lot was changed to add tons of new stuff to the area, but the only major thing changed was that the floor was removed for the wool room – meaning you’ll need to bridge the void while under fire from ghasts and blazes and things. Not fun, and I’ve done it before a million times. Once you make it, you’re teleported back to the monument, and… that’s it!
I liked this area. The ending was something of a disappointment, but I had fun with it overall, even without friends.
Rating – 8/10
Hall of Past Maps:
Unlocked at the third “dimension cube”, this place contains snapshots of some past areas. Such as:
Stairs to heav-Hell
Each one was unlocked as you placed more heads on the head monument. The area choices seemed rather odd – the majority of them actually codified some of the problems of the past maps, rather than being their best areas. In each one, you would be teleported through parts of the area in question – all while being held in a barrier-block cage, so essentially spectator mode. This seems to accomplish two purposes: One, advertising the other maps, two, giving nostalgia value. Since of course I’ve played the others in a row to get to this one, I should get the nostalgia value, but… I don’t think this place adds anything at all. It’s just letting you see some areas, but that doesn’t really tell you anything. Now, if it had let you play a short segment themed after the past area in question, and given a reward at the end, then it could have been something really cool. But the hallway in the map doesn’t even give you any sort of reward for finishing it! It just comes off as pointless.
This wasn’t an area, just one of the side-areas for the Dimension Cube, but I still wanted to talk about it, so I’m not going to give it a number rating.
And… that’s the end! We’re done with every map of Beneath The Void! 1, 2, 3, and 4! As of writing, there aren’t any more… but if a 5 is ever released, you bet I’ll review it! Now, before we actually go and talk about how this map compares to 3 and all that… there’s a few things about the map I haven’t found a good place to mention, but would still like to talk about.
The Scrolls: Throughout the map, you were given special books called scrolls. When thrown on the ground, they would activate a special effect. These effects provided a ton of functions, and the scrolls made up a good portion of loot in the map. These scrolls generally went into a few main categories: A select few scrolls have good, useful effects that I like (Book of Safe Keeping – summons an enderchest to store things in), several have good, small effects but come in large numbers and are generally useless after you have a few stored up (Book of Charm – grants 10 XP levels). Then, there’s everything else – almost totally useless scrolls. For example, a lot of the scrolls have combat use (Book of Instability – weakens mobs around you), but, for that reason, you need them on your hotbar to get good use out of them. The problem: You’re FAR better off with potions than you are with scrolls. Even the more powerful ones are dwarfed by the all-purpose utility of just having a potion of instant health II to use instead. For that reason, scrolls are an interesting mechanic, but there really isn’t a reason to get into them and use a lot of them.
The Head Monument: The head monument has been a staple of every BTV map. In 1 and 2, there were spawners that spawned minions with the heads guarding chests containing the heads in side-rooms. This mechanic was at its best in BTV3, with the head enemies being persistent mobs located in the middle of the areas as “minibosses” of sorts, generally being more powerful than the standard fare and making things more interesting when they showed up. In this map, all the heads are locked behind iron bars or in side-rooms, and they won’t fight you unless you go fight them. They’re still interesting encounters, but now they’re wholly optional, and I feel like that takes something away from them. This was the only BTV map where I actually managed to complete the head monument, though!
The Story: This map is the only map I’ve played so far with enough story to get a story rating that isn’t N/A! However, the story is just… forgotten about towards the end. For the fourth copy of the dimension cube, we have lore books in 2 of the 4 areas. They each describe how the Bativians were looking in holes in the bedrock – in the void – for places to settle, and how they had to fight through hell and back just to survive down here, and still couldn’t find a place to settle. And then? It just… doesn’t continue. There weren’t any lore books in the final area, at least no that I found. I wasn’t ultra-thorough but if it was hidden anywhere designed to be found by everyone, I would have seen it. We’ll never know what happened to the Bativians or their efforts to colonize the void. Nobody will know. It’s a pity.
Overall, this map… well, go back and look at my numeric ratings for a second. You’ll notice that for most of the areas, it’s a mire of 5s, 6s, and 4s, with the occasional 7 or 8. It doesn’t really go much lower or higher. There’s nothing catastrophically wrong with this map. No part of it is truly terrible or rage-inducing. It’s just… boring. A lot of parts of the map are boring. You have classes, but they hardly do anything. In the early areas, you only fight natural spawns despite your gear being far above their level, meaning they get slaughtered very easily. The custom mobs up their game as time goes by, but many of the custom enemies were repeated throughout the areas, and are never really “introduced” so much as just showing up. Many of the custom mobs are so random they feel more generic! Despite the fact that I fought the same ones so often, I can hardly remember any of them! On the aesthetics side, while there are exceptions, most of the areas are essentially just caves with weird block variations. They don’t look all that great. For functionality, most of the stuff in the map did work fine – the scrolls were even set up so that they wouldn’t all activate if you were to die and drop them in a deathpile – but the map taking my class recipe book away from me is a huge point against it.
This map’s main, core problem is that it seemed to focus on having unique command block mechanics over having a good, challenging to map to use them in. There’s no reason to use most of the scrolls – I’m fine without them. Same for the class system! The teleporters, dimension cubes, and the monument is all very cool… but none of it matters at all, because the areas they leads to aren’t interesting. There are a few exceptions, but at the start, the areas have their own identity but are generally boring. By the end, many of the areas have devolved into random block and mob variations to the point where it would be hard to tell them apart! The last intersection of the map almost felt like playing one continuous area, rather than many separate ones… and that area went on too long.
So, should you play it? It depends… I wouldn’t say it’s a COMPLETE waste of your time, but several of the mechanics – such as the classes, a few scrolls, and the final area – are really meant to be played in multiplayer. This map would be at least something of a fun ride with friends, but might not be the best use of your time if you want to play all alone.
Gameplay: +++++----- 5/10
Aesthetics: +++------ 3/10
Functionality: +++++++--- 7/10
Story: +++------- 3/10
VERDICT: +++++----- 5/10
Sep 6, 2017Posted in: Maps Discussion
Beneath The Void 3
Made by kkraft234
The Mushroom Mile(spawn/white wool):
It begins simply, with a nice forest-type area. It tricks you into thinking that that’s your first area. But no. Unlike the first maps, where the cave it dropped you in really was your first area, there’s a huge mushroom cave up ahead that’s the REAL first area:
It’s… an interesting setting. The spawners aren’t concealed in the ground, thank goodness- they’re covered in easily identifiable blocks. There are a LOT of spawners though, and the place quickly gets filled with enemies if you don’t move fast. It’s a very short cave, but the spawners are mostly the same throughout. Chests with good starting supplies are scattered around everywhere, and altogether, it makes for a fairly challenging starting area. I appreciated it. And best of all – no randomized loot to be seen thus far! It could definitely be improved by toning down the huge amount of spawners. As it is, it’s hard to beat if you don’t dash through it.
Rating – 6/10
Old Miner’s Cave(orange wool):
Deaths: 1 (Tried to rush final part)
This area continues some of the trends that I like. A good amount of non-randomized loot. Spawners that are in logical locations rather than just random spots in the wall. However, it also starts to reveal a problem… even if this map fixes some of the problems of 1 and 2, the areas we’ve seen so far… just aren’t that interesting. The last area was a mushroom cave. This area is a sandstone cave. It’s okay to have simple settings, but this area doesn’t really change the way in which you fight enemies. It is again short, and at the end you have some blaze spawners to keep things interesting. It’s a fairly simple, fine area, if entirely un-memorable.
Rating – 6/10
Jungle Ravine(magenta wool):
Deaths: 1(Mob swarm)
This area has a mob spam problem! The area reminds me somewhat in the dormatories but in a different setting: Multiple paths, catwalks, and tunnels progressing through the same area. It’s all so close together that mobs are sure to build up to immense levels. The places you have to go to have simply terrible approaches – you have to descend into tiny rooms with vines or ladders, causing you to get swarmed by all manner of zombies, spiders, and creepers. It was generally a fast and hectic area, but the mobs just got so bad at some points that you pretty much had to retreat or burn through sword after sword trying to cut through them all. There was some grace given with the bountiful loot chests, at the very least. This area could probably be improved a lot by just letting us descend down with stairs rather than a 1x1 circle of vines that you can’t go back up. Or making it bigger with some more empty space for less mob spam!
Rating – 5/10
Into the Depths(Light blue wool):
This area played fine, but was aesthetically uninspired. It was a stone cave that used diorite. Diorite was a new block when this map was made, but that didn’t make it NOT a stone cave. It’s just varying it with a new type of stone. The enemies you fight are fine, but the bottom portion with the wool is so laden with spawners, you never had time to break any because there were always more enemies spawning! However, there was one part about this area I really liked. One chest had a “Food pack” NBT-powered chest. Once you grabbed it out, a command block would helpfully inform you that you needed to place it on the ground to use it. Very nice! The redstone and command blocks seem a lot more stable in this map, particularly as compared to the first one.
Rating – 6/10
This is one of the best Intersections/Monuments I’ve ever seen! It’s a nice, good-looking house that just feels cozy, and has enchantment stands and a brewing area and a base located in a natural way that looks good and is easy to modify as you see fit. The house is fairly small and has multiple floors (with proper stairs – no elevator crap), and each floor has one of the intersection areas branching off of it as well as a new part of the base. It feels really nice and is all and intersection and monument area should be!
Rating – 9/10
House in the Woods(Yellow Wool):
What I liked best about this area was the variance. First, you had the approach to the house in the woods (pictured), then you were inside the house, then you reached a dungeon in the house’s basement. It helped capture a good sense of progression, and I hope to see more like it. Most of the spawners were hidden in hard-to-find locations, and there were lots of them spawning many regular enemies. At this point, our own gear can easily cut these enemies down. It would have been better to replace several of the normal spawners with a few elite enemy spawners – though that’s not a complaint with this area but more the Beneath The Void maps in general! Once you get past the usual mob spam, this area was of above-average quality.
Rating – 7/10
Village Swamp(Lime wool):
For once, a swamp area without witches! It didn’t have much else interesting in it, though. Spawners are lined across the shore and ceiling of the river you follow, rather than in the walls, which is nice. As you go through the area, the water in the river you’re following gets deeper, which does create a valuable sense of progression… but doesn’t really change how the area plays. You have a few short side-paths to take for some extra loot, but it’s a very linear area beyond that. The first part of this area feels well-designed enough, even though it ends up being simpler to swim past the spawners rather than break them. Once you reach the village part of the area, however, it’s a little disappointing. The map doesn’t really change things up aside from the area you’re fighting in being a village. You end up fighting the same enemies in mostly the same way the entire way through – the spawners are all in the open, rather than inside the tiny houses. Again, there isn’t anything in particular that’s wrong with this area, but it wasn’t very interesting, either.
Rating – 6/10
Plantation Ruins(Pink wool):
A setting I haven’t seen much before; a farm with real food still there to harvest! This farm makes up the first part of the area, but it’s really… empty. There isn’t much there except scattered food and natural enemies. Proceed through it, and you’ll make it to the second portion, a segment where you proceed through crowded and cramped gravel tunnels. This is definitely the area’s low point, with all the tunnels feeling like the exact same thing. They’re easy to cut through and relatively boring. Finally, you make it to the wool room, which looks really nice and is a fair challenge – even if it continues to spam regular mobs at you and hide the spawners. It was okay, but the gravel tunnels underneath the plantation could definitely have been shortened quite a bit.
Rating – 6/10
To start, we have a teleporter back. That’s good. But this intersection has a problem similar to BTV2’s intersection 3, in that it doesn’t explain itself very well. Or at all. See, on the wall, there’s many bedrock-type structures in the shape of portals. When you approach some of them, they’ll turn into nether portals that teleport you to the next area. It’s neat, and works perfectly well when you figure it out, but it would probably take any group of players a few minutes to realize how it works. A book saying “approach the non-crumbling stonebrick portals” would have helped immensely.
One more thing. Throughout the map, there’s been some bonus collectibles for us to find: Bedrock keys. In the first area, we got a book telling us how they worked, and each area since then has had 1 key in it. The way they work is really neat, and I managed to get them all. But the book promised they would unlock for us “a room full of good loot” and what they actually unlocked was… not that. It’s a shop, which lets you buy 3 things with your exp levels. Regeneration potions. Prot 2 enchanted books. Knockback 1 enchanted books. Not useless, but extremely underwhelming since this loot has been built up and fought for throughout all of intersections 1 and 2. I would have been much happier if there just been a room full of chests getting us set up for Intersection 3.
Rating – 7/10
A Dark Knight(Cyan wool):
Deaths: 1(Accidental fall while leaving area)
After figuring out how the intersection worked, I headed here first. The first part of the area is pretty much a swarm of natural spawns from spawners I could hardly see, but after that it gets better. Running around on catwalks, using teleporters, and exploring plenty of interesting and unique side-rooms makes for a very interesting area. This whole place had a lot of much-needed supplies, making it feel very rewarding to explore every side-room I could. When you make it to the end, it at first has an interesting gimmick: All your torches are deleted upon placement by a dark magic aura, forcing you to work without them for a little while. Taking away one of your tools forces you to change things up, but the area isn’t designed so that you’ll be helpless without them. However, it starts to fall apart when you get closer to the bottom, and Elder Guardians take away your pickaxe, leaving you with no way to deal with spawners until you beat the area for good. Then there’s a chest with a block of sand above it, but since you can’t break the sand or the chest… At least, you do get to fight the Elder Guardians at the end of the area, and it’s probably the most challenging thing we’ve had so far! We’ve gotten to the point where we have enchanted iron/chain gear for most of our stuff, and the map is still throwing natural spawns at us – just increasing numbers of them. It’s actually used less custom mobs than BTV 1 and 2 so far! I hope we start seeing a shift to having tougher run-of-the-mill enemies to fight, or the difficulty of the map will continue to fall. This area had a few stutters, but a good basic concept and a good fight at the end.
The Quarry(Gray wool):
It’s a cave! Most of this area was more of a quarry-themed cave than anything, but it did have a few buildings and rooms to keep things interesting. There wasn’t anything wrong with it, but again, not much interesting about it either. It could have used more custom mobs or something else game-changing. It’s a very simple area as-is. Little memorable about it.
Rating – 6/10
Underwater Temple(Light gray wool):
Water areas! Water combat is very hard to get right in Minecraft. Many people reading won’t remember Vech’s “Endless Deep”. The reason why they won’t remember it is because Vechs made the map hard to find; it was an example of water combat done wrong. This area too, is an example of water combat done wrong. At the start, you have a village with houses, spawners, and loot chests with some water-related gear to help you. A fair start. Sadly, no depth strider is available. Then, you enter into the area’s second portion: A water maze. Now, water mazes can be a terrible, terrible thing as certain other maps have shown me, and this one isn’t particularly good, but it has loot chests and doesn’t go on too long, so it is at least bearable. But once you make it through, you’re dropped into the THIRD part: The water caves (pictured). This is where things go bad. First off, this is a terrible environment to fight guardians in. They’re giant, empty caves, when fighting guardians is about using cover and the environment to avoid their lasers. With no environment to work off of, you pretty much have to stay low to the ground and build a pillar whenever a guardian attacks. Hope you have lots of blocks! About the giant, empty caves… they’re GIANT! You have to swim through them agonizingly slowly, and worse yet – they aren’t linear, they have a lot of side-paths, forcing you to spend minutes swimming to get one loot chest that isn’t nearly worth it. The way to Intersection 4 is hidden down here too, but it’s separate from the wool, meaning you’ll probably find it and then have to keep exploring to get to the wool, then find your way all the way back once you have it!
After what’s probably about 15-20 minutes spent doing nothing but swim forward, you’ll finally reach the actual temple, an itty-bitty building in a big round cavern. And what’s the wool guarded by? A guardian nest, or anything else interesting? No, it’s guarded by a nice, dry room, with skeletons, zombies, and creepers. Just like everything else. This area is without a doubt, the worst in the map, and should be totally reworked. Better yet, just cut out the huge cave section and have the maze lead to the temple – the caves suck away any goodwill I had for the first parts.
Rating – 3/10
Our gateway to the map’s final areas! This intersection has an obsidian/bedrock/sea lantern aesthetic going on, and it actually looks fairly nice with the lighting. None of the area have name signs, though, so I took the liberty of naming some of the areas myself. Furthermore, the Brown Wool is hidden at the very bottom of the intersection, in a rather obscure place – I was able to find it, but I can see a lot of people missing it. This intersection is fine. Nothing special but at least it looks nice.
Rating – 7/10
Void Zone(Blue wool):
As far as void areas go… I thought this one was okay! We FINALLY had some custom mobs (speed-boosted zombies and spiders), making the area feel tense and threatening for the first time in a while. The area is short enough to not overstay its welcome, which was good. Again, there isn’t anything wrong with this area. It could have used more loot to make up for the whole “void” thing, but other than that, I thought it was fine! The fortress at the end is the best part, being fun to tackle and a good challenge for the end of the map.
Rating – 7/10
Bedrock zone(Green wool):
This area began with a 2-block high and full of random bedrock blocks. Throughout were zombie spawners. It sounds simple, but it created an interesting dynamic: While you’re trying to get through, the zombie spawners will quickly spawn many zombies, forcing you to move in ways so as not to get cornered while also trying to reach your objective. The only problem was, well… we have diamond armor at this point. Getting caught by the zombies isn’t really a threat at all.
Once we make it through that, we have another area of bridges suspended above void. It’s roughly the same challenge as blue, deal with projectile and melee enemies while being only a few hits away from a void death. I had hoped to get something different for this last area. There’s nothing special to say about it, other than void.
Rating – 6/10
Netherrack Zone(Purple Wool):
This area felt like a rather generic final area. A big netherrack area with a lot of custom enemies – though none of them memorable or notable – and a lot of spawners. There are a few notable points, such as at the start, when it offers you a “choice” between blaze protection (an iron chestplate with Fire Prot 3) and skeleton protection (an iron chestplate with Proj Prot 3). Of course, I have diamond armor with regular protection, so I needed neither. The final part puts you in a huge room and gives you ladders and blocks with which to scale a giant obsidian pillar to make it to the wool box at the top. It’s been done before, but at least it was challenging and felt epic! As long as you take the corners of the pillar, things will be fairly easy. This area felt more like filler than a real inspired area – there was so little unique about it. A good note to mapmakers – make sure all your areas have a clear idea behind them, or something that makes it unique. Don’t just churn out areas in the middle just so you can meet the standard CTM 16 wool mark. If you see no point to making a whole new area, you can always put another wool in one of your older areas and add onto it. This area just didn’t feel inspired or necessary at all, and this isn’t the first area in the map that’s felt that way.
Rating – 5/10
Final Dungeon(Red and Black wool):
To begin, we had an incredible build-up. One of the areas branching off of I4 had a book telling you about the final dungeon: Once you were in, there was no going out. Your spawn was set. You only had the gear you could carry in your inventory, plus anything in your enderchest. Then, to enter, you had to throw that info book into a fire.
Once you were inside, you would be greeted with what is pictured. Now, the intro for the map on the forums said that BTV3 would be a “survival based” map, where you had to scavenge for resources. Yet, I never had to farm once during my whole time playing the map. This is the only area where I actually felt like I was in a survival map, moving from island to island, gathering resources. Now, considering we’re cut off from our main base, and all our backup gear, it could be an incredible risk to have our last area be “bridging over void”. But it works. Why? Because the map gives you loot. Loot like there’s no tomorrow. All the loot you could want! Chests full of swords and armor! The islands have wood, coal, and iron deposits to mine! And better yet, this area also contains an item that totally changes things, my favorite item I have ever received in a CTM: The Void Net. As long as you hold it in your inventory, it will “catch” you if you fall into the void. The book that came with it implied it would wear out with use, and sometimes it would be buggy and fire off prematurely, but it saved my life several times over, and I didn’t even end up breaking it – though I got at least 40 uses out of it, many. It was the best.
That said. The area is long. REALLY long. Islands go off in both direction, and expand outwards for QUITE a ways. It took me several hours to beat the area. I liked the concept of slowly getting more and more OP resources while you moved from island to island, but if this area doesn’t strike you as fun, it can wear you down very fast. Also… it looks terrible. Bedrock and some blocks that aren’t bedrock sometimes. Definitely a bad aesthetics score here. This area has a lot of custom mobs, some of which are fun (a miniboss skeleton with a punch bow, but the skeleton can’t move), some of which are crap (“boomtown” creepers that instantly explode), but at least it keeps things feeling varied. At the end of it all, of course, you have the final black wool dungeon. It’s made up of multiple parts – a castle with too many enemies to beat any way other than sprinting through, a sewer section so easy it feels like a breather, and one final, last, desperate descent to the wool, on wooden platforms with blazes everywhere – and it all felt like a good, epic finish.
This was a good dungeon. I liked it. It could’ve been shorter, but I had fun. It was good. I want to see more like this.
Rating – 8/10
Beneath The Void 3… is a good map. Is it a great, amazing map? No. Did it have some real effort put into it, and managed to be a cut above most of the maps I review here? Yes! It improves significantly on the previous maps – though the mob spam problems and wonky loot distribution haven’t been completely excised, almost every other area has seen some real improvements. The difficulty remains consistent throughout, rather than going all over the place. While the final area in a lot of maps of this type can be a disappointment, this map’s final area was actually a really good challenge! The one thing that was really hit-or-miss in this map would definitely be the aesthetics. Some areas, like A Dark Knight, looked fairly inspired, while other areas used simple, bland, trite block variations like the area I dubbed “Netherrack Zone” – it’s a meaningful name! But the effort of the aesthetics in any given area also indicated how much inspiration had gone into the area as a whole. Several of the areas could have been removed with very little lost, they were just so generic! I would have rather seen second wools in areas like The Dark Knight rather than the “Netherrack Zone” or “The Quarry”. In terms of functionality, there was about as much redstone in this map as there was in BTV2 – that is, plenty powering teleporters and intersections, but not much used to spice up the areas you fought through. However, all of it worked much better than the last map. I had few technical problems this time around.
So, overall… should you play it? Well, again, if you liked the previous ones at all, you’ll like this one the best. If you’ve played through all the “major” maps and are looking for a lesser-known one to fill your time, this one might be your jam. It depends. Soon, we’ll see how the FOURTH one in the series holds up…
Oh, and… in the end, I became one with the void.
Gameplay: +++++++--- 7/10
Aesthetics: +++++----- 5/10
Functionality: +++++++++- 9/10
VERDICT: +++++++--- 7/10
Jul 17, 2017Posted in: Maps Discussion
Eye of the Storm
7/17/17 (Hey! Neat!)
Made by Kunii
Immediately upon spawning in, you’re given some supplies, and made to walk down a spiral while collecting wood and reading some signs. It’s a very simple start, but not a bad one. Some maps can have a simple, peaceful start and then slowly walk up a difficulty curve, while others can have starts that try to show you more of what the map is all about. This start, if anything, tried to show that the mapmaker was “nice”, by having a cobwebs-dropping-into-lava trap, except the cobwebs had a chest with enderpearls close enough to grab, potentially allowing you to save yourself if you’re fast. It’s the exact sort of trap I like; the type designed to be escaped and make the player feel good about themselves. This map sets off on the right foot, more or less.
Rating – 7/10
Intersection 1: A nice little base, and the intersection looks really nice and is safe. It’s everything I like about intersections.
Rating – 7/10
The Grove(White clay):
This area was very short and simple. It looks fairly nice, a well-decorated stonebrick cave. There’s a few spawners scattered around and natural spawns but nothing is particularly threatening. It doesn’t have anything special, but it’s an okay short, simple starting area. There isn’t anything wrong with it, but nothing great about it either.
I should take this time to talk about the map’s loot distribution. So far, we’ve been given protection leather armor, and a sharp 3 Unbreaking 5 stone sword as our best loot, with plenty of more basic loot to back us up and wood to make more tools with (no cobble, however). We’ve also been given exceedingly generous portions of food (remember though, 1.8 map). This area contained entirely regular monsters in small numbers, making it easy to cut through them. The loot we’ve been given far exceeds the threat level of the monsters in this area. It’s okay to be fairly easy since this map isn’t exactly giving off “mega hard” vibes and this is without a doubt the earlygame. As we move along, however, we’ll see that the map frontloaded a lot of its loot, and supplies start to get a lot scarcer as we move forward – hold onto the stuff you get early on!
Rating – 5/10
NOTE: This map uses colored hardened clay instead of wool!
Swamp of Souls(Orange clay):
This area was again, fairly simple and easy. It’s primary gameplay consisted of approaching islands while swimming up to them and then taking out the spawners before they could spawn anything. I say “before they can spawn anything”, because these spawners aren’t primed – “Primed” means they immediately drop enemies upon moving into range. Done poorly, un-primed spawners means the areas will be devoid of enemies to fight. Done well, un-primed spawners can add an element of strategy, forcing you to try to destroy the spawners before they spawn in a tight situation, or trying to decide which ones are the most important to destroy before the spawners can get their enemies out. Here, it’s done… okay. Since the spawners are on small islands, which you can approach by slowly swimming up to them, they will SOMETIMES have enough time to spawn things. But most of the time, I was able to destroy them before they could fire off even one handful of enemies. This area is still very easy – but we’re still at the beginning of the map, so it’s okay. We also see our first custom enemies – zombies that drop instant damage potions when they die and have leather armor. Sadly, though, they’ll only very rarely get the chance to spawn, because you can generally destroy their spawners before they activate. I had to wait for some to spawn just so I could see them. If anything, this area could have been a little bit harder, by having something to make the approach to the islands more difficult/time consuming – lift them out of the water another block or two, and then the spawners might get a few more seconds to pop out enemies. This area is almost too easy in its current form.
Rating – 5/10
(I forgot to take a picture here, just imagine a big stonebrick maze and you'll have the area)
Arcane Dormitories(Magenta clay):
This is a maze area! Despite having a fairly interesting premise (not just dormitories, but MAGIC dormitories), it ends up coming off as a fairly uninteresting place. It’s a stonebrick maze consisting of nothing but 3x3x3 hallways, some side-rooms with a few chests, and plenty of cobwebs and cave spiders. It’s at its best when it tries to vary things, such as having one of the hallways be blocked off almost entirely by cobwebs with cave spiders inside. But for the majority of it, it’s roughly the same thing, just trying to fight your way through a fairly unthreatening maze. This area gets boring fast, and it’s by far the longest area we’ve had so far. It definitely needs to have more interesting things happen as you proceed through the maze. Add a few bigger rooms with more enemies, or more hallways that have something special about them! As it is, it’s just a very simple maze area that isn’t fun to play through.
Rating – 4/10
Wizard’s Tower(Light blue clay):
This area was connected to the previous magenta clay maze area, with no easy way back. Luckily, it was short enough to be easily pushed through so you could make it to the second intersection. The first thing you notice upon entering the area is the wizard tower (pictured), and… it looks weird. Really weird. Like, look at this:
I’m not entirely sure what to make of it. Once you get inside of it, you have to advance upwards while destroying spawners on each floor. It’s a simple but solid concept for an area, and it works fairly well here – at least, there was generally enough enemies for me to fight as I moved upwards. There’s also a lot of holes in each floor’s floor, presumably to have you dealing with enemies dropping from above as you dealt with whatever was happening on the floor you were on – the only problem is, there aren’t really enough enemies for this to really work. It does at least make the environment a little more interesting. Once you make it to the top and get the clay, you need to build up with blocks yourself to get on the ceiling of the tower in order to find the next intersection. It isn’t exactly a hidden intersection, but it would’ve been great if there had been a sign telling you this, since I can see newer players totally missing it. This area again could have used a little more variation as you progressed, but it was short enough to not get boring. It did at least use two types of “wizard” enemies, one weaker version and a stronger version. That’s a step in the right direction.
Rating – 6/10
Intersection 2: It’s a simple little place, and it even has my favorite thing: A teleporter to Intersection 1! Wonderful! And a base-type place, too!
Rating – 7/10
Peaceful Valley(Yellow clay):
This area looked nice! It’s a giant plain that is more-or-less a straight shot to the wool. There’s some side-caverns with spawners and iron ore, but those are optional. The main enemies populating the plain are killer bunny spawners, in singular spawners lying out in the open. This valley is again, rather boring. Even with the “lush, green valley” setup, there’s a lot that could be done to make this area more interesting. Have a river with a bridge over it, except the bridge has plenty of killer bunner spawners, and the river is full of guardians. Have a big tower in the middle, with loot and enemies. As it is, the only things really making this area pop out are some trees here and there and the optional side-caverns – of which you only really need to harvest one. The end is the best part, with you having to scale a steep cliff face with monster spawners on it to reach the wool. But the whole area should be full of interesting challenges, rather than just having a big, boring, ceiling-less tunnel with one challenge at the end.
Rating – 4/10
The Pyramid(Lime clay):
Deaths: 1 (Blaze attack)
What a steep upwards slope! This area has an interesting concept: You’re climbing this huge pyramid, but you can’t just jump up the sides, because you’ll occasionally be stopped by barriers. So you’ll need to use enemy-filled tunnels that go into the pyramid to switch sides on the pyramid, so you can progress further. It’s a neat concept, and the tunnels are fairly interesting to play through, again using un-primed spawners well by having lots of them that you have to break before they start spawning. It even varies its challenge towards the end by using blazes and charged creepers. The main problems with it are that A: The area is entirely devoid of loot and B: The area is incredibly easy to cheese your way through – all you have to do is dig under the barrier blocks. Other than that, it’s a fine area.
Rating – 6/10
Dead Space(Pink clay):
This area had a neat central idea – at the start, you’re given a chest full of 16-minute long level 15 jump boost potions (that could easily be used in other areas; it’s generally better to use command blocks for this purpose), and made to complete a parkour-type area where you have to ascend by jumping from cloud to cloud. But that’s just the setup; doing parkour to travel upwards. In general, you want to have some more meat in the area and enemies to fight. And, this area, well… it had none. There are custom mob spawners, but none of them got a chance to spawn anything. When I stopped and waited for some to spawn so I could see them, the spawner spun up, then did its particle flame poof and slowed down again… but didn’t actually spawn anything. All the spawners in this area were either broken or didn’t get enough time to spawn (I didn’t test them all). For that reason, this area is nothing but parkour… and it gets boring quite quickly!
Rating – 2/10 for being bugged
This is a quiet little place, that actually breaks the standard somewhat by having a little challenge at the bottom, with some enemies guarding some gold ore piles. However, it doesn’t come with any teleport to Intersection 2. After the second intersection had a perfectly good teleport to the first, it’s jarring NOT to see one here, especially since the previous area was a huge parkour zone needing jump boost potions to traverse. You’re in for a lot of annoyance if you don’t want to leave your old loot behind.
Rating – 7/10 Lack of teleporter, but the gold ore challenge was a good idea
The monument! It’s perfectly serviceable, and comes with a little base to store our stuff and even some loot. Tons of food, lots of Protection II iron armor, and some good weapons. It doesn’t do anything special, again, but it’s a perfectly good monument.
Rating – 7/10
The Hallway(Gray clay):
This area was a simple, troll-type area. I won’t spoil the trap, but it’s a fairly interesting idea. Short areas with one central trap like this are good in small numbers to mix things up in the map.
Rating – 7/10
All Charged Up(Light gray clay):
This area began very slowly, with un-primed creeper spawners on platforms above lava that were easy to destroy. But as you moved down a level, the spawners down below had time to spin up while you worked on the top ones, meaning it got a little more intense. Once you made it inside to the “second” part, you were descending down several repetitive rooms, with the exact same design each time. It initially seemed boring and lazy, but once the supercharged creepers started spawning, the entire environment just got DESTROYED, and you just had to try and survive all the explosions! The second part of this area was probably the most fun I’ve had with the map, despite the lackluster starting portion of the area.
Rating – 7/10
Intersection 4: Another quiet, unremarkable little spot. But… it doesn’t have any teleporter back! Come on!
Rating – 5/10
Shurima’s Desert(Cyan clay):
This area’s start was just a giant, huge, empty desert. Gold ore was scattered about everywhere, but there was nothing guarding it. It was just a giant, empty field of nothing. At night, you could fight natural spawns, but that was it. Sure, there was the occasional lava trap, but the sand falling down would disable most of them. Having huge, giant, pointless swaths of land in a CTM map is almost always terrible. It was bad when Pantheon did it and it’s bad here. There’s no point to adding long, pointless, boring walks to get to your destination. None.
Once you made it to the “end” – a fortress consisting of two branching spawner-filled hallways, again devoid of anything interesting (or any loot), just much more filled with enemies – things got a little more exciting. At the end, you actually had a boss fight against a fairly unique boss. The only problem was that they were very tanky, and had Thorns on their armor, meaning that if you tried to fight more than one, you could die even if the boss never hit you just by thorns damage. I’ll go on a rant about Thorns and how broken it is some other time. But for now, it makes this boss much less fun than it could have been.
The boss fight was interesting, but most of this area was boring nothingness. There’s little to do except go straight to the boss, beat it, and leave. There isn’t even one loot chest in this entire area, at least that I saw! Just like Peaceful Valley, it definitely needs more going on to spice it up and make it more exciting.
Rating – 3/10
The Black Castle(Purple Clay):
The outside of this area was fairly simple. Some spawners scattered around, but nothing too threatening. The loot chests you see are the first ones we’ve seen in a fair while, and they’re the only ones in the area. Once you make it inside, it’s a giant obsidian maze consisting of many interconnected rooms filled with spawners. It isn’t terrible, but it quickly gets repetitive, especially with no loot around. Having to protect loot chests from the creepers would have singlehandedly made this area far more interesting and engaging. Things are finally mixed up towards the end, with a brief barrier maze. This area could definitely be better by having the interconnected obsidian rooms having more to differentiate themselves from each other. As it is, it gets boring fast. It was at least fairly short.
Rating – 5/10
The Void(Blue clay):
The area is as you see it before you. Catwalks and platforms, suspended above void connected by 1-block-wide pathways. It comes with all the standard issues of a void-based challenge area: That a single mistake, a single arrow, creeperblast, or even a finger slip, will send you careening into an infinite death that will irrevocably destroy your entire inventory. The difference between this void area and other, better versions of its type is that nothing is given to balance out this sudden upwards spike in difficulty, and downwards spike in forgiveness. Not a single loot chest is found throughout the area. Not one. No enderpearls, no feather falling boots, no water, no anything. This area, like Shurima’s Desert, like The Pyramid, like Peaceful Valley, like a LOT of the map, has not one chest containing a vital drop of precious, precious loot to be found. And here is where it is least acceptable.
Loot located in the areas you’re conquering is a vital part of any map. In most maps, particularly ones from the “super hard” mapmaking era, you’ll always see signs telling you to take the “fun path”. You have to take the fun path, take the fun path or you’re a bad map-player, etc., etc… And most players will take the fun path! If you asked them why, some players will puff out their chests, and spout on about honor and the importance of not ruining your own experience. However… those players are liars or fools! Any experienced CTM player knows the REAL reason.
Imagine an imaginary scenario. You have a fortress laid into a cliff. The fortress gives you a path full of ladders, stairs, and lots and LOTS of enemies that leads to the wool, placed on top of the cliff. Now… why would most people go through the castle, instead of simply digging through the cliff or building a bridge to bypass the whole thing? Sure, some mapmakers will put a bunch of ghast or blaze spawners in the roof. Unsightly, but it prods most players… or does it? The truth is, as you advance through maps, and especially as you start to reach their endgame, most players will generally be able to handle these spawners, even when they’re in midair. So why will most people choose to go into the castle? The truth is… most players know what’s in that castle. Chests. Chests containing good things which will help them in future areas! In other words: LOOT!
The loot is a crucial pact between the map’s maker and the map’s player. The player promises – unspoken, of course – not to break everything intentionally and then complain online about it being too hard/easy, and the mapmaker promises to provide them a positive feedback loop of new items for them to use or store away just in case.
But with no loot, the “fun path” turns into the “unrewarding path”. And one of the most major problems I’ve seen with the map thus far is that almost all of the loot is in safe zones everyone will encounter, clustered in large amounts – the intersections, the monument, a safe zone in front of the clay box – and very, very little is in the actual areas where you do all the fighting and effort. The last area with loot in it that I remember was All Charged Up, which had one platform full of chests guarded by a few creepers, and that was it. And to see a void area, of all areas, like this, utterly devoid of any rewards save progression for subjecting yourself to multiple inventory wipes… it hurts. At the very least, the 4-stack of skeletons and blazes you had to fight on tiny platforms at the end was interesting.
Rating – 3/10
The Pass(Brown Clay):
Located as a teleport right out of the previous void area, with no easy way back! Of course! Getting past that, the area itself is fairly simple. It’s a giant netherbrick cave, full of lava and spawners. It’s pretty much just a straight run to the wool and next intersection. Once again, no loot chests are in sight, leaving you no reason to do anything BUT sprint through it. The only really interesting part was the very end when you have to approach the wool box on a bridge, with the fleecy box guarded by 5 blaze spawners… but the spawners aren’t primed, giving you plenty of time to get in the fleecy box and break the spawners from underneath. There isn’t much remarkable about this area, and it mostly serves as a big transition between intersections 4 and 5. It could really do with some more interesting things that make you stop… like towers or side-rooms containing loot.
Rating – 4/10
The intersection begins by giving us a teleporter(yay) and giving us a book saying that this intersection is dedicated to great mapmakers of the past. Each of the map’s final areas draws inspiration from some mapmaker of the past – ColdfusionGaming, Amlup, and of course, Vechs for black clay. It’s okay to make areas as tribute, and thankfully, the areas themselves didn’t feel particularly copied. But you need to be careful not to lose your own creative spin and identity in giving tribute. The intersection itself is just boring bridges above lava, but at least it has a teleporter and base.
Rating – 7/10
The Azarian Mines(Green clay):
This area had 2 parts: A simple, boring stone cave with some trees and ponds was the first. The spawners consisted of random natural spawned enemies, buried in walls or exposed. It didn’t matter. There were a few chests around, but they only contained small portions of food, an item which the monument chests already gave in massive quantities. The second part was the titular Azarian mines, which contained lots of ore (finally, a reason to stop and clear the areas) and the clay. None of the mobs or gameplay was particularly interesting, since everything you fought were easily butchered regular monsters from spawners scattered everywhere you looked. There wasn’t much notable or unique about this area, aside from being your diamond supplier for endgame. Considering that this is one of the map’s lategame/endgame areas, it’s really too easy! It could do with some more intensity, and better loot in the chests!
Rating – 4/10
All Hypercharged Up(Red clay):
Deaths: 2 (Creeper explosions)
This area, at least, did something new! After the start you see in the picture, you entered a large bedrock tower. From there, you had to descend down multiple floors, while creepers of all types attacked you – just like Supercharged up! The difference is, while half the fun of Supercharged up was everything getting destroyed, here, we’re in a bedrock tower, so there’s none of that. Just a lot of you getting blown every which way. The first part is okay, but about a third of the way in, it introduced the new mob: Hypercharged creepers. These guys were EVIL. They had incredibly fast speed – enough that by the time you saw them, they were already right next to you. They also had no fuse timer – by the time you saw them, they were right next to you, AND they had already exploded. What’s more, they had insane damage. I had Prot 2 iron armor, and a point-blank shot could one-shot me. I could survive by blocking with my sword, but even then they would shred right through my health. All fought in the very uninteractive “bedrock hallway” environment.
My problem with these creepers is that there isn’t any good way to counter them. Their one weakness is that they have no health bar – one good hit, and they drop. But with no fuse and their extremely fast speed, the only good way of killing them is luck or stealth – and since the environment is entirely small bedrock hallways, you can’t really levy either of those options to your advantage. If the environments were bigger, or designed in ways that gave you a good way of approaching the creepers, then they would have been better off – as it is, there isn’t much to do but inevitably take them to your face and hope you survive!
The dungeon itself goes on for a really long time, and doesn’t change much – you’re in winding bedrock hallways, fighting the same 3 varieties of creepers, used in roughly the same ways. Things get monotonous, and I was ready for it to end a good while before it did. That said, these creepers were one of the few things I faced in the map that was actually a threat. Even if it wasn’t a very fair threat.
Rating – 3/10
Davion Fortress(Black Clay):
For the final area, we have a massive fortress, filled to the brim with tons and tons of spawners. There’s too many enemies to clear out all the spawners, so the area ends up being a desperate run through a fortress rapidly filling with uncountable numbers of foes. When played like that, it’s a fun enough area, though it doesn’t do much interesting. It works well enough for a final challenge. It was, at least, a challenge. I wish there was more to say about it, but there isn’t.
Rating – 6/10
And we’re done.
I saw nothing special about this map. It isn’t terrible, but it doesn’t do anything interesting either. Save for All Hypercharged Up and The Void, the difficulty is fairly low throughout, meaning it could be a good challenge for new players, at least. None of the areas felt really inspired, with most of them boiling down to one challenge done over and over… with the possible exception of Dead Space. As far as looks go, things felt interesting in the earlier parts, with valleys and big bright areas, but things felt more and more fatigued as time went on, with caves made of dark nether blocks and a reliance on bedrock and stone brick. Each area did play differently from the areas before it, but there was little variance within the areas themselves – you generally did the same thing and fought the same enemies over and over. And of course, the biggest problem with the map is that there’s little loot in the areas you’re fighting through, making everything feel less rewarding. Add more loot, and more going on in the areas in general, and something better could be made out of this map. But, altogether, this map is very average. It isn’t painful to play, but it isn’t very fun either. You could probably find other, better maps instead, and spend your limited free time playing them.
Gameplay: ++++----- 4/10
Aesthetics: ++++++---- 6/10
Functionality: ++++++++-- 8/10
VERDICT: +++++----- 5/10
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Feb 17, 2020Posted in: Maps
My very own CTM themed map.
This CTM contains 16 wool blocks (Which you find) and 3 mineral blocks (Which you craft).
Recommended player amount is 1-2 players
Personal difficulty rating (out of 9): ★★★★★
Hope you can give this map a try and don't ragequit too early
I encourage you to upload a video of your experience on YouTube, i'd gladly watch
Jun 5, 2012Posted in: Survival Mode
(video courtesy of qmagnet)
VILLAGE MECHANICS: A NOT-SO-BRIEF GUIDE
...or "Everything you (n)ever wanted to know about NPC villages, but were afraid to ask." If you're trying to spawn golems for an iron ingot farm, or just want a few more noses to trade with in your local testificate township, then you've come to the right place. Much of what's in here comes from another forum thread originally posted by Marfagames. Among the many others who have helped me piece together this knowledge, special thanks must also go out to forum members trunkz and KyoShinda, both frequent posters in that same thread. Together the three of them made most of this information available in the first place -- all I did was digest what they wrote and re-word it into something that I, and I'm hoping you as well, could understand a little easier. And now, on to the good stuff!
SECTION ZERO: TERMINOLOGY
...or "What is this I don't even." A village is defined by several factors: the village center, radius or "size", number of houses, population (number of villagers), population cap (max. number of villagers, based on housing), number of golems, and golem cap (based on population).
You might be asking yourself, "what does it take to make a village?" In order to be recognized as a "village," two things are required: at least one villager, and at least one house. A "house" is defined simply as a wooden door with an "inside" and an "outside" (see the next section for details.) A village's population is capped at 35% of the number of "houses" (doors.) Under ideal conditions, villagers will breed up to this limit, and then stop. Iron golems can spawn in villages of sufficient size, and the golem cap is 10% of the village's current population.
The village center is the geometric center point, or "average coordinates" of all the doors. The village size or radius is the greater of either 32 blocks, or one plus the distance from this center point to the furthest door (measured in "straight line" or Euclidean distance). This means that the radius is always at least 32, no matter what, but it can be more than that if there are any houses further than 32 blocks from the center. If there are, then the radius is one block larger than the distance to the farthest one.
Both the center point and radius are rounded to whole numbers. The center point is rounded "towards zero" (down if the value is positive, up if the value is negative. Or in other words, it is not "rounded" at all but simply truncated at the decimal point). In preliminary testing, the radius appears to be the raw distance from the rounded center point to the furthest door, plus one, rounded up, although more testing or a look into the game code are required to confirm this.
SECTION 1: HOUSING
...or "You can't park here." How does the game recognize a "house"? A house is defined as a wooden door with an "inside" and an "outside." The inside is the side which has more spaces covered by "roof" blocks than the other, within five spaces horizontally of the door in the two directions it faces. A "roof" block is an opaque block, at any height not lower than the door, that blocks direct sunlight from reaching the spaces below it.
Another way to put it would be to say that an "outside" space has a direct view of the sky, and so has a "SL" (sky light) value of 15. An "inside" space does not have a direct view of the sky (not looking straight up, anyway) and a "SL" value of less than 15. The "inside" is the side which has more "inside spaces" than the "outside" (which, in turn, has more "outside spaces" than the "inside.")
A door is not counted as a house without a "roof," or with the same number of covered spaces on either side.
Example - The door is placed on the wooden planks. The game checks the spaces represented by the light blue wool, to see if they are covered by a "roof" block or not:
The simplest house looks something like this. Just a wooden door, with a dirt block on the ground next to it:
Yes that is a valid house! Not much to look at, is it? But it fits the criteria. The dirt blocks the light from reaching the space below it, and so counts as a roof block.
There is one "inside" space, covered by a roof block, on the right side of the image, and zero on the left. Since "one" is more than "zero," there are more covered spaces on one side of the door than there are on the other, and so the game counts this as a house. Here is a cutaway view of the same setup, with colored wool for a visual aid. The red wool is covered by a roof block and considered an "inside" space; the blue blocks are "outside":
The following are all examples of houses as well:
Figs. 4-7:Fig. 4
It doesn't matter what you build, except for what's directly above the colored wool. Anything to the sides of this can be whatever you want, or nothing at all:
The dirt blocks on the far side (top of image) do not affect this house's "housiness," nor do the lack of any blocks on the near side.
A door is two blocks tall, and this check is performed twice per door, if necessary. If the initial "roof check" (see Fig. 1) fails, then the bottom-most layer is ignored and the check is performed a second time, starting one layer higher. This time, only the spaces above the lime-green wool (and not the first layer, here occupied by the wool itself) are checked for roof blocks:
Example - For the door pictured below, the initial roof check finds there are two spaces covered by roof blocks on the left side, and two covered spaces on the right side as well. With the same number of covered spaces on each side, neither one can be designated the "inside" or the "outside," and so the door is not counted as a house (yet. But but we're not through yet, either.):
Then since the initial check failed, the bottom layer is ignored, and we perform the test again, this time starting one block higher, checking for roof blocks only above (not level with) the green wool. This time, only the two spaces on the left-hand side of the image are covered. Since the "roof check" passed on this second try, the door counts as a house, and its "inside" is on the left where the more covered spaces are:
In the next example, the door passes the test on the initial first check. It has one covered space on the left side and two on the right. This makes it a house with the "inside" to the right. The second check would pass as well (with the "inside" on the left this time), but since the first one already passed, we don't even bother testing again. This door counts as a house, with the "inside" on the right:
"Inside" on the right.
The covered spaces don't have to be contiguous. The door below is a house, with the "inside" on the right, which has three covered spaces, versus only two on the left.:
"Inside" on the right.
This next door has three covered spaces on each side, and is not a house:
Fig. 14NOT A HOUSE!!
For a house to be a house, it has to be "seen" by a nearby villager. (I use the word "see" here loosely. This is actually based on proximity, not line-of-sight. A villager doesn't literally have to see the door to recognize it, it's enough just to be within range.) Without a villager nearby to "see" the house and recognize it as such, it is not considered a "house" but just some blocks and a door. The following image utilizes Trunkz' "Village Info" mod which adds info about the nearest village to the F3 display. Note the phrase "No Village Found" in the bottom-left:
Fig. 15Not technically a house, since there is no villager here.
But as soon as a villager shows up, it becomes a proper village, with a house and everything:
The "Houses" value in red indicates that there are not enough to support an iron golem. If there were 21 or more it would shift to green indicating that a golem(s) can spawn in the village.
Villagers will recognize a house within sixteen blocks along both horizontal axes, and up to three blocks above or five blocks below the level of the ground the villager is standing on:
When two villages' boundaries overlap, they will merge into a single, larger village. A new house that's within (radius + 32) of an existing village would, were it considered a village in its own right, overlap with the existing village and so just becomes a part of that village. This causes a recalculation of the village's radius and center point, which can sometimes cause it to overlap with another already-existing village. When this happens, the game doesn't always handle it correctly right away. It is possible to end up with a situation where two (or more) villages overlap and are still treated as separate villages. Villages can also overlap if the removal of a door shifts the center point closer to the other village. Tango Tek took advantage of this behavior to design several "overpowered" iron farms that tricked the game into overlapping several villages in a small space so they each could spawn golems individually.
The same thing can happen in reverse: if houses are removed from the center of a large village, the remaining ones may constitute two separate, smaller villages whose radii do not overlap, but the game may still treat them as a single, large village. Or, likewise, additional houses may shift the center point away from the furthest houses so they should not be included in the village yet still are.
When the placing or removal of blocks causes what-was-once-a-house to become no-longer-a-house, the game can fail to update this as well and still treat the door as if it should count as a house. Relogging used to fix this issue, reevaluating the village from scratch when you came back, but now, since 1.4 and later, the village is saved to the world file and so simply relogging does not cause a reevaluation. You will actually have to bust out and replace the door itself (or use the fix below) for it to stop being counted as a "house."
In all three circumstances, the fix is rather simple. Just walk, ride, fly, or boat far enough away that the chunks are unloaded from memory (a bit past your render distance, and then wait for a bit), and this will cause a reevaluation upon your return, correctly identifying only whatever houses remain. If the village(s) are within your world's always-loaded spawn chunks, they will never get unloaded from memory while the overworld is loaded, and so the village never gets reevaluated no matter how far you run. In this case, you can hop into the nether or the end for a minute; after sixty seconds even the spawn chunks will be unloaded (unless another player or entity travels through the portal in that time, which is how Tango Tek kept his creations from breakin every time you left the overworld.)
A word on "roof" blocks:
It seems there are two kinds of transparent blocks. There are fully transparent blocks such as glass, torches, and fences, and then there are what I call "partially transparent" blocks such as slabs, stairs, and leaves, which are treated as transparent by the rendering engine (since they don't fill up the entire block space -- you can see through to what's behind them, so the game has to know to draw that part of the world anyway, even though there's a block between you and it. It knows to do this because the block that's in the way is flagged as a "transparent" block), yet they still block light from passing through (at least partially, as is the case with leaves or water), so they're still somehow considered opaque to the lighting engine, which appears to be where it counts. These partially transparent blocks will block the sunlight, and so will count as roof blocks. Fully transparent blocks still do not count. Water and lava (both flowing and source blocks) are partially transparent, and will count as roof blocks. Leaves count as roof blocks. Slabs and stairs count as roof blocks (and they don't even have to be upside-down.) I haven't tested every single block type so I don't have a full list of what does and does not count, but I know that torches don't count, fences don't count, chests don't count. The list goes on...
The infamous "facing doors" myth:
There is a rumor going around, that two doors facing within a certain distance of each other will somehow cancel each other out, and neither one of them (or sometimes only one, depending on who you hear it from) will count as "houses." This is not a thing! It is nothing more than a misconception, a rumor, brought about by a misinterpretation of the significance of a particular image posted by Marfagames, who did much of the initial testing on villager houses, and the meaning of his caption:
Quote from Marfagames
And here left are 0 houses and the right 2 are 2 houses. The doors on the left get not negated through the other door, but through the one "roof" tile only in the range of 5 left and right from it.
[The original image is no longer available, but it looked something like this]:[INSERT IMAGE HERE -- coming soon!]
Let's take another look at what he wrote there: And here left are 0 houses and the right 2 are 2 houses. That's true, the two doors on the left do not count as houses, and the two on the right, do. But then look at what he says immediately after that: The doors on the left get not negated through the other door, but through the one "roof" tile only in the range of 5 left and right from it.
Marfagames' english is a little rusty, but what he is saying is basically this: The reason the doors on the left do not count as houses is NOT because they are facing each other, but rather it is because each one has exactly one space covered by a roof block on either side. So as you can see, even he said from the very beginning that it has nothing to do with the fact that they are facing each other! However, somewhere along the line, someone misinterpreted this to mean that facing doors somehow cancel each other out, and then everyone else took that rumor and ran off with it. If anyone ever tells you that facing doors will cancel each other out, you can send them here to get set straight.
Here is an image that demonstrates the overlap between the areas checked for roof blocks by each of the two doors. The door on the left checks above the pink blocks, and the door on the right checks above the blue ones (but only in the center row that's inline with the doors, of course -- additional wool to the near and far sides is just for clarity of demonstration.) Purple blocks represent the area where the two zones overlap, and these spaces are checked by both doors. Doors themselves are transparent and do not count as "roof blocks" for the other door:
So looking at the blue door only, it has one covered space on the left side, and one also on the right:
And likewise with the pink door:
Fig. 20(Rotated 180°, viewed from the "far side" versus other images)
Since these doors both have the same number of covered spaces on either side, they don't have an "inside" or an "outside," and therefore can't be called "houses." However If you put additional blocks behind these (or just move the existing blocks back by one space, that would have the same net effect) then these additional blocks will be six blocks away from the far door, too far to be counted, but are still within range of the nearer door, creating the imbalance necessary to call them "houses":
With these additional blocks in place, the doors now are valid houses. This is my understanding, and the Village Info mod agrees!:
SECTION 2: BREEDING AND POPULATION CAP
...or "How is babby formed?" A village's population is capped at a certain amount, based on available housing. Villagers will breed, provided there are at least two to begin with, until the number of villagers reaches but does not exceed 0.35 times the number of "houses" (defined above.) Previously, all that was needed to get villagers to breed was to provide them with enough houses. Since version 1.8, however, in addition to having enough housing to support the population cap, villagers must also be made "willing" to breed. Willing members of a village which has not yet reached its population cap will occasionally go in and out of "breeding mode" (indicated by animated heart particles above their head) at irregular intervals until two of them come together and produce an offspring in the same block space as one of the parents. This new villager will be assigned a random profession (indicated by the style and color of its clothing,) not necessarily the same as either parent. Like farm animals, the new baby will grow into an adult after exactly twenty minutes, and also like animals, villager parents have a five-minute "cooldown" period before they can enter breeding mode again (although I believe they can still be made willing again immediately, it just won't do anything until the five-minute cooldown has elapsed.)
**The wiki used to state that "once the cap is reached, any remaining baby villagers will grow to adulthood, but no new babies will be born, bringing the total population to somewhere slightly above the actual population cap," indicating that only adult villagers are counted towards the cap. I have not seen any evidence of this, and all my testing indicates that baby villagers are counted just the same as adults are. As soon as that last baby is born, all "love mode" animations cease to occur; killing either a baby or adult villager at that point will cause them to start up again.
If a villager from a village dies to a non-player, non-mob source (i.e., environmental damage like fire, lava, drowning, cactus, suffocation, or fall damage) within sixteen blocks of a player, or if a monster kills a villager at any distance from the player, no villager in that village will be able to breed for the next three minutes. Further deaths within this time will reset the clock, not add to it. Breeding may resume three minutes after the last villager has died this way.
If a player attacks or kills a villager directly, it will affect their reputation in the village (see Iron Golem section, below), but it will not affect breeding.
Curing zombie villagers:
Breeding requires at least two villagers to begin with. If you are starting a village from scratch, or if yours was wiped out by zombies and there are no villagers left (or only one), then the only ways to acquire more are hauling them in from another village (such as by boat, minecart, or nether tunnels), curing infected zombie villagers, or to cheat them in using creative mode spawn eggs.
To cure an infected zombie villager, you need a splash potion of weakness, and a golden apple. When you find a zombie villager, toss the potion of weakness at it, and then right-click it with the golden apple. The zombie will make a loud sizzling sound, emit orange particles, and begin to shake violently. It takes a couple of minutes for them to convert, so go ahead and trap him somewhere, and make sure he won't burn in the sunlight. After a few minutes, he will turn into a regular villager, at which point you can let him out to roam the village or do whatever.
Finding zombie villagers in the first place shouldn't be all that difficult. Each zombie has a 5% (1/20) chance to be a villager zombie instead, so it shouldn't take you too long (only about forty zombies, total) to find two of them you can cure back into villagers and get the population booming by more..."natural" means. Additionally, when a villager is attacked by a zombie (any zombie) there is a chance (based on difficulty: 0% on Easy, 50% on Normal, 100% on Hard) that they will turn into a villager zombie instead of just being killed.
There is also a bug or glitch where sometimes the villagers will continue to breed indefinitely without regard to the population cap. Here's a quote from trunkz explaining how this works:
Quote from trunkz
[V]illagers need to be inside a sphere (radius = village radius) around the village center in order to breed. But the village counts only villagers that are inside a box (width, length = 2x village radius, height: 9 [always!]) around the village center. So with a sphere that can grow to any size, and a box that's always only 9 high, it should be apparent that there are some zones only covered by the sphere (above and below the village center).
You can simply reproduce/abuse this behavior by building 6 houses on the ground level (enough to set the villager limit to 2), drop 2 (or more) villagers into a 6 blocks deep hole, and leave one villager at the top to keep the houses "alive". The villagers in the hole will breed indefinitely, because they're not counted against the cap.
[images coming soon]
This nine blocks high is the same height as the range in which a villager can identify a house. I have not confirmed this, but perhaps these two are related -- that is to say that maybe a villager would be counted towards the cap if they are up to three blocks below or five blocks above (or exactly on) the level of the village center point.
SECTION 3: TRADING
SECTION 4: IRON GOLEMS
...or "It's okay, he's with me." An iron golem's main purpose, "in-world," is to protect villagers from zombie sieges. In practice, they actually do a rather poor job at this, but it is also possible to "farm" them for the iron ingots they drop on death. Golems will roam the village and attack any hostile or neutral mobs they see except for creepers, wolves, polar bears, and llamas. They have extremely high health (100 points, or 50 hearts) and do not suffer fall or drowning damage. Their long arms can reach an enemy through a solid wall one block thick with a long-range melee attack that does not require line-of-sight and deals anywhere from 3.5 to 10.5 hearts of damage, or 7 to 21 half-heart "points" (on normal difficulty; 4-11 points on easy and 10-31 points on hard) as well as tossing enemies into the air, likely causing fall damage in addition to this.
When provoked by attacking them or a nearby villager, naturally-spawned golems will become hostile towards the player, moving toward the player whenever they are in sight and attacking whenever they are in range. They can sense an attack on a villager even without direct line-of-sight, they don't actually have to "see" it take place. Attacking one golem will not cause any other golems to become hostile, but attacking a single villager will bring the wrath of every golem within range (~12 blocks.) Running far enough away from a hostile golem will cause it to become neutral towards you again. Additionally, contact with water momentarily renders them passive -- they will not attack any players or mobs while standing in water and their neutrality towards players will be reset.
Iron golems will spawn naturally in a village of sufficient size, but can also be constructed in-world by the player, by placing four iron blocks in a T-shape (physically build it, not on a crafting table) and then placing a pumpkin or jack-o-lantern on top (the pumpkin/jack-o-lantern must be placed last, or else it won't work.) Player-created golems will never attack the player who made them, even when directly provoked.
Since 1.4, villages now track the "popularity" of players. Popularity is unique to each village/player pair, so one player can have different reputations in different villages, and different players can have different reputations in the same village. Popularity starts at zero for each player and is affected by their actions inside a village. Popularity is a numerical value that ranges from +10 to -30. If a player has a popularity of -15 or lower in a village, iron golems from that village will become hostile to the player without provocation. The following table shows what actions affect popularity, and by how much:
*(Note: this is an old image, when only trading a villager "for the last offer on their list" would update their trades, and was guaranteed to do so every time. Mechanics have changed since then so that now any trade has a chance to update their trades but is not usually guaranteed to do so. I find it likely, but have yet to confirm, that increasing reputation works the same way, so that a particular trade will always increase popularity [and update the villager's trades] the first time, and then have a 20% chance each time you perform that particular trade thereafter.)
Upon death, golems will drop 3-5 iron ingots and 0-2 poppies (formerly roses), which makes farming them a viable alternative or addition to caving or mining for your iron.
Golems will spawn near the center of a village if it has at least ten villagers (previously sixteen, before 1.4) and 21 houses. Additional houses beyond the 21st will make no difference as far as golem spawning is concerned, however, having additional villagers beyond the tenth will allow more golems to spawn, in increments of one golem for every ten villagers (so 0-9 villagers allows no golems to spawn, the cap is set at zero; 10-19 raises that cap to one, 20-29 raises it to two, etc.) This cap only limits the number of golems in a village at any one time; as soon as one is killed or leaves the village boundaries, a new one can spawn in its place immediately.
The golem spawning zone is a 6-high, 16x16-block area centered upon the village center point. As long as all the conditions are met (10 villagers, 21 houses, golem cap not reached,) then each game tick (1/20 of a second) there is a 1/7000 chance the game will try to spawn a golem. Basically it picks a random number between 0 and 6999, and if it picks 0, then up to ten attempts are made to spawn a golem. A random spot is chosen inside the spawning zone, and if that spot contains a solid block with at least 2x2 x4-high space above it (liquids are okay here -- golems can spawn in water, which is key to the iron farm designs linked below), then a golem is spawned there. [NOTE: For a long time, I had "3-high" written here. But it looks like that was incorrect, and while the golems themselves are only 3 blocks high, they actually need a four-high space to spawn in.]
This is repeated up to ten times or until a golem is spawned, whichever comes first. Then, the check is repeated each game tick, until enough golems have been spawned to reach the cap, at which point spawning is put on hold until either a golem is eliminated or the cap is raised. This means that, as long as the cap isn't reached, you can expect one golem spawn about every six minutes, on average, or roughly ten golems (30-50 ingots) per hour. Remember, though, that this is just an average, and the actual interval between spawns will necessarily vary to some degree. If you watch vigilantly, you will likely see spawns spaced much closer or farther apart than this six-minute average, but in the long run, it should all even out.
An iron farm is an artificial village in which golems are spawned and then funneled into a killing chamber where their drops can be collected. You can either hold the golems (outside of the village boundary, so more can continue to spawn in their place) until you come and kill them manually, or you can force them into cactus or lava to kill them immediately and use hoppers to collect the drops.
There are several ways to build an iron farm, but the most effective versions seem to be the ones that utilize two floors in the central golem-spawning zone, and keep all doors and villagers outside the zone, either above and below the center or in an outer "ring" on the same level. This is in order to maximize the number of available spaces for the golems to spawn in, which in turn will reduce the number of failed attempts, and keep the spawning rate as high as possible. This is much more effective than simply increasing the villager count to raise the golem cap, which only matters for the few seconds between the time when a golem spawns and when it is flushed out or killed, anyway. To further increase your output rate, you can build several separate "modules" and bring the golems or their drops to a central collection area. Since golems are immune to falling or drowning damage, the available killing methods are lava, cactus, or suffocation.
I have linked several iron farm tutorials at the end of this guide. Many of these creations were designed in earlier game versions so some of the details might be different (specifically, they often say you need sixteen villagers when now only ten are required, and they often have you start with minimal villagers and let them breed up to the required numbers based on the doors included in the farm, which now does not work unless you feed/trade with the villagers once they are in place.) Prior to version 1.8, MAGUS-APPROVED™ designs included those presented by trunkz, docm77, and MegaTrain. In my world I use a variation on the one from docm77's video but with only two pods of five villagers each instead of four pods of four (since you only need ten now instead of sixteen) and only 24 doors (since I bring them in from elsewhere, I don't need all the extra doors which were just there to facilitate breeding. Technically only 21 doors are needed but with 24 I still get the 4-way symmetry that puts the village center right smack in the middle of the structure.) I used to use one based on MegaTrain's MegaVillage concept, but since 1.8 that requires significant reworking to account for the new farming/willingness mechanic.
CSPerspective's videos detail earlier incarnations of the idea that do work, but fall short on efficiency in some of the areas I mentioned above. He also has a fourth iron farm video which does remedy these shortcomings, but I did not put a link to it as it's basically just a rehash of JL2579's design (from docm77's video, which I feel has a better presentation.) If you're going to follow the designs exactly, stick with docm77's or trunkz' video. If you want to design a farm yourself from the ground up, go ahead and watch them all to get some ideas.
SECTION 5: ZOMBIE SIEGES
"...braaains!" At night, there is a chance that a zombie siege might occur. This is when a large number of zombies spawn in or near a village, attacking what villagers they can reach, crowding around and pounding on the doors of those they can't. On hard or hardcore mode, they can actually break down the wooden doors of the villagers' homes (this is true of all zombies, not just during sieges.) A zombie siege requires a village of at least 10 houses and at least 20 villagers. At midnight each night (18000 in Minecraft time), there is a 10% chance that a siege will be attempted that night. If a siege is to occur, attempts will be made each game tick until a siege is successfully initiated or the sun rises (technically, the attempt is abandoned when the sky light reaches level 12. Typically, this occurs at dawn although rain or thunderstorms can delay this brigtening since they reduce the light level significantly.)
For each player, the village with its center closest to the player is considered as a candidate village for a siege to occur if the player is within (radius + 1) of the village center; essentially, the player must be "inside" the village for a siege to occur. If the player is not within range of any village, the next player's village is considered. If the village has fewer than ten doors, fewer than twenty villagers, or has not been stable (no doors added or removed) for at least one second (20 game ticks), then the next player's village is considered.
Ten attempts are made to choose a starting point, on the y-height of the village center, at a random point on a circle with radius 0.9 times that of the village, that is not within the boundaries of any other village. If a valid starting point is found, a location is chosen as if to spawn a zombie there. If that check succeeds in finding a valid zombie spawning location, a siege is initiated at the siege starting point. Otherwise, the next player's village is considered.
Once a siege is initiated, up to twenty zombies may be spawned over the course of 2 seconds. For each zombie, up to ten attempts are made to randomly choose a spawning point within a 6-high, 16x16 zone centered on the siege starting point. If a valid spawning point is found, a zombie is spawned. During a siege, zombie spawns ignore player proximity, light levels, and other mobs, meaning even a well-lit and fortified village may suffer a siege. The best way to prevent them is to either keep your village small enough that they can't occur, or stay outside them at night.
SECTION 6: SOURCES AND ADDITIONAL INFO
I don't look at the game code myself, or anything. My info comes from in-game observations and the word of others. This is how it works, according to my understanding. I haven't included anything on trading in here yet, but for the time being, the wiki covers it pretty well. We also have a discussion going on over here about all the math and stuff behind how a villager's trade offers are generated.
We're all human (or most of us are, anyway) so there's always the chance that I have made a typo, or even that I am just plain wrong about something in here. If you see anything that you feel needs attention, please post it in this thread or shoot me a PM.
Sources: the wiki; trunkz' Village Info mod; various posts on these forums; and personal experience from building several different types of iron farm, from fixing up and expanding two NPC villages in my main survival world, creating my own villages from scratch, and from my own testing in creative mode.
- Marfagames' original post on village mechanics - Much of this information came from there initially, but it's a little hard to follow since everything is mixed in with discussion and scattered across over 500 posts on more than 20 pages, plus I think English is not his first language: http://www.minecraftforum.net/topic/1071744-
- Village Info mod by trunkz: http://www.minecraftforum.net/topic/1077712-
- Imgur gallery by Derrick - A briefer, more compact visualization of what makes a "house," and a bonus "villager breeding unit" that can support up to 35 villagers in an 11 x 10 or so space (the unit takes up that much space, the villagers themselves wander around outside of it, gettin' freaky in the daylight): http://imgur.com/a/xGhDP
- [Tutorial] Guide to Breeding Villagers in Minecraft - A video crash-course in villager breeding and housing presented by qmagnet:
- trunkz' iron golem farm tutorial video: http://www.minecraftforum.net/topic/1078108-
- Another iron golem farm design by JL2579 (tutorial video by docm77):
- MegaVillage: Manage 100+ villager trades + iron golem farm - A trading village with built-in iron farm (or vice versa) presented by MegaTrain: http://www.minecraftforum.net/topic/1762291-
- CSPerspective's iron farm:(version 3 - 1.2.4):
(version 2 - 1.2.3 - still working in 1.3 [and later? I haven't tested these designs recently, but I don't see any reason why they wouldn't still work as before):
(version 1 - 1.2.1 - OUTDATED! No longer works oas of 1.2.3):
- Minecraft Wiki page on NPC Villagers: http://www.minecraftwiki.net/wiki/Villager
- Minecraft WIki page on Villager Trading: http://www.minecraftwiki.net/wiki/Trading
- Minecraft Wiki page on Iron Golems: http://www.minecraftwiki.net/wiki/Iron_golem
- Minecraft WIki page on Zombie Sieges: http://www.minecraftwiki.net/wiki/Zombie_siege
Sep 1, 2016Posted in: Java Edition Support
If the game thinks that it is modded but it is not then the 1.5.2 jar may be corrupted, and while the launcher normally verifies the integrity of files and redownloads any that do not match the hash on Mojang's servers it may not be doing so or think it is fine for some reason (this could happen if you rename the files and edit the json to delete the downloads for the jar, which includes the hash, but you would only do this to install jar mods). You may want to try deleting the 1.5.2 folder within the versions folder (%appdata%\.minecraft\versions), which will force the launcher to redownload it.
It should not matter if you have anything inside the mods folder since you would have to mod the game by installing a modloader in order to load any mods from there (even with just Forge the game will think it is modded because it is).
Also, if you are going to use multiple versions and/or mods I very highly suggest that you make a separate profile with a separate game directory (e.g. add \1.5.2 to the end of the default directory), which ensures that they use their own settings (for example, setting render distance to above 16 in 1.8 then trying to load 1.7.x will cause a crash due to 1.7 reading in an invalid render distance. 1.6.4, and probably 1.5.2, appear to just reset invalid settings to defaults but they are not guaranteed to be immune to future changes and in any case you have to change the settings back every time you switch versions); this also helps avoid loading worlds in the wrong versions and corrupting them.
Feb 26, 2013Calacbolg posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]Posted in: SuggestionsThis system will not increase lag! The entire point of this system is to avoid the lag caused by higher height limits.
Table of Contents:
Changes in how things work
Data storageFrequently Asked Questions
Changes to world features
Coping with sunlight
Changes to servers
Render/Load distance alterations
[WIP] The Cubic Chunks Mod!
Supporting this suggestion
[spoiler=Tl:dr]Q: Won't this increase lag?
A: Absolutely not. The title of this suggestion and big red letters at the top of this post aren't lying. If you want to know how, then I suggest you actually read this post.
Q: Will this change terrain? Will this break existing worlds?
A: No. Terrain change is not necessary. Existing worlds can be converted fairly easily with a process described later in this post.
Q: How can sunlight or rain work with infinite vertical space?
A: I suggest you read Coping with sunlight, because it's too complex for a tl;dr.
Q: I have a different question but still don't feel like reading this post. What do I do?
A: Too bad, read the FAQ. I put way too much work into this for the entirety of it to be ignored.[/spoiler]
In Minecraft, the sky is the limit - literally. It doesn't matter how many thousands of blocks a player has traveled, or what dimension they're in, or even if they're playing in creative or survival, the highest they can ever build is up to a height of 256. Why is that? If Minecraft can have a world that's infinite in the north, in the south, in the east, and in the west, why can't that world be infinite up and down too?
In Minecraft's earliest days, in Classic and Indev, the world was not infinite in any direction. This was because the entire world needed to be generated at the same time, and the entire world needed to be simulated at the same time as well. This led to a conundrum - the bigger the world, the more it lagged.
Notch didn't like this. He knew his players liked to explore and build large creations, so he found a way to make the world truly infinite. When the Minecraft '' class='bbc'>Infdev came out, it brought with it truly infinite worlds. Suddenly, players could travel hundreds of thousands of blocks in any direction, and never encounter a barrier, or become too laggy.
The Infdev update brought about a very large change to Minecraft worlds to accomplish this feat. For the first time, instead every world being just a single huge piece, they were broken up into a two-dimensional grid of pieces, called chunks. Through breaking the world up into pieces, this 'chunk system' enabled infinite worlds by letting Minecraft create new pieces and simulate them only when it needs to.
Why does that not apply to the vertical axis? Because the type of 'chunk system' Minecraft uses right now is a linear one, which, by using only a two-dimensional grid to map out chunks, means that it is impossible for chunks to stack on top of one another, and by extension, meaning that a single chunk must cover the entire vertical space. This brings back the problem that the Infdev update was supposed to eradicate, now only with chunks, instead of an entire world; the bigger a chunk is, the more laggy it is. You can't just increase the height limit and make chunks taller, because it will become laggier, and laggier, and laggier to do it.
That's why, to fix this, Minecraft must change over to a cubic chunk system. Under this system, 163 block chunks are aligned on a three-dimensional grid, completely eliminating maximum height as an aspect of lag.
The immediate benefits:
•Minecraft worlds become as virtually infinite vertically as they are horizontally: The absolute limit being Y = ±30,000,000.
•A large FPS increase: Alpha testers report an FPS increase of 100~200%.
•Increase in running capability: Computers running Minecraft on Tiny render distance will handle only 30% the blocks they do now.
The possible features:
•Spherical render/load distance: Reduce handled blocks by up to 30% by cutting corners made of unneeded chunks.
•Server chunk occlusion/exclusion: Reduce bandwidth usage and defeat hackers by only sending data for visible chunks.
•Three-dimensional biomes: Save biome data per chunk rather than per block column, create volcanoes with magma chambers, underground rivers, tropical skylands floating over icy taigas, and more.
•Unloaded gravity-pause: Falling non-player entities and fluids will be forced to pause their fall if they reach unloaded chunks, but will resume falling when those chunks are loaded.
•Slow falling-pause: Players with slower computers and smaller render distances will have falling occasionally paused as they fall into unloaded chunks, until new chunks can be loaded.
•Current sunlight and rain calculation methods cannot work with infinite vertical space: The solution to this is described here.
•Current BiomeDecorator cannot work with multiple vertical chunks simultaneously: The BiomeDecorator code must be altered to function correctly with this, or removed.
•Current cave generation method is executed an extra time for each vertical chunk created simultaneously, leading to lag spikes on world generation: Cave generation's method must be altered to suit this system more.
•Current grass/dirt generation algorithm forces additional chunk requests when chunks are loaded, causing chunks to load slower than they should: This algorithm must be replaced with something else.
Changes in how things work:
Obviously, the implementation of this new chunk system will change quite a few things. These changes are mostly either necessary or in the interest of increased efficiency. Such changes are categorized and explained below.
How worlds will be stored:
[spoiler]How the current storage works, and what changes:
Interestingly enough, the current method of storage, the Anvil format, is derived from the storage method that the original Cubic Chunks mod used. The Anvil format stores individual chunk as a series of 163 quasi-cubic chunks. These 'fake' cubic chunks allow for easier reference of specific data, but they still can't be separated from each other, meaning that it fails to reap the full benefits of this system. Even so, the change allowed Mojang to double the maximum height with no performance hit. Chunks are stored in groups of 322, inside 'MCRegion' files, for a total of 1024 chunks.
By nature, cubic chunks does away with the 'quasi-cubic' nonsense. In terms of chunk grouping, instead of using groups of 323 chunks, new "3DRegion" files would contain groups of 163. This means each 3DRegion file contains 4096 chunks, four times as many as MCRegion files. However, each 3DRegion contains only one fourth the amount of blocks. For per-chunk positional metadata, 3DRegion files would use the same number of bits as MCRegion files, after compression. Calculations show that the same area encompassed by a single MCRegion file would consume 64 kilobytes of extra space with 4 3DRegion files, which is nothing.
Converting existing worlds:
Most people are probably wondering something like "But won't this totally destroy all existing worlds?". Absolutely not; conversion could not be simpler. When a non-cubic world is loaded after the implementation of this system, a conversion process will begin and convert the entire world at once(To avoid making chunk loading take longer during play). First, all existing MCRegion files will be divided into quarters to create 3DRegion files. Then, all existing chunks are divided into sixteenths using the quasi-cubic properties to identify boundaries. After that, conversion is done.
The "isEmpty" flag optimization:
A 1-bit flag is added to each chunk, named "isEmpty". If the chunk consists of 100% air blocks, this bit is 1, any other case makes it 0. When the bit is 1, all data for the chunk besides the isEmpty flag is deleted and ignored, which reduces filesize. Empty chunks are never loaded, and locations where they occur are merely simulated as entities reside in them. The chunk will only load when something requires saving inside it.[/spoiler]
Changes to terrain, ores, etcetera:
By default, nothing will change. Small bits of terrain generation code need to be reconfigured to work properly with Cubic Chunks.
By default, nothing will change.
By default, nothing will change.
By default, nothing will change.
After conversion to Cubic Chunks, the void and bedrock layer will still exist and generate as they always have. However, the void(Not the bedrock layer!) will not exist as a hard limit and is able to be moved, but not removed, by editing an associated NBT data tag inside a world's level.dat. This feature, that allows for increasing the maximum depth, is intentionally disabled without external programs, to prevent terrain change of any sort. It is intended to be used by experienced mapmakers and world generation mods only.
Existing superflat worlds will not change. However, new superflat worlds will gain a new decoration parameter, 'void'. Inclusion of this parameter will cause the void to form below the lowest defined layer. Exclusion of it will cause all layers below the lowest defined layer to copy the settings of that layer.[/spoiler]
Coping with sunlight:
[spoiler]There used to be a solution here, but it wasn't deemed good enough by Jeb. Suggest solutions in this thread.[/spoiler]
Changes to servers:
There's a setting inside the Server.properties file called 'max-build-height'. The setting makes it impossible for any player to place or remove blocks above that height.
With the implementation of Cubic Chunks, a new setting named "maximum-generation-depth" would be added. The void, bedrock layers, and magma layers will generate normally at and above the Y level designated by the value of this setting.
Using the raytracing methods already available in the code and used for explosion calculations, servers can identify which chunks are visible to a player, within safe assumptions, and only send the data for those chunks. This both reduces bandwidth usage, and cripples the usefulness of X-Ray cheats.[/spoiler]
Render/Load distance alterations:
[spoiler]After the implementation of Cubic Chunks, view distances' radii will apply to the vertical axis too. This reduces handled blocks in the cases of tiny and short render distances, and increases them in the cases of normal and far render distances. This can be optimized by utilizing a spherical render distance instead of a cubic one, which would reduce handled blocks in all distances except Far.[/spoiler]
Frequently Asked Questions:
[spoiler=FAQ]Q: This is impossible.
A: No it's not. See below.
Q: Is this available as a mod?
A: Not yet! But it will be!
Q: I like X-ray! What if I don't want it to be broken?
A: First of all, breaking X-ray hacks will only be possible to do in multiplayer. That said, the system that would break X-ray would be possible to disable by the server owner. If the owner doesn't disable the system, then they don't want you using X-ray, and you should not be doing what the server owner doesn't want in the first place.
Q: I play on a PvP/Anarchy/Raid/Faction server. Won't this system let people pillar up into the sky and create a base thousands of blocks in the air and never be found?
Q: I like Minecraft's current height limits. What if I don't want to have an infinite sky or infinite underground?
A: If this system is added, all worlds will not automatically gain an infinite underground. As stated below, the Void will remain in all worlds, even after the conversion to Cubic Chunks. The ability to remove the Void will simply be there. As for infinite space in the sky, the current build limit is over one hundred blocks above any terrain that vanilla Minecraft can possibly generate. It is ENTIRELY your decision on whether or not you take advantage of this height. If you play on a server, like stated above, the server owner can set a maximum build height. If s/he doesn't, then don't play on their server - you don't play on servers where the server owners allow things you don't like. Why would you play on an anarchy server if you hate being stolen from and killed?
Q: Will this affect Redstone at all?
A: No. This system will simply make it possible to make larger redstone circuitry than before.
Q: Won't this break existing worlds?
A: No. Existing worlds can be easily converted by dividing each MCRegion file into 4 pieces, then slicing the existing 256 block-high chunks inside them into 16 individual chunks.
Q: Won't this affect mods? Won't mod authors have a hard time updating their mods?
A: The answer to this question depends solely on the answer to the following two questions: Do parts of the modification code rely on chunk data/metadata? Does the mod author want to take advantage of the features of the new chunk system? If the answers to the first and second question are both "No", then updating a mod to this system should be very easy and quick. If the answer to the first question is "Yes", then those parts of the code will need to be rewritten somewhat, but in most cases, the changes should be fairly quick and easy. The only time that it should be hard to update a mod to this system, is if the answer to the second question is "Yes".
Q: Won't this require a total rewrite of the mod API if that's released first?
A: No. Whether or not even a small part of the mod API needs to be rewritten depends on the way that it is implemented and whether or not there are API inclusions for chunk handling and other chunk-related behavior.
Q: Could a player fall into unloaded chunks if chunks aren't loaded fast enough?
A: No, they could not, and for several reasons. Minecraft has a terminal velocity, though it might not seem like it. This velocity is slower than it should take to load new chunks below the player. In cases with exceptionally slow computers, even if the player did manage to reach an unloaded chunk, their fall would be paused until that chunk can be loaded.
Q: What would happen when water, sand, or a mob falls into an unloaded chunk?
A: Nothing. The water/sand/mob would freeze in place until the chunk is loaded and it can continue moving. You can already see this same thing happening on the horizontal axis.
Q: What will happen to the Void?
A: It will still exist, along with all its effects. The only difference is that the Void is no longer a hard limit and it can be moved. After the conversion to Cubic Chunks, the Void's location will be stored in a world's ' class='bbc'>level.dat, and this location can be changed with NBT editing tools. When and where the Void exists, chunks will cease to generate.
Q: Will this affect terrain?
A: No. However, terrain generators will gain the ability to use infinite height.
Q: Will this affect ore generation?
A: No. Ore is a part of terrain generation. As stated above, terrain will not be changed.
Q: Won't all current terrain generators be incompatible with this system and need to be rewritten?
A: No. Terrain generators work independently of chunks. When a chunk is generated for the first time, it calls the terrain generator and receives a specific section of the resultant terrain to save inside itself. Because of this, some custom terrain generators can generate steep terrain all the way to Y256, where you can experience a large, flat cut-off. Since there are no chunks above Y256 to call the terrain generator for terrain, no terrain exists there.
Q: What would happen if there's a huge solid ceiling so far above you that it is unloaded? Wouldn't you just see the sky, just with everything being completely dark?
A: Yes. This already happens on the horizontal axis, and it is an issue with sky rendering, not this chunk system. As such, this has nothing to do with this suggestion. Please do not post about this.
Q: If you go deep underground, will your plants grow/ores smelt/animals grow?
A: No, because those chunks would be unloaded, just as if you had walked far away. This is a flaw with any chunk system, regardless of shape. It is a necessary evil that allows Minecraft to have infinite worlds. The only way to fix this would be to introduce a separate new system that works with chunks as they are loaded and unloaded. This suggestion deals with the chunk system itself, and not sister processes. Because of that, that is outside of the scope of this suggestion. Please do not post about this.[/spoiler]
[WIP] The Cubic Chunks Mod! (Tall Worlds Mod):
Cuchaz has taken it upon himself to bring us the glorious Cubic Chunks, since Mojang refuses to do so.
Cuchaz is using a API of his own creation to help assist in the making of this mod, and he's quite far along, as seen in these two tech demo videos:
[spoiler=T-Demo 1: Vertical chunk loading][/spoiler]
[spoiler=T-Demo 2: Broken height cap and no lag!][/spoiler]
With the basic functionality in place - a complete overhaul of the basic chunk system, and height limit removed - this whole concept can already be considered proven. What remains is making sure everything else functions correctly under the new chunk system. In any case, stay tuned for future updates if it interests you(If it doesn't, then you are the weakest link - goodbye!).
You can follow the mod's development in much more depth in its very own topic!
[spoiler=A mountainside with an experimental engine using Cubic Chunks designed by Nocte. 960 block view radius, and 30 FPS.][/spoiler]
[spoiler=A different view of the mountainside with the same engine by Nocte. This time, with 1600 block view radius and 15 FPS.][/spoiler]
[spoiler="A video demonstrating Nocte's engine."]
Support & Submission to Mojang:
If you support this, hit the rep button in the bottom-left corner of this post. It is the only good way of accurately measuring support here.
If you wish, you can put the following banner, courtesy of laz2727, into your signature. It helps to attract support from all parts of the forum!
Please help us get word out of this suggestion! Share this with your friends, with Minecraft celebrities if you're familiar with them, or even with Mojangsters like Jeb or Dinnerbone! (Do not share this with Notch. Notch doesn't work with Minecraft anymore.)
The purpose of this suggestion is to have Cubic Chunks implemented in Vanilla. Being available as a modification does not fulfill that purpose. The modification featured in this suggestion is to act as a proof-of-concept only(Note: Its being featured here is to act as a proof-of-concept. The modification itself is on its way to becoming a fully fledged modification).
Cuchaz, for taking Barteks' proof and running with it, to give us a truly functional Cubic Chunks mod.
Barteks2x, for updating the Cubic Chunks mod to 1.6.2, proving that it is possible.
Azraile, for posting the original suggestion and allowing me to take ownership of it.
Nocte, for helping resolve flaws and designing Hexahedra.
MineCrak, for a large amount of valuable insight and enthusiasm into the topic of Cubic Chunks.
aaronfranke, for helping resolve flaws.
PanJouda, for creating the original banner.
Flexico, for creating the predecessor to the current banner.
laz2727, for creating the current banner.
Robinton, for creating the original Cubic Chunks mod.
The_Watchman13, for answering all those stupid questions so I don't have to.
Note: Many calculations and information can be found among the many posts of this topic. There are too many for me to cite here, but if you wish, you can search for them yourself.
Jul 25, 2014TwinBuilder posted a message on The Forge: Destroy the Godmodder Discussion ThreadPosted in: Forum GamesQuote from The_Idea_Modpack_Mod_ManCan we all take a moment and appreciate how much work Twin puts into this? He makes all these long story things, and makes all the art, AND does a turn responding to TONS of post every day, it's just amazing. *Applause for Twin*
Jun 6, 2014Because I think it's a smart idea to have just woken up and try to reply to the many things on here, some of my quotes are not in order, be prepared for a bit of a jumping read. I like how well this discussion is going and want to be a part of it. Anyway, my opinions which might again be somewhat lacking in information which I hope to gap up by using various articles and references. I might have missed newer messages, but I'm trying to write this without continuing to add to it as I go along. (sips coffee as he types it out).Posted in: Discussion
Quote from Rakanoth
Yes, god forbid we have an actual discussion in a forum that isn't about the "best way to get diamonds" or your "favorite mob".
The issue isn't that Mojang is making far more money - what kind of a screwed up universe would it be if it was otherwise? - the issue is that the community is making money for doing what is pretty much NOTHING AT ALL just re-selling Mojang's work.
News flash: The community had no problem thriving before P2W servers came along.
Thinking this is going to have any significant effect on their sales is uneducated at best, delusional at worst. These EULA changes aren't going to have a large effect on their sales, it's a one-time purchase for goodness' sake.
The worst part about discussion this is having to deal with people who have uneducated opinions.
If you think this is going to suddenly destroy Minecraft's community, or if you think they're suddenly comparable to EA (EA has done some downright gruesome things, but Mojang would be NOWHERE near what they've done even if this whole thing was actually something to worry about), you're deeply mistaken. Minecraft is a one-time purchase, and I very much doubt people are planning on paying items on servers when they buy the game.
These doomsayers need to get their opinion educated. Just because you're losing out on your livelihood does not give you permission to convince everyone else who is also uneducated that it's the end of the world just to get them on your side.
I am still all for Mojang's actions. I said this once, and I'll gladly say it again: At worst, this will clean up the community from a couple dozen bad, severely-entitled, apples.
IKR? A forum discussion that's civil and actually educational.
I agree and want to explain why. I mentioned this briefly, but have a bit more energy now to expand on it. The internet is an amazing piece of work that was created jointly by the United States' Department of Defence (DoD), the European Organization for Nuclear Research (CERN) laboratory, and various commercial enterprises. Originally planned as a means to get research back and forth to colleagues, the DoD pulled funding from the project as it slowly became a commercial venture which the government could not have a part of. Over at CERN, they added even more to the infrastructure to the system and eventually it became a rough network of interlinked computers that could transmit messages back and forth easily, pull up crude web pages coded in HTML, and with directory listings of web sites that could be found through search engines. Why the quick and probably patchy history lesson? I think it's a great opening to what I'm about to say next.
Through the years, the Internet has grown to be a fantastic array of videos, images, and web sites where you can upload and download content made by yourself or someone else. We can communicate to people across the globe almost instantly, buy and sell products that either are statically priced or in a dynamic auction. Billions upon billions of dollars are traded hands daily. The economy of the world has become so complex and entangled that if any one minor thing changes, the entire system trembles. However, there is a problem that comes with such an amazing enterprise that started out as a small problem, but has over the years and, recently, become such a problem that news stations world-wide are starting to take notice of it -- Piracy.
I am going to try my best to explain about it without adding in my personal views as I'm grey about the entire thing. WAIT, HOLD UP! Don't start typing that reply of "NOTCH SAID IT WAS OKAY!!!!" For all intents and purposes, God can tell me it's okay to pirate games, but if the option to buy it is still there, I'm still going to wait to buy the game weeks or even a couple months down the line. I do not need any more video games, I don't have a want for them and have some 200+ other games that I want to play that are not Minecraft (I'm tired of Minecraft, it bores me to tears) which is why I choose to wait on games. Whether or not you support it, it is bad, wrong, and you should never condone or practice it if you have the ability to purchase the game. Going to rant a tiny bit here because it bothers me; You do not need to own the entire collection of steam, you might not get around to playing a good number of them, you will waste your money and even if you spent all your waking moments playing them, you will never complete them all in a single lifetime. People tell me when something is for free/cheap and I say I don't want it because I have enough games already!
Back to the point because I got sidetracked and you're probably wondering what I'm trying to say. The internet has grown to be such a profitable enterprise that others want a part of that cut. This is where piracy comes in, but not all of them are bad people, most just enjoy the content and wish to share it with others who are also interested in the same topics. That is how YouTube came about to become the largest video sharing website online. Anyway, piracy is the act of stealing something that does not belong to you either for profit or not for profit. The internet has instilled a sense of Entitlement and freeware which is slowly causing chaos among businesses and small places wanting to make just a bit of money on the side so they can eat a little better. While big companies are losing thousands of dollars, people state that they're making more than enough to cover the costs. I'm not going to throw numbers around or even play that game, but the heart of the matter is that it's still should not be done!
Most of the people that pirate can afford the game, but want to "try before they buy" which I honestly think is a good idea in concept, but really ruins the overall end product. In my spare time, I like to review things because I love to write and I love to examine things. One of my personal guidelines is that I avoid creations that are not even half complete work-in-progress (WIP), in the Alpha or even the Beta stages of development. I try to wait for the item in question to cross what I call the "commit line" which is the point where the product is either in the final stages of development or has been finished and set in stone. The main reason that I do this is to prevent any kind of interference with their creation while they are making it. Things change and not everyone is going to like the same things that I like that others might like even more and it should be my job as a reviewer to not tell them what changes should be made, but what possibilites there are from said item. When you make your opinions on a game still in development, you are essentially murking up waters to accomodate yourself and possibly even fewer rather than them trying to cater to their audience. Companies want to make games, you should not be the one designing it for them which basically leads to the company pushing out similar, if not exact, titles. (CoD fans, go away, I don't care what they added, it's still the same game IMO).
Finally, the matter of piracy. The internet allows for the easy distribution of digital material either for good or for malicious purposes. Going to try to wrap this up the best way possible; the ease of use of watching Naruto online or even the entire third season of X-Files has ingrained a sense that things should be handed to people without any cost or labor. If you have the means to purchase a game or movie, do so, I don't care if you HAVE to see it, a small percentage of people in developed countries consider themselves to be "poor" are not and have the means to purchase things (college/university students, anyone?). You do not need anything, it can wait and you should not have a collection of games that is longer than the days in a year. I'm hoping this enforcement will do some good by showing you that you cannot get anything for free without hurting everyone else in the system.
Quote from Artichoke32
This is like a second SOPA, I think Mojang's lawyers are forcing them to do it just cause realms came out. We need more support or else it'd be just like if SOPA was passed. I encourage people to find more supporters by shuffling through the Steam you probably have and getting some buddies to help. We need to show Mojang we care enough and hundreds of serves will be saved. Its not something we can shrug off. many people make their livelihoods of of server hosting. Not only are servers affected but our most important modders rely on donors to support themselves too! Please spread the word. More people means more servers saved! We also can't forget that a lot of our most important youtubers advertise merchandise for minecraft that aren't produced by Mojang. That means they lose their support too. If we let this go, all dedicated minecraftians are put at risk! Please help put a stop to this by grabbing more supporters.
I ANNOUNCE THIS PETITION SIGNED!
It is not like a second Stop Online Piracy Act (SOPA), not even remotely close. What SOPA is about is far more than enforcing a rule that was already there, you agreed to it, ignorance is not an excuse to completely ignore the EULA of the game you purchased. You might as well compare Operation Desert Storm to World War II which, again, both aren't even remotely close. Do not use "it's because of Realms" as an argument to defend against not agreeing to Mojang's ToS because servers are not being forcibly shut down. They are more than welcome to continue to operate, just not by using assets created by the staff over there. This includes giving in-game items for money, experience for money, or even selling spawn builds for money. If a server is so dependent on selling enchanted OP gear to stay alive, I say let them die because it is those type of servers that ruin the community that truly enjoy the game for the game. As far as I am aware, Minecraft merchandise is okay (someone correct me on that because I think I heard something about a problem with it?). People that are truly fans of YouTubers will still support them by continuing to watch their channels. If the Yogscast suddenly changed from doing Minecraft videos to World of Warcraft, I would keep my subscription with them.
Nobody should be making a livlihood off running a server. As I have said, time and time again, you are voluntarily spending money to create a world for others to enjoy. It is not Mojang's responsibility to keep up your server if it was your idea to start one in the first place. If you have the funds to run a server, by all means do it. It is not alright to sell their assets simply because you do not wish to work for your own self. The people at Mojang works many hours a day to code Minecraft to optimize it any way they can and here server owners are simply profiting from that and giving nothing in return. There is no justification to having to sell another's work for your own gain.
A dedicated Minecraftian is someone who loves the game and wants to show the most support they can to the very company that created it. Would it not make sense to finally bring the hammer down on parasites that are feeding off something they had no hand in creating so that they can continue to create even more games and possibly give you even more items to play with in Minecraft? I support Realms, if I had the money or any interest in the game I would buy a personal one for just me and a few friends.
Quote from MrAniman2
Its not only just about multiplayer servers!
So this basically means what...?
Biggest servers will shut down (i guess thats why they released realms)
There will be no new mods, cause who wants to spend
hundreds of hours coding and doing other stuff just for fun...?
You cant sell your builds or created maps (building teams will shut down)
YouTube...you can't monetize your minecraft videos anymore i guess
The biggest servers, if they are smart and I know for a fact they are, are not going to shut down. Talks will happen and negotiations might be made. This is something I cannot even begin to break down because there are too many What ifs? that would hurt anyone's brain if they thought it over too long. Building teams will not shut down because they can still be paid for labor given to creating such a product (I don't think that breaks the EULA, you're not selling the blocks, you're selling your time and concentration to the matter). There will always be new mods as most coders do it for the love of the challenge and not for the money. Again, they can be paid for time spent on creating the new mod, but cannot profit off the modification itself. YouTube, I'm not even sure about that so I am not going to make an opinion of the matter and just wait that one out.
Quote from ace2max
Hello, guy from the EU here
Just like to point out that a EULA, has no legal ground in any EU court, I'm shocked that Mojang seems to think they can enforced this, all they could do is ban the accounts, if they don't know who run the server they can't ban a thing ( Unless they target innocents)
So yeah they can bring their EULA and change it all they like, it has no legal bearing on anything, except for Youtube they can claim copyright and rip Freedom of Expression out.
I'm going to let a wiki article do the talking for me http://en.wikipedia....#Enforceability Law is not one of my strong suits, but this is the way I see it: You recieve many, many, many warnings about their policies before you buy or even register with Mojang.
See that little blue link that says "Terms and Conditions?" Yes? If you bothered to click and read that, you would have been warned of all this before you commited. True, the text is a bit small, but it is there nonetheless. There should not be any reason to have not been aware of them, every site has them!
Quote from Mystikilla
From the viewpoints I have seen, a lot of people do not consider the labour involved in building a server or even the costs associated with the equivalent work they do.
Lets talk about costs:
Your basic Minecraft server (with possibly basic bukkit plugins like Worldguard and Essentials), is probably not the most labourous server to run. I would start this premise by saying that these servers should not have a donation system of any kind. Why? Simply because the labour involved in them is not intense, or time consuming. You can build the average Bukkit server in about 5-10 minutes flat, its not difficult. The server costs to run the server are cheap, maybe 20-50 a month depending on the type of server, population size you feel comfortable with running. This is probably the average cost of a cell phone bill.
WHere costs start to add up:
Mini-Game servers, Feed the Beast servers are where these costs pile up. Most basic Minecraft servers WILL NOT cover the needs of these plugins, simply due to the memory intensity of them. Some of these servers (to do the more expansive things you want to do), require a dedicated server, simply for the proper equipment needed to run a lag-free server. Hey if you like lag, go ahead and use a regular server for 10+ FTB people with advanced machinery, see how far your server goes before it cries foul and give up.
Dedicated servers arent cheap. If you rent a dedicated server, the costs can go anywhere from 80-160 monthly. I have the unfortunate consequence of living in Canada, where almost every server company charges between 120-180 for a server. Can you live off donations for this type of server, Yes, with a big community.
As a former server owner and admin (whose server just collapsed recently by the way due to things like costs), I can tell you that the majority of your players are going to be kids, kids without a dime to donate to your server. You could run an 18+ server, have a whitelist and administrate really well, but ill get into that in a minute. Simply put, unless you advertise to the right community or get the right players, you are on tab for that 120-180 a month. I hope you have that kind of money in your budget.
Labour, lets talk about labour:
Server admins do free work if they dont do donations. Does the server have any downtime? No? Really? Well then your admin is watching his server 24 hours a day. Companies pay networks admins who literally sit at a computer and wait for a server to go down, and they make a good wage doing it. Some here define server owners as lazy s who sit there and rake in the cash, but you forget all those hidden administrative jobs you never see. There is definitely labour involved in running a server, from constructing spawn to ensuring that players dnt get griefed, investigating griefing, investigating server problems, managing your community on a social level, handling customer complaints. These are all jobs you can be paid to do. This is labour, this is man-hours spent maintaining your server.
Lets say your community wants a new plugin. Now you have to go do plugin research, install and play around with the plugin and make it viable for players to use. This is still labour on some level.
So, why should Minecraft Server Owners make money:
They provide a service, plain and simple. They provide the hardware and administrative services you need to play the game online, on your terms with other players. They do not provide the game programming (Mojang provides that) but they bring their network and technological knowledge along with their personal time to provide a server for you. If these Minecraft servers had not been doing this for the past few years, we wouldnt be at this point.
The great thing about this is that there are 100s if not 1000s of servers out there for you to choose from. SO even if you dont agree with the guy with the largest Minecraft server on planet Earth making money, you dont have to play on that server. You can do the proper product and services research before you go out and invest your time in your hobby. This is what responsible, sensible adults do.
You do your research, you stay away from those play to win servers, or those perks servers. You find servers that fit YOUR niche.
I agree the EULA needs to be changed. I think it should be changed based on precedence. This will do nothing but further harm the Minecraft community as these larger, and usually safer and well administrated Minecraft servers pack up and leave. What we will be left is a cesspool of poorly administrated and executed servers. WHo wants to spend 20-30 hours a week admining a server with absolutely no payback? But who wants to play on a server where your griefing takes 4 days to have resolved because the one staff guys who controls the server himself cant play because he is at work, or doesnt have the time? I dont like either of these options.
What Mojang should have is a list of server standards that servers need to uphold before they are allow to monetize at all. Honestly, the EULA should be changed to include server "standards". That way those cesspool servers that we all get burned on can be reported and at the very least, shut down by Mojang.
However, I can guarentee that the majority of the servers the majority of online players want to play on, will dissapear if they actually decide to enforce the EULA. DO not take money out of peoples pockets because you dont simply as a single person agree with it. Some of these server owners do very hard work, which is why those servers have active communities which pay for those services. Obviously, there is a market for perk type servers since some of these servers are very active. Simply have a way to enforce quality standards on servers.
Why is it that labour you can see is considered valuable, but the labour you cannot physically see, but know exists in some form, is considered not valuable? If this is the case, why do restaurants pay exhorbent fees for a single dish of food you could make at home. Well, you pay for the labour involved in making and serving the dish. You do not just pay for the plate of food. You are paying for the chef who cooks it, the server who serves it, even the accountant managing the restaurants finances.
SO why dont you want the server owner who maintains your server getting paid for that job? Under that logic, none of the restaurant should be paid because they dont make the food, farmers grow the food. The restaurant just puts it in a machine for awhile, combines it, arranges it on a plate and serves it. So why is the server owner not allowed to make money fr putting that those server files together, renting the space encessary to host the server and administrating the server.
The Minecraft Server Owner is no different from the restaurant owner.
*Claps* Very well explained and I believe it's this kind of thing is what will fix up the community faster than letting servers rot to heck. However, I want to make one small point: Mojang should not be going around to take down servers. They have more important things to do, so I suggest maybe a small selection of volunteers, no, not paid people, actual people who wish to help out them for the sake of kindness can go around and mark servers that break the EULA and can be sent a Cease & Desist order. Almost all of them will comply, if not, then lawyers can come in to clean up the mess.
Jun 1, 2014It's the same problem that every game nowadays is adopting and, sadly, becoming a standard; Pay2Win. Nearly every game (and server) has some option to buy your way to the top or, at the very least, give you an advantage in some situation (can be minor).Posted in: Discussion
Aside from just being unfair it's also destroying the purpose of the game (or server), which is to actually play the game. You can just go to a game nowadays and use your mom's credit card to buy everything you'll ever need instead of putting time and effort into achieving something. Sure most games offer the Pay2Win as an alternative and you can technically do everything legit, but why bother? There are going to be people with the same, or even better, setup as you who spent half the time by working at McDonalds.
I simply refuse to play anything where you can buy benefits with real world currency. Needless to say I don't play many games right now. Even cosmetic benefits are beginning to be too common for me to care to play the game because I constantly get it shoved down my throat by greedy companies.
I tested a server completely ran by donations. I used a fairly cheap VPS which I paid the first month myself and then let players donate to keep it online. Many players enjoyed it but no one donated so I shut it down (I lost interest). The next test (a few months later) was with some basic cosmetic benefits (no VPS this time because I expected another flop, also same exact server just reset everything). I received over $60 in the first month at $2 per person minimum (note: we capped at 20 people at once for a day, 10 average). Clearly it works, but I'm not in it for the money unlike everyone else seems to be. If I really cared about money I could be hosting a dumb Pay2Win server right now without even paying any money. These servers that have a thousand players and sell $100 packages are probably swimming in money they don't even use on their server (VPS or whatever they use only cost so much).
I'd love to be the savior to bring people a game where you can't pay to win, but it doesn't appear anyone wants to be saved since everyone is buying dumb cosmetics for hundreds of dollars. I may as well just take the free money everyone is throwing around while I'm at it, right? I won't do this because I make games for fun and taking money from people isn't fun to me, but it's so easy and so common no one would even care.
While I'm ranting I should also mention log in rewards. I'm tired of games forcing me to log in every day just to make sure my account isn't ruined forever. If I miss some single time event I miss out forever and end up logging in even when I hate the game just so I don't regret it in the future.
For the love of Notch, just let me have a weekend off for once. Or better yet let me play when I want to play and have fun doing it.
Jul 13, 2013ATTENTION: The reason I haven't been updating this story in so long isn't due to writer's block or anything like that. It's because I don't have enough time. I spend most of my time on the forums moderating my own forum game, and it takes a couple of hours every day. So, that leaves me no time to work on this. However, I DO want to finish this story, and the amount of positive comments leaves me thinking others want me to as well. I will try to update this story in the coming weeks if I have enough time. Stay tuned.Posted in: Literature
T H E E X P E R I M E N T: A Minecraft Story by TwinBuilder
This story started off as a comic that I showed my friends around November. Over time, I started getting the idea to make it into a full story, which is what is being uploaded here. If you have any constructive criticism or like the story, feel free to comment below!
As a disclaimer, let me just say that I do not believe in Herobrine. He is fake, and I know that. However, I feel that the fans have made him out to be a compelling character, so I have included him in my Minecraft mythos.
Prologue. Five Hundred Years Ago.
Notch stood at the top of his castle. Being in this game felt so amazing, even now. He knew he had the power of a god. But now... Now he felt as if his strength was failing him. He was at battle, his once glorious palace in ruins. The worst evil ever to grace this world was at the other side of the courtyard, with every intention of finishing him. If he knew about the World Beyond... Notch could not even dream, in the darkest corner of his mind, what would happen.
"What's the matter?" The man facing Notch spoke. "You getting tired, old man?" Notch resumed a confident expression. "No," he said, golden energy crackling through his veins. "I'm only getting started." He lunged at the figure. The knockback barreled him straight through the highest point in the castle, crashing through the other side.
But, the combatant was no pushover. Notch watched as he flew back, coming straight towards him, at the twice the speed Notch did. Notch only had a millisecond to dodge, and he did. When the figure landed with a boom onto the pavement, Notch saw his eyes clearly once more. Or lack of them.
For he was facing Herobrine.
"Oh yeah?" Herobrine said. "Well, guess what?" He cracked his knuckles. "So am I." He pointed his fingers into a gun-like shape and a spear of purple energy lept from them, hitting Notch in the chest. Herobrine zoomed forwards, ready to rent open Notch with his pickaxe, a reminder to Herobrine of what he once was, but Notch was too quick. He avoided the blow and kicked him, knocking the pick from his grasp. Notch left his foot on his back.
"Come on, brother," Notch pleaded. As much as he did not want to fight this thing, he knew he had to. "I know you are in there somewhere...!" In response, Herobrine simply twisted his head 180 degrees around and cackled. Notch was taken aback, his mouth agape. The moment of weakness was all he needed. He turned into pure coding and shot straight into Notch's mouth. Notch wheezed and hacked until he blacked out.
The courtyard was in ruins. Dinnerbone was sent to do a damage report, since it seemed that the fighting had died down. Everything was a mess, but Notch was still there. "Notch!" Dinnerbone yelled, hovering to his spot. Notch had knelt down, looking at the ground. "Are you alright?" he questioned, putting a hand on Notch's back. Notch shrugged it off, stood up, and looked at him. "Never better!" Notch said. But he was not himself. He had the soulless white eyes of a man possessed by Herobrine. Notch flung Dinnerbone back, and his head crashed into the pavement.
"Well!" Herobrine observed his new body. "This form holds so much power! To think I could reshape the world with this... To think I could summon my master...!" Notch levitated, drawing pebbles and dust to him. "In fact, I will!" Notch crackled with renewed purple energy. "Brother, you've served me well after all these years. Here I-- hurk!!"
Herobrine never finished his sentence. He had been backstabbed by Jeb with the Sword of the Forge, the purest sword ever made, and Notch fell to the ground. The evil spirit of Herobrine had been expunged from him. "Notch! Do it now!" Jeb said to Notch. Notch only nodded in response.
"Hisssss..." Herobrine hissed. "You think you're so powerful with all your magic and swords?" Herobrine spat. "Well, I know how to undo your precious little world now, Brother!" Notch wheezed, responding, "And...and I know how to undo you...!" A look of uneasiness flickered across Herobrine's face. Notch regained his composure and yelled in the Language of the Console:
Herobrine couldn't contain himself. He dissolved into a stream of coding, yelling and cursing Notch. He could only look in despair. Notch forced himself to gaze at the display of shining lights and pixels. Then it was gone. Jeb tried to comfort Notch. "You did a good thing, Notch," he said. "You really did." Notch wept.Chapter One. Present Day.
What was worse? The constant threat of being blown up? Or the heat? Okay, maybe it was the heat. Spiders were never really comfortable around warm places... But this was important. Aero knew he could not fail this mission. Riches would await!
Aero was a Spider hailing from the Badlands, a desertish wasteland. Spiders weren't really common there, and as such Aero was treated badly, being called an outlaw. But he showed them. Aero was currently in Dynamite Peak, the homeland of the Creepers. It was funny, he never expected them to live in a volcano. Then again, he didn't expect a lot of things he saw lately, either.
Aero was stealthy, and could blend in with the shadows. It wasn't very easy here, considering the constant lack of darkness in this place filled with lava. But Aero did it anyway; not a single Creeper was alerted to his presence.Aero crawled up to a golden dais, surrounded by molten lava. On a pedestal was the treasure he sought. There it is! Aero thought to himself. The First Creeper's Gunpowder. Aero's boss wanted this thing to help in the "experiment" he was conducting. Aero remembered the day he met his boss...
He had just recently left the Badlands for good. Aero was a good fighter and fended off the people who hated him, spat at him, and attacked him. But it became too much. Aero went with his one possession, his mother's eye, and headed off.
He traveled to a forest at night, and many monsters had begun to hear about him, the Runaway, they called him. Then, Aero heard a smooth voice. If a shadow could speak, he thought, this is what it would sound like. "Why, are you Aero? The runaway?" it said.
Aero froze. He was here to turn him in, wasn't he? They would cut up his eyes for the witches, to ferment them! Maybe even his mother's... "Wh-Who are you?" Aero answered timidly. "Where are you?" He added after a moment. Even with eight eyes, Aero couldn't see the figure talking to him. Maybe he is a shadow, Aero thought. "Right behind you!" the being replied. Aero felt a tap on his shoulder, turned around, and saw him. The Enderman. He was the darkest thing Aero had ever seen. "St-Stay back!" Aero yelled, bearing his sharp teeth. "You want to turn me in, don't you?! For the reward..?"
The Enderman chuckled. "No... I honestly need you for something. Oh, and call me Raqren." Not an odd name, Aero chuckled himself, for an Enderman. "You see, I am conducting an... experiment. Yes, an experiment. And I need a team of monsters. The best monsters. I already have most of my crew, but I needed a fighter. A quick fighter. And then I heard of you...!" Aero got it. Raqren wanted him to join this gang of his..but why? "What's this...experiment?" Aero inquired.
Raqren shifted his weight and looked away. "Let's just say... I have a machine ready. But it needs a charge, and only these few Sacred Items can power it. I need my crew to find them. And when it's complete you'll get money. Money and fame. I'll even clear your name for you! So, are you in?" Aero pondered. He could be accepted for once...and a clear name?! That was better than any emerald. "I'll do it," Aero said.Raqren beamed. "Excellent! Well, let me show you the rest of the crew..."
Aero would always remember that day. He knew he would. And this Sacred Item that Raqren asked him to find was the First Creeper's Gunpowder, indeed! "Aw, yeah!" Aero whispered. "This is the one!" He scampered up and stuffed his prize in his backpack. It was gleaming solid gold. Aero wondered what powerful explosive could be made with that thing... He almost didn't want to know."Well, now I've got this thing... Time to head back." Aero breathed.
He noticed an exit to the place the opposite side of which he came. Aero decided to head that way. But, just as he was wondering the validity of his decision, and why there were no guards in the chamber, Aero brushed upon something silky. He looked down. It was a tripwire. Aero gulped as a "SSSSSSSSSSSSSS" sounded throughout the volcano...the Creepers' own alarm system. Twenty Creepers flooded into the room and gazed at the intruder.
A red Creeper inched closer and spoke. "Well, well, well! If it issssssssn't Aero the ssssssspider! The one and only! I have a feeling sssssomeone will pay a handssssome priccccce for you..."What was worse? The constant threat of being blown up? Or the heat? At this point, Aero had to say... it was definitely being blown up.Chapter Two.
The Creepers were advancing now. Aero could hear them starting to make the telltale noise they made when they were close to detonation, their SSSSSSS. Never had Aero heard, in all his life, such a terrifying noise. But Aero knew he had to outrun the horde, and that would require some of the fanciest acrobatics he had ever tried to pull off.
Aero jumped and landed on the head of a blue Creeper. He stopped hissing and looked up in shock. Aero bounced on the heads of the other Creepers until he made to the exit. The Creepers turned around to see him, and Aero flashed them a devious smile. He had been here before, and had an idea of how to get these Creepers off his backs... "You want me?" Aero taunted. "Come and get me!" And with that he scampered out the exit.
"Well?!" The red Creeper hissed. "After him!!" The Creepers charged out of the exit and followed Aero. There was no time for stealth. Aero had to make it to an exit. He looked up. The volcano stopped about 200 blocks up, curving inwards until there was open sky. And below was 1000 blocks of hollow hideouts and walkways. Aero needed to get out, and the quickest way was to get the top. But he would need a diversion first.
Aero veered off into a side passageway. The horde sent three or so Creepers barreling after him. It wouldn't matter, Aero thought to himself. ...Hopefully. Aero stopped in a hollow chamber with a spire in the middle. Attached to the spire was a crude button. Written above that, in the unmistakeable scrawl of a Creeper's handwriting, read LAVA CANNON CONTROL. DANGEROUSSS. Well. Even in writing, they elaborated on their S's.
Aero pressed the button, and a thwack resounded throughout the chamber. Then a rumbling. There was a way out at the opposite end of the hall, so Aero bolted through there, with the Creepers at his heels. He ended up back on the walkway where he was previous, and the horde was waiting for him. Right next to him was a massive hole in the wall that emanated heat. "I'm over here!" Aero yelled to the horde.They noticed him and started to detonate once more. The hole was getting hotter... It was rumbling now... Come on, get in position... FWOOSH!
Aero jumped up as the Creepers stood at the entrance of the hole. A stream of lava jettisoned out of the hole, vaporizing all of the Creepers on the spot. At least they weren't immune to heat! Now all Aero had to do was get out... He scampered up the volcano wall and out of the massive gateway to open sky, standing at the top of its rocky exterior. Aero could see about three biomes from this vantage point, plus an ocean behind him! Would it be simple enough that he could just scamper on down and to freedom?
"There he isssss!" A voice sounded behind Aero. Of course not. At once, thirty or so Creepers emerged from holes in the outer wall of the volcano, charging up and down towards Aero. Once again, he found himself caught in the middle. "Give it back!" They pleaded to Aero. "I can't!" He was forced to shoot back. "I need this for something...when I'm done, maybe..." He thought of his mom."No," Aero decided, a smirk on his face. "When this is done, I'm chucking this little trinket in the ocean."
The Creepers growled. Aero clambered down the volcano at lightning speed; as fast as his little legs could carry him. Some Creepers exploded behind him, but he outran them. He was looking back when he saw a Creeper on pace with him. And he was about to explode. Aero was in the air, shrapnel around him. He would join his mother soon enough... He blacked out.Chapter Three.
A splash of coldness jolted Aero awake. He was startled. He had just had an odd dream... He was in a volcano, there were Creepers everywhere, and then... Wait. That wasn't a dream! Aero was in an ocean, the ocean, right below the top of Dynamite Peak! He looked up. Sure enough, the massive mountain was laid out before him, about 150 blocks away. He could just barely make out little moving things on its rocky surface.
The Creepers! Aero thought. He couldn't let them get to him... Aero swam as fast as he could towards the shore, which wasn't that far away. He swam like he had just seen a human in front of him, in other words, pretty fast. Eventually, he made it to land. The Creepers were beginning to make their descent down the volcano. But Aero had a lead. He sped off into the forest, the cover of night concealing him. And Aero never looked back.
"Well, Aero," the shaky voice asked him. "What was it like to scale that mountain?" That voice belonged to Femur, the Skeleton of Raqren's group. While he spoke, he was tinkering with his bow. It seemed like he was always adding something new to it, whether it was a pocket-size TNT cannon or a food dispenser. This time, it looked like a grappling hook. But Aero could never be sure.
"Oh, that volcano?" Aero responded. "Pfft, piece of cake." Aero knew it wasn't, but he wanted to impress his team, and show them he wasn't just a spider from the Badlands."Yeah, alright," Femur said. He was only half-listening now, it seemed. He was more engaged with his bow than the conversation. "Well, see you in a bit, Femur. I have to go report to the boss!" Aero said, at least trying to get a reaction out of Femur before it was too late. But, it was. Femur didn't even respond. Honestly, sometimes that Skeleton could be so difficult... Aero left.
Aero sped out of the chamber like a souped-up minecart on a powered-rail system. He needed to report to his boss, so he could be one step closer to having his name cleared... It wasn't long before Aero arrived. The group's base of operations was a big cave system, with perfect hallways and rooms cleared out by Raqren, and the weak stone replaced with iron blocks. There was even a redstone lamp system wired throughout the place.
Raqren's office was at the end of the dormitory hallway. It was connected to the lab where the "experiment" was taking place, so Raqren could get there easily. Aero crept in. Raqren stood away from the entrance, looking at a board on the wall. It was in a strange writing Aero couldn't dechiper. Ender, maybe?
"Did you get it?" Raqren's unmistakeable smooth voice echoed across the chamber. Aero moved closer. "Yes, boss. The gunpowder from the volcano. It's what you wanted, right?" Aero asked. Raqren turned around to face Aero. If he had an eyebrow, it would've shot up. "Is it golden?" Raqren inquired.
"Uh, yes boss," he answered, and opened up his travel pack to reveal the golden treasure. Raqren reached in and held the gunpowder. Its radiance lit up the room. "Amazing..." Raqren breathed. "That's the one! You did well, Aero. Tell me, did you...attract any attention while you got this?"Aero gulped. "No, boss. I was stealthy, heh, yeah! Super stealthy." Raqren chuckled, and said, "I can tell you're lying, you know." Aero's heart sank. "But it doesn't matter," he added. "As long as those Creepers don't know about this experiment, everything will be fine. Now, wait here."
Raqren entered the top-secret lab that housed the Experiment. Then, he closed the door. Aero waited in the dimly lit room for a while. He moved closer to inspect the board with the writing. Aero could make out a few words, if he concentrated hard enough. "Can't... tell... about... true...purpose?"
...No. Nonono. Could Raqren be...lying? Before Aero could think about this any further, the door opened. Raqren came through. "Aero, you're in charge. It's time I got one last thing for our experiment." A humming noise sounded, and then, Raqren was gone.And Aero was left with his thoughts. If Raqren wasn't going to clear Aero's name..what WAS he going to do?!Chapter Four.
Raqren always loved teleporting. The tingling when his body started to disappear into the fabric of space, the slowing-down of his surroundings as he wound through time, and the rush of him hurtling miles to his destination. All against a purple backdrop.
His favorite color!
And then it stopped. A noise sounded as Raqren found himself back on solid ground. He was at his destination. Raqren thought back, when he told Aero he was in charge. Aero seemed scared of something... Could he have figured out the experiment's true purpose? If so, Raqren had to act fast.
He looked around. Sure enough, he was in a forest, but right ahead of him was a square house. Being an Enderman, a species which are natural builders, he had to admire the architecture at work. The house was very well made, and the roof looked like it could have a sniping perch. But, of course, Raqren knew who the inhabitant of that house was.
Steve. THE Steve.
Raqren crept up to the window. Since it was night, Steve was (thankfully) sound asleep in his bed. It was right next to the window, but as long as Raqren didn't make any noise, he wouldn't have to worry about Steve. He teleported inside. Torches lined the walls, along with swords Steve had made with his Forger. And there, resting at the window, was Steve in his bed.
Raqren searched around the house for a lever, being careful not to disturb the baby Creeper resting in the corner. He had seen Steve's house before, and knew that someone as advanced as him wouldn't just have one room. Raqren found the lever hidden in a small nook. He flipped it, and an entrance opened up, revealing a staircase leading underground. Many rooms branched off from the staircase.
At the end of the staircase was a solid wall. But, being an Enderman, Raqren could see things that no one else could. And he knew that the treasure he was seeking was behind that wall. Since Raqren only needed to have seen the area he wanted to teleport to at least once to be able to teleport there, he teleported down to the end of the staircase.
Raqren grabbed a stone block out of the wall, and sure enough, a chest could be seen behind the wall. Raqren teleported there, and opened the chest. He had to look away from what he saw; the brightness was too great. It was Steve's chest of diamonds. All of his fully enchanted diamond gear, diamond tools, and all his diamond block reserves, all in one chest.
It was the last Sacred Item Raqren needed. He braced for the teleport. He felt the rush of senses whirl past him again as he found himself back in his room. It seemed Aero was still in there, and he had brought most of the crew in there as well. He was talking to them."...Yeah. I just don't think he's telling us the whole--" Aero stopped as he glanced up and noticed Raqren. He yelled and toppled over, but regained his composure right afterwards."Oh, uh, hey Raqren! Didn't, uh, see you there!" Raqren leered at the spider. "I know," He said. "You were too busy saying something to the rest of the group. Care to tell me what that was?"
"Uh, well..." Aero started. Raqren knew when someone was lying or nervous, and Aero was definitely nervous. He was about to talk, when Dave Jr., the Zombie of the group, interjected. In a groaning voice, he said, "He was... telling us.. 'bout the... brains... experiment, boss.... yeah." Honestly, it was hard to listen to him drawl, but it seemed he was telling the truth. "Now....where's...good food....around here...?"
Raqren chuckled. Dave had an insatiable appetite, and a good eye for food, which was surprising considering he was a, well, Zombie. "We were curioussssss..." Lt. Creeper continued. "To sssssee what your experiment doessssss." Well, it was time. It would be best to show them. "Actually, I have just found the last thing we need. You have all been very helpful. And now it is time to show the fruits of your labor."
With that, Raqren opened the hatch to the laboratory.Chapter Five.
The second the hatch to the laboratory was opened, it seemed like the room's temperature dropped by a mile. Aero involuntarily shivered. Raqren looked somewhat amused. "Well," Raqren spoke, breaking the silence. "What are you waiting for? Step inside." Aero swallowed and trudged forward. With the knowledge that Raqren could be concealing the Experiment's true purpose, Aero was not so sure he wanted to see it.
The others in the room seemed to be feeling the same way. After a bit, they all followed Aero into the chamber. Raqren reached for a lever. He pulled it, and a voice sounded throughout the facility: "Everyone is to report to Raqren's office at this moment. The Experiment is ready." It was spoken in the monotone drone of a Command Block. Aero looked back and saw the rest of the group trickling in. He entered the lab.
It was a chamber made completely with iron blocks. If Steve were here, Aero thought, he would be having a field day mining it all. But, it was so bright Aero had to look away. And that's when he saw it. Yes, IT. That was merely how Aero could describe it, for lack of a better term.
It appeared to be a complex machine built into the wall right of the door. It was made of a sequence of squares. The one closest to the wall was the largest, with the words DANGER! DO NOT TOUCH! on it. The next one was covered with an intricate design. Twelve holes covered its surface. The next two were even smaller, and the final one looked like the opening of a cannon. Wires hooked all of the squares together, and it seemed that a huge fortified tube ran through the cannon.
On the wall right in front of the door, seven pedestals were shown. Different items were in each of these. Aero instantly recognized the First Creeper's Gunpowder he had just retrieved. The other items appeared to be a a jar filled with a purple-blackish liquid, a cauldron, a purple crystal, a golden leaf block, a silver rock, and a chest.
Raqren spoke. "These are the Sacred Items you have been asked to retrieve. The First Creeper's Gunpowder, a jar of Wither Blood, a Witch's Cauldron, an Ender Crystal, a Leaf from the Aether's Golden Tree, a Moon Rock, and this chest, containing all of Steve's diamonds." Raqren tapped the chest. "Together, they can power this machine I have built. It will have enough power to channel through to..." He stopped.
"Well," he started again, "You'll see soon enough. Wyth," Raqren pointed to the Wither Skeleton of the group. "Would you be a gentleman and pull that lever over there?" The group was confused. There was no lever in here. "What lev--" Wyth started to speak, but the sound of pistons drowned him out. From the left wall, a lever was revealed. Wyth was speechless. He simply walked forward and flipped the lever.
An extremely loud siren sounded. "ATTENTION!" A voice yelled. "RETREAT TO THE SAFE ZONE IMMEDIATELY. THIS IS NOT A DRILL." It repeated these commands over and over. A door opened and a chamber was revealed. Glass windows opened up. "There's the safe zone!" Raqren shouted amidst the din. "HURRY!" Everyone ran to the safe zone. "Why do we need to be in here?!" Sliip, the Slime, asked once they were safe, and the door had closed.
Raqren looked at the Slime with a piercing gaze. "Do you want to be able to breathe in five seconds?" "Y-yes," Sliip answered timidly. "Then stay in here," Raqren responded. Glass jars with wires attached to them descended around each Sacred Item. The wires filled with a blue energy that connected to the machine. It hummed to life, and a low throbbing pulse sounded from the chamber.
Gears were turning now, and twelve Eyes of Ender were attached onto the second square of the machine. The cannon fired up. It started to get very hot, and very loud. The cannon looked as if it was about to spew out a molten stream of fire, but it suddenly turned into pure black energy. Then, the loudest sound ever heard to these mobs boomed outwards, encompassing all. Within a few seconds, they all crumpled to the floor, and lost consciousness.Chapter Six. Two years ago.
"Ahhhh!" Aero woke up. He just had a bad dream... There was a loud noise, and a lot of darkness. But it didn't matter. This was going to be the best day ever! He was in his underground home in the Badlands, where he lived. A lot of people came to his house a lot, "making a ruckus", as his mom would say. And whenever he went out, people looked at him funny, called him names and such. But Aero never understood why.
"What is it, dear?" A voice rang out from the other side of his home. It was Aero's mom. "Oh, I just had a, uh, bad dream." Aero said. He didn't want to worry her. "But it's fine! Nothing to worry about!" Aero practically heard her raise her eyebrow. "Well, if you say so. Anyway, come to the kitchen, Aero."
He got out of his room and went into the kitchen, where, predictably, his mother was. She was a Spider, just like him, but larger and was slightly purple. She was at the furnace (that she had stolen from a Testificate), preparing a morning meal, as always. What would it be this time? A baby chicken? A lizard? He never knew.
"Are you excited for today, Aero?" Mom asked. "Oh yeah!" Aero replied. Today was the day that he would go to the Ender Bros.' Traveling Circus with his mom! It was a renowned traveling show, and whenever a mob came in, they came out happy. Aero had wanted to see it for a long time now, and it was finally coming to the Badlands, where he lived!
After he ate, Aero grabbed his travel pack, so if he found anything interesting, he could take (steal) it. "This is going to be so fun, Mom!" Aero said to his mom. "I'm sure it will be..." she replied. Aero looked up. Her eyes were scanning in all directions, as if looking for something. It seemed she always was... "Mom?" Aero looked up at his mother. "Are you alright?" She stopped and smiled. "Yes, honey. I'm fine. Come on!" she said triumphantly. We dont want to miss the circus!
And they sped off.
Aero's vision cleared. He faintly heard a voice saying, "Hey, boss! He's stirring now!" It sounded like one of the Zombie Pigmen. Aero was dreaming about the last normal day of his life. The day before... before... Whatever. If Aero remembered correctly, the Experiment had just been fired. Whatever it was. Aero looked through the glass window. The portion of the wall directly opposite the cannon was blown away. In its place was a thick black goop, that reminded Aero of a portal.
"Boss..." Dave Jr. noticed the blackness too. "What... is that... on wall?" He asked. Raqren started to open the door out of the safe zone. "That is our goal." He was grinning. "Since that is there..." The hatch opened. "I know the Experiment has worked! Follow me out. What happens next is of great importance to us all."
The whole group gathered together in the middle of the room. They were all murmuring amongst themselves, some wondering what that thing in the wall was, others what that cannon was for, others wondering why they had collapsed earlier. Raqren seemed to be hearing all of their conversations, because he said, "I will answer of all your questions, team. In due time." The group was silent.
"Now, prepare yourselves," Raqren said. "I have a speech to make." He cleared his throat.
"That cannon you see on the wall is a machine I have been creating for years. It is a cannon, yes. And it produced that thing on the wall, yes. And I bet you are all wondering what that thing on the wall is." The group nodded. "Well, I have to start from the beginning." Raqren took a breath.
"I haven't exactly been honest with you about the Experiment's purpose." No one seemed surprised. But they all seemed angry. Some more than others. "I KNEW it!" Aero said. "I saw that writing on your wall! It said something about not telling us its true purpose!" Raqren stared back at Aero. "The only way to insure that you would all come to this group was saying money would be a reward! For you, clearing your name seemed to do."
"S...So you won't?" Aero asked. Raqren looked back at him. "...Hopefully, he will." Aero turned back to the grou, then looked again at Raqren. "He?" He asked. "He who? What exactly haven't you been telling us, Raqren? I'm prepared to walk off the team if you don't spill it."
"So will I," Femur said. "Me too," Wyth agreed. "Dave... will... leave..." Dave Jr. responded. Everyone else agreed they would leave Raqren behind if he didn't tell them what the Experiment was really for. "Well," said Raqren, "I would have anyway, if you had not interrupted!" He looked at the group with an unmatched ferocity. Everyone looked intimidated, and slightly embarrassed, Aero especially.
"Anyway..." Raqren continued. "The cannon fires a portal. If a powerful enough charge can be generated into it, like it was, it will fire to my exact co-ordinates. And I bet you are wondering why I can;t just teleport there. Are you?" The group nodded again. "Well, I can only teleport to places I can see or have seen. And I can assure you I have NOT been to this place yet. Otherwise, this experiment would be unnecessary.
"Now, I'm sure you are all wondering, where does this lead? I can answer that, because I have researched this every day I have worked on this experiment. This portal... will have enough power to cut through to the heart of the End. The very place where an ancient evil rests."
Aero cut Raqren off again. "WHO? Who is this 'ancient evil'?!" Raqren looked at him with his amethyst eyes, and answered him in a cold, dark voice he usually reserved for dealing with people who he hated. Or who hated him.
A nuclear bomb may as well have dropped off in that room, because there was an explosion of noise. Many people were arguing, yelling, and a few were crying. Raqren was simply astonished. He opened his mouth and let out the most ear-piercing shriek any of the mobs had ever heard...
...He was cursing at them in Ender.
Instantly, the crowd was quiet. Raqren cleared his throat. "Yes, we are rescuing Him. The One With No Eyes. The Bogeyman. The Diamond Miner, whatever you want to call him. And as you may be wondering, well, why does he even need rescuing? He's Herobrine, after all, right? He has powers we can't even dream of, right?" The crowd nodded.
"Well... He doesn't anymore. Let's just say things happened...and Herobrine is locked up now. And if we can get him out, then... You may just get all those riches you've been promised after all." The crowd's spirits lifted some. Even Aero was feeling a little better now that his name could be cleared once and for all.
"But what?" A Zombie Pigman from the back of the room spoke in a growling tone. "What would happen to our Savior that he would be imprisoned?" Raqren continued to peer at the crowd intently.
"It's a tale that should be common knowledge amongst mobs by now, but so many people refuse to believe it. I'll say it now. Just pay attention."
499 Years Ago.
It was the year after Herobrine had been fully contained in the heart of the universe. In secret from the rest of the gods, Dinnerbone and Notch had been working on his prison. It was a prison that had to be crafted so ingeniously, so meticulously, so perfectly that Herobrine could never escape it. But how could they contain a god? And then they realized the answer.
Something that defied all laws of physics in a world that appeared in a world would surely do the trick. And so the most powerful, unbreakable thing ever to be created was started. It would be created in the Sector of Dne, a far-off asteroid in the End. Construction lasted for a full Minecraft year, or close to it.
The end product was a huge cavern taking up most of the asteroid's inside. A giant black sphere interlaced with a hexagonal pattern took up a portion of the room. An opening in the sphere revealed it was hollow. Inside was Herobrine, who's arms and legs were chained to four metallic posts. A forcefield cut off the opening. The forcefield also drained Herobrine's powers.
Its name is the Ender Matrix.
Raqren continued. "So, this Ender Matrix is unbreachable in every sense of the world. As such, it will not be easy breaking in--" Raqren never finished what he was going to say, for at that moment, Sliip the Slime started screaming at the top of his non-existent lungs and babbling. His speech was something along the lines of this.
"BREAK IN?!?!! YOU EXPECT US TO BREAK INTO A SPHERE?!! (Whatever that is, anyway) I DON'T WANT TO DIE!!! THIS IS SO STUPID, YOU--" Sliip never finished his sentence either, because Laaz (a Blaze) fired one of his rods at the Slime. It tore straight through the gelatinous gelatin, and curved back to join Laaz.
Sliip was split in half, so all that really accomplished was making two miniature Slimes appear, which was arguably worse. Laaz decided to talk. "Listen up, *wheeze* Slime. Herobrine is the *wheeze* only person on this forsaken planet who *wheeze* cares about us hostile mobs. So if you *wheeze* don't want him back, then get off the *wheeze* team.*"
*All Blazes are born with asthma, hence the wheezing (it's in-game as well).
The two small Slimes looked at each other and agreed it would be better if they were not hit by a sword again, so they agreed to go through the portal.
"Now," Raqren said, "It is time for us to head through the portal. I will give you your instructions on what to do once we get there, but I must warn you, under all circumstances, you must be as quiet as you can once you step through that portal. That goes double for you, Lt. Creeper and Laaz!" The two nodded.
"You can head through whenever you are ready, but I'm not sure how long the portal will stay open..." With that, Raqren disappeared through the portal. Aero headed shortly after. Femur nuged Wyth, who went through. Femur followed suit. Lt. Creeper and Laaz went through together, followed by the Boahr Tribe (A group of five Zombie Pigmen), Dave Jr. and Sliit and Sliin (the two Slimes) bringing up the rear.
Before they entered, Sliit and Sliin hugged each other, and said in unison, "Geronimooooo!" They too, entered the portal... Right as a human fell through the ceiling.
"All right!" Steve yelled to an empty room. "Which one of you took my diamonds?!"Chapter Eight.
Steve looked around the room menacingly, baring his Iron Sword that gleamed with a purple light. "Huh? Oh, you're invisible, aren't you? Well, take that!" He swung his sword across him. "And that!" He lunged behind him. "And some of THIS!" He threw his sword outwards, intending to aim for the wall opposite him, but ended up going straight through the portal.
"Whoa..." He said. "What is that thing?" He looked at it interestedly. He decided it wouldn't be a very good idea to stick his hand through there, so he looked around the room. It was huge, made of iron blocks and various stained clays. All the iron he could be used for a lifetime! Steve readied his pickaxe at the thought, but stopped. Something odd was going on here.
Steve saw the cannon, and gaped in awe. It was unlike anything he had ever seen before! It looked like there were End Portal Frames, and wires hanging out of it. He tried mining it, but no luck. Whoever had made this was smart. Steve remembered waking up and feeling slightly off. Then, he noticed the entrance to his real house was open. He went down the staircase and saw his stash of diamonds had been snatched.
He knew it wasn't a griefer; there was no signs of escape, and the only way they could get a teleportation device was if they went to Nodus Inc., but that was locked up now. So that left a mob to do this work, and there was only one mob that could get out without leaving a mark.
Steve grabbed his secondhand iron armor and tools (still fully enchanted, regardless) and prepared to set off. But, he was about to forget something! Steve whistled. "Creeps! Come on!" The baby Creeper sleeping at the edge of the room suddenly woke up, startled. Steve had acquired this peculiar Creeper from Dynamite Peak, the homeland of the Creepers. It had been a harrowing adventure there, and he almost didn't make it out.
"Creeps, someone's stolen our Diamonds," Steve had said. "I think it was an Enderman. Do you smell Enderman anywhere near here?" Creeps stuck his head out in an odd gesture that was like sniffing the air, which would have been normal if not for the fact that Creeps had no nose. But Creeps was clever, as he could smell where a mob had been. And, in the case of Endermen, sense where they had teleported.
Steve now opened the door of his house, and Creeps bolted out. "Hey, wait now!" Steve said. "Wait for me!" And so the two had made their way here, to this underground iron lab. Creeps hissed excitedly at somethings on another wall. Steve turned around and saw seven blocks in glass jars. One of them was a chest. "Creeps, we've found them!" Steve hollered excitedly. He opened the chest and found all of his diamond gear staring him in the face.
"Alright! Let's not waste any time putting this on!" Steve exchanged his Iron gear for Diamond ones. They fitted perfectly; he had made sure of that, and the sword felt balanced in his hand. Steve looked down at Creeps. "Creeps," he said. The Creeper looked up. "I need you to take my diamonds back to our house. Try and do it quickly. Once you're done, stay there." Steve looked at the portal. "I'm going into there, and I'm sure it'll be dangerous at the other side. So, don't come after me." The Creeper nodded sadly.
Steve looked at the portal and wondered how it would feel once he traveled through it. More importantly, he wondered where it would lead. He ate an Enchanted Golden Apple for luck, and felt his skin turn to what felt like metal, and his blood turned to potion. He felt powerful, so skilled he could overcome anything. He ran at the portal, and instantly melted away into lines of code.
When Steve came to, he saw his Iron Sword laying on the ground next to him. He was in some sort of tunnel made of yellowish rock. He had read about it in the ancient texts. What were they called? End Stone? Something like that. Steve stored his Iron Sword away in his inventory and ran across the tunnel. He wasn't expecting what he found at the end.
He saw a perfect sphere. It was hundreds of blocks below him, but he could just barely make out a figure in the middle of it. And it appeared to be... If that was possible... Himself. But there was no way! Unless it was...
Steve instantly knew what he had to do. He looked downwards and saw a group of Zombie Pigmen. He jumped down, and knew his legs would instantly brace for impact, empowered by the Apple. When he landed, the tallest and brownest pig had only a moment to say, "What the--" before he was sliced in two. A fight was brewing. And little did the rest of the group know it, but almost none of them would come out alive.
Feb 21, 2014TwinBuilder posted a message on The Forge: Destroy the Godmodder Discussion ThreadThat looks pretty cool! It's not how I pictured it, but still nice. Also, here. This is my brother's interpretation of how the Godmodder looks:Posted in: Forum Games
This is what he looks like in DTG2. The injuries he suffered during DTG1 caused him to lose an eye and an arm. So, he has a robotic left arm, and a tattered 2011 Minecon cape. The general idea is that he just has a Steve skin that has gone through war. And trust me, he has armor, it's just invisible. When attacked, it will appear. He makes his armor invisible so that it looks like he conjures it up from air, making it look like he godmodded it.
Keep in mind this is what he thinks it is. This does not mean this is what YOU have to think it is.
Feb 21, 2014ninjatwist321 posted a message on The Forge: Destroy the Godmodder Discussion ThreadI agree with you, TT. I want to believe Twin's sanity's intact as much as any one of you.Posted in: Forum Games
Also, in my views, the Godmodder's a giant player. He either has the Steve skin, one of those rich skins, an Anonymous skin, or a normal interpretation of a higher being (e.g. God).
By the way, I've gotten screenshots of my interpretation of the Alchemiter's cave!
This is my current skin, Kuero (one of the bosses in the original Infinity Blade), standing in front of one of the Alchemiter's stations.
This is a view of the cave from one of the corners. Here are the structures, from left to right:
The Supplies area. The chests are Primary and Artificial supplies, each containing starting suplies and supplies players made, respectively.
The Alchemiter itself! The power reactor on top provides the energy to alchemise, and those things at its base are the Alchemy Stations. Stations with Red stained glass use AND, and the ones marked with Blue stained glass use OR. The tube below is where the molten waste from the alchemy process is dumped.
The Upgrades area. This is where the SCP-914 (Currently set to FINE) and Duplicator reside.
This is the Alchemisation Log. It contains copies of all alchemised items, hence the large numbers of chests.
I obviously couldn't include everything. Either way, tell me what you think!
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