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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Hey, Mithey. I was just wondering if you could give a progress update on TRR. I don't mean to rush you, I just think it would be great to have one for this week. Thanks in advance.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Hey, Mithey. Is the race system still planned for TRR? Just interested as you haven't mentioned it in any of your' update posts. Thanks in advance.

    Edit: Just watched the first teaser for TRR. I am blown away at how you've managed to change the base game. I'm also interested if there will be a way to craft items in bulk.

    Edit 2: Could we get a percentage based list on how far progress has been with TRR like the one you had before restarting development? I hope I haven't been annoying with how many questions I've asked recently. Once again, thanks in advance.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    It's pretty much the same idea as the last post I made on it. Though it might end up being one giant map instead of the map being split into multiple parts. I can't say for certain if there will be a restoration event or not in the first version yet. There will be something related to restoration, not really an encounter/event though.

    It won't be finished by the end of the year, and is probably at the very least at least a couple weeks still away. It has been a bit of a slow start, especially with it being December and all the system stuff to get through. I've been redoing/expanding/adding on more system related stuff such as:

    • Added in basic fishing system.
    • Added in cooking pot crafting station.
    • Added in custom item tag system, allowing me to specify categories for items and do stuff based off of it. Categories for example being fish, crafting materials, weapons, etc.
    • Further changed/updated the item system. More options have been added for me to directly link items in their various forms to their specific item file. Basically meaning the menu system now gets the items it displays directly from the item file, and likewise I can now directly /summon items from that function file. I'm trying to make it so that modifying the item function file makes it so that all items of that type in their various forms also get modified no matter where or what they are.
    • Changed it so that whenever a mob takes damage it will be displayed as floating damage text instead of on your actionbar.
    • Redid the custom enemy health system since it wasn't the best.
    • Currently working on redoing/updating the custom natural mob spawning system. Instead of depending on Minecraft's natural mob spawning system via replacing spawns that happen, instead I'm seeing if I can just add in my own spawn system all together. 1.15 added in a new feature where you can test for block light level so this is now possible. Which method will work out best in the end has yet to be figured out.
    • Bunch of other minor stuff.

    Thanks for that, Mithey. An estimate is nice to have.

    Will the fishing system work the same as in Chunk Restore where fishing pools differed by region/zone, or are fishing pools going to be differed by area?

    Speaking of 1.15, will you have to wait for Optifine to update to it before you can release the first version of the map?

    Edit: I fully agree with the possible change to make a single massive map, rather than dividing the map into smaller "parts".

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Hey, Mithey. I'm wondering if you could give an estimate as to when TRR's first version will be released. I hope this doesn't come of as too pushy, I just would be interested you would be able to finish it before the end of the year.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    Heya hey everyone, it's been a while, and it's time for a proper update on things. It's been an interesting year let's just say, and I've had plenty of time to think things over. I believe it's time for some things to change.

    This has been a rather difficult decision to make, but I am going to try to work on Terra Restore Reborn once again, and this time full time. I don't know how long I'll be able to last working on it full time, but I'll see what I can do about that with time. I can at least say I have more money now saved up than what I had back when I was working on Terra Restore 2. This has always been something I've wanted to work on, so time to give it a proper go.

    The map will be made on Minecraft. Hytale is far too out in the future than what I expected. And thinking of how much time I'd have to spend relearning how to make maps on there, building up another system, perfecting things, having to adjust the Terra Restore world, among other things just doesn't make it worth it. I obviously might still do something on Hytale at some point, but that's the future and likely well over a year away.

    It might be some time yet before the first release. I've actually went ahead and started over on the map again, however I am still using the old lobby and starting village. The map is still planned to be similar to what I've mentioned before though.

    Over time I've been working on building up a system to make better maps, and increase the options/flexibility I have. You can see a slightly dated version of this system in the A Hole New World map, which was actually kind of a nice test run. There are still some things I need to figure out and tweak with the system, which is the main thing I'm currently working on.

    Some notable differences between this system and the one used in A Hole New World:

    *Custom health system - Instead of using the normal Minecraft hearts the map will instead display your health via a boss bar at the top of the screen. The health system works almost identical to the normal Minecraft health system, while allowing for quite a bit more customization.

    Previously with enemy abilities I had to use different levels of the instant damage + resistance status effects, or arrows with different damage values, to actually damage the player since there is still no /damage command. This was always tedious to do to get the damage values right, especially while trying to balance different difficulties. On top of that the player could actually bypass the ability damage if they were currently immune to damage. (if you just got hit you're immune to damage for like 1/2 a second) This is no longer an issue and I can easily make an ability take away 10 health from you or whatever.

    *Spirit system - As mentioned before spirit is a new resource which is essentially mana. Abilities that you use require spirit to work. Spirit slowly regenerates over time, but also regenerates with each melee hit. Fury is not a system in this map.

    *New food system - Hunger has been removed from the game and you can no longer starve to death. You can now eat food at any point which will give you health regeneration. Eating more than one food doesn't stack that effect. How long the regeneration effect lasts and how much it heals is determined by the stats on the food. The current available food gives you regeneration for 30 seconds. Food is now meant to be more of a slow but long healing effect, where as your potion is meant to be a fast on demand heal. You will continue to heal over time regardless of if you eat food or not, but it will be noticeably slower without it.

    *Stamina system - Sprinting now depletes a new resource called stamina. Stamina is displayed where your Minecraft levels is normally at. On running out of stamina you physically can't sprint anymore until you regain enough stamina. This is to make combat a bit more tactical, and to potentially make the world slightly more immersive by slowing down the player a bit instead of having them sprinting everywhere all the time. It could also be used in different ways for racing minigames and such. This one is more so a bit of an experiment, so it might get removed in the future.

    *Better translation support - All text in the map is now located inside the resource pack. In previous maps I made it so you could probably get away without using the map's resource pack, but this time I'm having it as a firm requirement. (especially so that doesn't limit me)

    *Damage display system - Damage you deal and take now gets displayed.

    *Enemy health handling system - This one is a bit more technical, but I now have greater control over what happens when an enemy hits a certain amount of health. For example I can now easily make it so an enemy enters a "2nd phase" when it hits 1/2 health, or I can detect when an enemy has run out of health points and make it do something special on dying. I might even make it in the future so that if you stealth hit an enemy (hit it before it detects you) it does double damage, or stuns the enemy, or something.

    *Loot drops system - Again mostly more technical stuff, but I now have more options and ease of use over loot drops. One such thing being item drops now display their name over the item before you even pick them up.

    *Custom natural mob spawning system - I can specify what types of mobs can spawn, where, how many there are, and that sort of thing.

    There are a number of other differences too but you get the point. I'll probably get a video up at some point showing some of them off. I'm pretty happy with the system right now, I just need to clean up some things then I'll be back at working on the intro tutorial area. After the tutorial area bit I just need to setup a number of cutscenes introducing the story and world up to where you meet Vuco. From there it should be good for a small initial version release, and from there the actual open world development of the map will begin which I'm excited for. Anyway that's about all for right now at least. ^^

    Nice to hear about progress on your' projects, Mithey. With Hytale being 2 years away, I fully understand why you've decided to develop TRR in Minecraft. I have a couple of questions though. Firstly, could you tell what major changes you've made with TRR when compared with the last post you made on it? Secondly, will there be any restoration events in the first version? Thanks in advance.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Not to worry, everyone. Mithey just uploaded a new map on Minecraft Maps: A Hole New World.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Hello, Mithey. Could you give us another progress update on your current projects, as it's been 7 months since your last one. Thanks in advance, once again.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Hey, Mithey. With it being six months since your' last progress update, could you give another one? Thanks in advance.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Hey, Mithey. Now that the forums have been saved and it's been almost 4 months since your' last update, could you make another update on your' progress?

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Hey, Mithey. I was wondering if we could get an update on how things are going with your current side project. No pressure, just wondering.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    Heya hey everyone, warning here comes a pretty big post. I've been doing a fair amount of thinking and decision making and here is where I'm at so far...

    Here is what "I would like" to happen in Terra Restore Reborn. This might change a bit, (especially note later on part of this post) but here is what I'm currently thinking

    Terra Restore Reborn design plan

    Map Scale
    • Map will be split into multiple maps in a series
    • Each one around 5ish hours of main story gameplay
    • Each one around 5-15ish hours of additional content - Side quests, farming, exploring, hidden dungeons, etc.
      • Note: I'll likely be making it so you can't just do the main story; as in if you tried you would run into a ton of difficulty. (or I might just have certain level requirements or something) The goal would be to have around 50% of the additional content be essentially "mandatory". You can of course pick and choose what bits of additional content you want to do

    Player Base & Restoration

    One of the core pillars of the maps will be to survive, restore, and grow the lands of Nira. Inside the map you will find a town long since destroyed. While trying to survive you and the other main characters will discover the location and decide to call it your home. With the help of the other characters you will slowly restore the location, and grow it into a place that others will slowly populate

    The player base system as a gameplay concept will be almost identical to a talent tree in a RPG, but is way more visual, unique, and has more depth to it. As you restore and grow the location you will unlock:
    • Recipes
    • Shops
    • Material items
    • Weapons/armor
    • Key items
    • Traits
    • Quests
    • Farms
    • ...

    There will likely be two different types of individual destroyed structures, let's call them major and minor structures for now:
    • Major structures - Can only be restored with terra restore items. (which will be rewarded during parts of the main story questline) Rewards from these will likely be greater than the minor structures
    • Minor structures - Can only be restored with essence (currency) and different material items that you come across. Some of these, or maybe all of them, might come in the form of upgrading the different components inside an already existing structure (ie: upgraded blacksmithing station) rather than a whole structure in itself

    Additional structure restoration properties:
    • Choice - You will sometimes have a choice as to what you want to restore at a location
    • Requirements - Certain structure restorations would require other structures
    • Triggers/secrets - Things out in the world that unlock new possible base restorations/upgrades

    Things to help incentivize coming back to the player base and making it feel more alive:
    • Player base events - Invasions, fun holidays/events could happen, NPCs could bring up something special to you, special shop deals, etc.
    • Farms - Different resources (food, material items, ...) will be generated over time. This time I'll try and make such things more worth it

    I suppose all around the player base might end up more like some sort of Terraria or Stardew Valley type system

    World, exploration, challenges, secrets, and items

    One of the core pillars of the maps is going to be exploration, challenges, and secrets. This is necessary in helping the player become more connected to the world and to have an enjoyable experience

    Open world - The map will have more focus on the overworld and adding different types of content to it. The overworld will actually connect with dungeons this time, instead of just towns. There will still be "area locks" at times, so it won't be 100% open world. However the player will definitely have a lot more freedom and I will try to encourage to go out and explore and see what you can find. Exploring and finding secrets or challenges has been something I've always found quite enjoyable in games, and I know I've gotten a fair amount of positivity from doing such things before

    World Restoration - Similar to player base restoration, you might come across small things you can restore in the world. Each one might have different requirements to be restored. Some might require essence + material items, some might start an encounter on you, while others might require you to search and collect a number of special type of essence nearby in a challenge fashion. The rewards would be similar to the player base restoration, but could also be things like shortcuts, hints, paths to new connected areas, and helpful features for the immediate surrounding area

    Crafting - Out in the world you will sometimes encounter hidden crafting stations or recipes. For the exchange of certain material items and/or essence you will be able to use them to craft something. Recipes you can take with you, where as crafting stations are stationary and can only be used at the location they are in

    Material items will often come from monsters, chests, bosses, farms, sometimes shops, and among other things

    Some of the best gear will come from crafting, as not only do you have to find a recipe or crafting station, you also need to find the material items and/or essence for it. Some of such items could even be made difficult to obtain

    Gathering - Out in the world you will be able to find various items through mining, fishing, farming, and foraging

    Dungeons - Dungeons will often be made in almost a labyrinth/exploration design with some "lock and key" challenges throughout. Think of the dungeons in Chunk Restore essentially. Bigger dungeons will be instanced off from the rest of the world, where as smaller ones will often be inside the overworld itself. Dungeons will contain the normal monsters, loot, encounters, etc. type thing, with a greater emphasis on different types of challenges that you might come across rather than mostly just spawner spam like in Terra Restore 2

    Towns - Roughly will be like the towns I've always done. Likely will contain shops, npcs, quests/story, minigames, etc. Only difference is I might try and make the towns more compact in size instead of having everything so spread out and big

    Story changes/additions

    Note: Some small spoilers here in reference to stuff early on in the map and the setting as a whole

    In Terra Restore 2 the main character was essentially Exiel, and to a much smaller extent Vuco also. In Terra Restore Reborn there will be 4 main characters total - Exiel, Vuco, Domo, and Lini

    Exiel - As you no doubt know is an Enderman who happens to be your best friend. He happens to be fairly lighthearted, and trusts others pretty easily. He often goes around calling people friend and will try and defend them to the best of his ability. He sometimes likes to prank people for fun. One of his flaws is he sometimes fails to take things seriously or notice when something actually bad is happening. His primary proficiencies are linked to charisma and spirit. As an enderman he hates water, and also knows how to be intimidating making his enemies run away in fear

    Vuco - Is a special type of villager, one that was born with magic abilities. She was born in Cloudsville where she studied magic to a great degree and gained the title "Goddess of Restoration". She now wanders the world in hopes to help out the people in the world. She is a strong willed person who happens to be very wise. She goes around calling you and the other main characters "Heroes" by title. One of her flaws is despite her powers being great she often has troubles concentrating and using them to the degree she needs while out in the world. Her proficiencies are linked to wisdom, magic, and spirit. As being a special type of villager she knows how to fly to a certain extent and has some magical powers

    Domo - If you have a really good memory, is the villager at the start of Terra Restore 2 who blasts you off in his cannon. He is someone who is a bit more serious and devoted to his craft. He is an engineer with an explosives specialization. He and Bob (one of the first zombies you meet) studied together long ago before they went different routes, with Bob specializing in redstone. He helped create the Village of Beginnings by carving out paths and places to build with his explosives. One of his flaws is he can often be a bit short tempered, and may resort to blowing something up to relieve stress. He is fairly knowledgeable of the world and often has insight to share on it. His proficiencies are linked to intelligence, and creativity/innovation. As a villager he believes hard work will pay off in the end

    Lini - Is a brand new character to the world. She is an extremely rare special creature, being part chicken and part dragon. (A cockatrice essentially) She lost her family long ago and is on a constant search to try and find them again. She can be a bit of a coward at times, but she has a strong heart and tries when needed. In various ways she is similar to Vuco. Although she has wings she has barely learned how to fly properly. Being part animal and part mythical creature she has a strong sense of when danger is near, and also knows some degree of magic. Her proficiencies are linked to dexterity, sensing, and magic

    As far as setting goes, Vuco early on in the map realizes she can't do what she hopes to achieve alone. Upon noticing and observing you and the others she makes a difficult decision to share part of her powers with you all. Meaning in the map you, Domo, Lini, Exiel and Vuco all have some restoration powers. You all end up working together in attempts to restore the world, which is where the various adventures begin

    Unlike previous maps The Void will take a much more present threat to the world. They seek to cause chaos and destruction of the world, and are often in the back in the shadows trying to manipulate groups of people to do what they want

    In a fair amount of ways the story will still be pretty similar to Terra Restore 2, just with more depth to it and better pacing

    Character progression & customization, and combat

    This is something very complicated and tricky to get right I feel. It's also very easy to go overboard in certain areas. As such these things may change, but here is what I'm thinking currently for character progression...

    Leveling system - As you explore the land and complete objectives you will gain experience and ultimately level up. The leveling system has a few reasons for existing. For one certain things in the world will have minimum level requirements, whether that be gear, quests, or whatever. Another reason is it is another reward I can give out to incentivize exploring. And not only that it's a special type of reward that doesn't get "replaced" once you find something better like a weapon. On leveling up you will gain a small amount of strength and defense, and perhaps some other stats

    Player base system - As already mentioned before, is essentially kind of like your talent tree, unlocking different traits and options for you

    Race system - I'm considering having it so that you can choose your race, which influences what your base stats are like - Perhaps a zombie/monster race might have slightly higher strength, where as a chicken/animal race might have slightly faster speed. Perhaps on some rare pieces of gear you might get a bonus if you are a certain race, or perhaps other small things in the world could change slightly depending on what you are. This choice would be locked in from the beginning. This system alone is pretty simple to add, and also to balance to a good enough degree

    Weapon system - You will be able to equip either 2 or 3 weapons at once. Weapons will of course have differences in enchants, damage, attack speed, etc. They will also sometimes have custom abilities attached to them that you can right click to use. Weapons with abilities take spirit to use

    Spirit - New resource which is essentially mana. Slowly regenerates over time. Can regenerate even faster by hitting enemies, or having certain items/traits/etc.

    Stat balance system - A custom stat balancing system which will be very important in making the map an enjoyable experience and for things to feel rewarding. These stats redo the scaling behind normal Minecraft attributes. A weapon with 10 strength might hit for 10 damage in one area, but in a higher level area it might only hit for 1. The system in essence makes it so that stats are not linear, as in if your strength is close to the enemies defense then each point of strength helps you a lot. However if the enemies defense is way higher than your strength then each point of strength would do very little. This system is already in place in the form of strength and defense, although I'm considering adding agility (movement speed and maybe attack speed) to the list in some form (probably a comparison between armor+weapon "weight" vs. agility)

    Bows & arrow limit - If I do have bows in the map then you will only be able to carry a certain amount of arrows at once. Arrows can be found through various means, such as hidden in chests in dungeons. This makes using the bow more strategic and less cheesy

    That is roughly what I would "like" to do with Terra Restore Reborn, not all of that is guaranteed to happen or remain unchanged. The main considerations/worries I have from the above comes down to map scale and gameplay focus. Is everything there worth developing? Should I change/add/remove anything? And what part(s) of the map should be the primary focus to receive the most attention?

    To make it simple, Terra Restore Reborn has 5 different core elements:

    • Story
    • Dungeons
    • Player base
    • Towns
    • Overworld

    With that in mind you can then think what would the map be like if you add to/change/remove those elements. Also keep in mind that changing/removing one of those elements could result in more attention/focus/additions into the other elements

    Some changes that I've thought of that "could" happen include:

    • Remove the "main" storyline as a whole - Just have the storyline be about exploring and living in the world with the same setting, and experiencing the different mini stories happening out in it. Everything else will likely be the same as before. Would give the player more freedom on what they want to do whenever they want to. Also makes it so I'm not trapped into developing around a main story and essentially gives me more freedom too. Also adds to the maps replayability value
    • Remove the storyline as a whole (not just the main storyline) - World revolves around your base that you expand, and also going adventuring into dungeons and the world itself. Towns may or may not still exist in the world. The story is essentially what you make it. Different characters will still be in your base that will do different unique things. Map would likely start at the player base right away. This option is very much like Terraria
    • Change the map to be standalone and not a series - And reduce the scale of the map to be done in 1-3ish years. Makes the project even more manageable
    • Change the map to be more focused on actual gameplay inside the player base - Map would be more focused on setting up farms, upgrading them, finding secrets, participating in events, interacting with NPCs and the environment in general, leveling up different profession skills, unlocking things, etc. I'd try and balance a good mix of player base gameplay and actually going out and exploring a bit and conquering dungeons. Would likely be no towns outside of the player base itself. This option is very much like Stardew Valley
    • Remove the player base - Towns would still be out in the world, and things would still be available to restore. Would likely result in more focus on the overworld and towns themselves. Perhaps there would still be areas that the player could set up a base at in survival mode with nothing special to them
    • Remove overworld, towns, and story - An extreme option, all there would be is the player base and one big massive sprawling dungeon. While exploring the dungeon you would find teleporters/checkpoints to quickly get around. This option would shape the gameplay to essentially be all about dungeons and not much else
    • No big changes - Continue the normal plan

    I'm sure you get the point by now. Removing/changing the elements of the map could not only change the scale of the map, but also change the amount of focus each one gets, and the amount of time you will be spending with each. Some of the changes are obviously more drastic than others too

    I'm still not 100% sure what option I'm going to go with. I'd like to have a map with all of those things, but should I? From a personal perspective I'd say from greatest to least in terms of focus should be dungeons > overworld > player base > story > towns. I'm very much considering going with both the "remove the main storyline as a whole", and "change the map to be standalone and not a series" options. This would reduce the scale of the map greatly, while giving me and the players more freedom, while adding to the replayability value, and while keeping the map still Terra Restore like. Feel free to lemme know what you think though!

    Until I feel ready to go crazy with Terra Restore Reborn, and have my plan good to go I'm going to be tackling side projects. Unfortunately that aquatic survival map idea is not going to happen as I quickly started to see how big it was getting. (One of the reasons why I started thinking about the scale of TRR in comparison) I could of course lower the scale of the map, but I think a different project would be better suited for the time being:

    Single simple dungeon map (kind of like Chicken's Courage)

    • No overworld, player base, story, or town - Just a straight up single decent sized dungeon
    • Purpose of map is to get back into the swing of things. Also to test out different ideas and systems that I'm thinking of using in TRR
    • Estimated development time for map will be 2-4 weeks. Would like to have 3 different special encounters in total like Chicken's Courage

    That is the plan for the time being, we will see what I plan on doing after that. Just updating TR2 to 1.13 (not adding anything new) is a possiblity afterwards. Or maybe even a small map based on an "overworld" alone - exploring, gathering, and encountering different things. I'm still not sure how I feel about starting Terra Restore Reborn until Hytale comes out. Once I get access to Hytale there might still be around a month until I start just to gain perspective on Hytale as a whole and learn how it works. If anything for now I'll just keep planning until that point comes and messing with smaller maps

    Thanks for the big update Mithey. If you wish to do Terra Restore reborn in Minecraft, "No Big Changes" would be the best option if you wish for the series to have as grand a scale as you would for it to. For your current side project, although I am partially disappointed at the fact that you wont be doing the aquatic survival map, I think that a "Chicken's Courage" like map would be the best option for you to do. After that, perhaps the aquatic map could be looked at again, but, it's entirely up to you with what to do after that.

    Posted in: Maps
  • 0

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    Alrighty I have a fairly difficult decision here to make, so feel free to throw your opinion my way. I'm considering either making a Terra Restore Mini aquatic survival style map, or updating and finishing Terra Restore 2. Before you jump to a conclusion though here are the details and some of the pros/cons of each:

    Finishing Terra Restore 2:

      • Risky
        • My best guess is it will take around 115 'good' work days to finish the map. I estimate updating the map to 1.13 will take roughly 22 days to do, with around 10 hours spent updating each area. From there I would add in the expanded overworld, the new town, 3 dungeons connected to the town, and then 1 final dungeon totaling 13 dungeons. (not 16) Expanding overworld and adding a new town would take around 10 days, first 2 new dungeons 18 days each, 3rd new dungeon 21 days, and final dungeon + ending 25 days
        • The 115 days is just an estimation, it could take longer. I could also try and force due dates for things without trying to sacrifice quality any if needed
        • I may not be able to add everything that I would normally like to
        • Hytale could go into beta during the middle of working on the map. While no one really knows when it will happen, around 2 months ago they posted a blog saying they were pretty confident the beta won't launch within the next few months. Which means in around a month it will be past that few months mark, meaning it's possible that it could come quite soon after. I also may or may not be getting an early beta version with some other people before the majority. If the beta comes and I'm at the final dungeon then I'll probably finish the map anyway, otherwise I may call it quits there
      • Map will be updated to 1.13 and put on a new system
        • Allowing players to play the map on Realms with friends
        • Allows me the option to maintain the map fairly easily with future Minecraft updates
        • Allows me the option to come back to the map in the future if I wanted to change/add something for some reason
        • Existing bugs in the map will be squashed
        • New system features such as:
          • Proper save/load system
          • Way less lag - Map will have almost no command blocks or redstone after
          • Leveling system (if I choose to implement it) which makes your character gain higher stats on leveling up
          • Ability system (if I choose to implement it and have time to create abilities) which gives players custom abilities that they can find and use
          • Detection system which makes it so I can have enemies pre-placed around the world which will become active on getting close
          • New strength/defense scaling system - Making it so each new piece of gear is more significant and useful

    • Makes it so the map is actually finished (assuming I have time to finish it)
    • Might be something you all would enjoy more
    • Lastly as the majority of time will be spent updating the map and creating new areas I won't be able to experiment much with new systems, add additional things in general, or change existing things up in any major way that I might of liked to do

    Creating Terra Restore mini aquatic exploration survival open world style map:

    (Either calling it Terra Restore Mini or Terra Restore Survival most likely btw)

    • Safe
      • Due to the world being open and not heavily story or goal driven I can way more easily call it quits or wrap it up quickly if needed
    • Allows me to experiment with new systems to a greater degree
    • Helps me to better prepare for Terra Restore Reborn
    • Can be something new and fresh
    • Less demanding option of the two
    • Open ended - I can come back in the future and expand the world as I want. If let's just say Hytale does take off and I work on Terra Restore Reborn there, then this map might be a small thing I occasionally come back to Minecraft to work on, especially as new Minecraft updates come out

    For the time being I'm working on the mini aquatic Terra Restore map, but I will try and make a decision here within the next few days as to which one I will fully go after

    I think, that given the fact that TRR is meant to be a remake of TR2, and that it would be less intensive for you, Terra Restore Mini would be your best option, but, that's just my opinion.

    Posted in: Maps
  • 1

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    Heya hey everyone, it's time for an update on things since it's been quite a while now. There is a lot to get to so here we go

    Where did I go? Quite a while back 4 different games that I was looking forward to for quite a while happened to all get released within a couple of weeks of each other. I wanted to dive into them but felt like I really didn't have the time for it, especially with how slow things felt like they were going. I felt burnt out at the time so I decided it was only natural to take a break

    During the break I decided to not come back until it felt natural. Around a month later I did come back, felt way better, looked into Terra Restore Reborn, seen how unorganized things were, got everything organized again, and started working again and made some progress. Things were looking good but around a week or two later I noticed that burn out was slowly coming back. Since I was tired of feeling that way I decided to switch my focus to figuring out what was going on and how to get around it. That took quite a bit longer than I would of liked, but I definitely made a lot of progress in that area

    The biggest thing I've noticed is that whenever it came to making big or complicated decisions I somehow got into the habit of feeling really uncertain about what option I should take. That uncertainty led me to overthinking things too often, and if I did that for too long I'd feel overwhelmed, and as you can imagine procrastinate as a result. I noticed I've been trying a bit too hard on trying to make maps as flawless and well designed as I can and it was burning myself out. While I do feel better now and feel like I got over most of that, a new thing came up a few months ago that I'm sure quite a few of you have heard about

    A new game is slowly coming out called Hytale, which is a game that is just like Minecraft but honestly looks like it could be the successor to it. Out of all the survival games I've seen come out and be developed this one is by far the one that could actually have potential to be like a Minecraft 2. There has been a massive amount of hype around the game, with the trailer getting over 20 million views in the first week, which is something I've personally never seen before for a game. For comparison it's almost caught up to the Fortnite trailer even though the trailer has only been out for a few months. Since the first day of seeing the trailer I've been following it closely, and honestly I'm really excited with what I've seen

    While I love Minecraft, and still do of course, there has always been a number of things I personally wish Minecraft did and pursued. For example, I wish it branched out into a more RPG and adventure like direction while keeping the sandbox elements, maybe even as a new game mode or something if really needed. This is one of the core development directions of Hytale that I'm really excited for, which you might guess with how I've always tried making big RPG like maps. I actually even tried making a bit of a mod once which made Minecraft split into zones, based on coordinates and how far away from 0,0 you were, and had different structures, enemies, and loot spawn based on the zone you were in. Hytale are essentially doing just that in their game

    Hytale also happens to come from the people who made the Hypixel server, the biggest Minecraft server of all time. Hypixel, the person, was even one of three map makers that inspired me to make maps way back years ago. The people know what making maps and content for Minecraft has been like over the years, and I feel like they know what they're doing. They even have a big company backing them up and supporting them (Riot Games - The people behind League of Legends)

    While making content for Minecraft has been pretty good, it's also been pretty limiting at the same time. Often times if you try to create new types of systems in Minecraft for maps you will quickly realize that you often have to work against the game to make it the way you want it to be like. Sometimes what you want to do just isn't possible, or other times you figure out a way to create the system but it just doesn't turn out well due to limitations. This can honestly be a fun challenge at times, but other times it can be quite a bit frustrating and again limiting. One of the core development directions Hytale seems to be going towards is actually really helping out and supporting content creators and not trying to limit them where possible, which again makes sense with where they've came from. This is another thing that I always wish Minecraft focused on way more than they have

    The game honestly from what I can tell so far looks like a content creator's dream, and it's probably the top game I've been excited for in a very long time. In the end we will of course see how it turns out, but everything I've seen so far seems really promising

    To the point, ever since I seen the trailer for Hytale I've been questioning what I should make Terra Restore Reborn on. The map is something I obviously want to do well, and is something I want to enjoy making. Not to mention the scale of the map isn't something to take lightly, and I could be at it for multiple years so I need to keep that in mind also. As I've said before I really would not like to stop developing a map part way through it again too

    As of right now I'm very much considering making the map on Hytale, however that will depend on a number of pretty strict criteria and answers to some questions I have about it. Obviously I have no way of answering those questions until I get the game, which I'm pretty sure I'm getting early access to. However, as of right now from all that I have seen it does look quite promising

    Will I be able to make the map the way I want to on Hytale? Will I enjoy the game and will I enjoy making content for it? Will enough people like and play the game and will a solid community form around it? Will the devs continue the development direction that they are heading towards? Would it be what people want? Those are some of the things I need answered

    If Hytale does well and it meets what I expect from it then I will be making Terra Restore Reborn on there. If Hytale for some reason does not do well then I will likely be continuing the map on Minecraft itself. For the time being the map's development has been on pause for a fair while and I've been focusing on planning and getting prepared for whatever comes

    The fresh new start on there even could be quite enjoyable in itself. And that really strong sense of community Minecraft had earlier on could really come back again too. It's honestly quite exciting to think about what could happen, but in the end it will be down to what ends up happening

    In all honesty there too trying to make maps on Minecraft 1.13+ has been pretty frustrating at times. Since the game's code was essentially rewritten people are *still* trying to update tools, mods, and programs even though it's been 7 months since the launch of Minecraft 1.13. (And that's not including how long we had snapshots for) Some people are not even updating things all together, which is understandable, such as I believe MCEdit. (The biggest map making tool I used for creating maps, though not as much now) Figuring out how to make maps for 1.13 and actually doing it has been a challenge in itself. Just a couple weeks ago I finally figured out a way to actually make decent 1.13 maps on 1.13 itself instead of on 1.12 as a workaround, but even that has a number of bugs to it and isn't perfect

    I've also been playing Minecraft and developing maps for it for a long time now. So much that some aspects of the game feels like I've seen and done it all before, and feels quite a bit repetitive. I still of course love and enjoy making things for the game, but it's just another thing worth mentioning

    So what am I doing now? Again I'm currently preparing for the possibility of making the map on Hytale and fleshing out ideas even more. However since the beta for Hytale probably won't be out for a few months or so I'm also willing to do a side project

    I've been messing around with side project ideas for a while, and I've come to the conclusion that picking something simple, non-serious, fun, and relaxing will likely be best. With learning how to finally make 1.13 maps on 1.13 a couple weeks ago, I'm currently thinking of making an aquatic survival map. If I do go ahead and make this style map it will likely be like:

    *Adventure game mode
    *Survival genre - Explore the world to survive and grow more powerful. Survive off the land by fishing, gathering food that has grown on islands, etc.
    *Contain no story - Just an overall setting of some sort like the world being destroyed into pieces, everything flooded, and only a few islands remain. Kind of almost like Legend of Zelda Wind Waker
    *Explore - Set sail in search of islands, survivors, dungeons, underwater depths, loot, adventures, and more
    *Islands - Islands that you encounter are simple but have a purpose to them such as trades, quests, dungeons, farms, loot, etc.

    No guarantees that I'll go with that map idea quite yet, but lemme know what you think. I have thought of updating Terra Restore 2 to 1.13 but figured that wouldn't really accomplish much and would probably take a month or more to do. I also thought of doing a Mini Terra Restore like map, especially to test out ideas, though I'm not sure how far I'd be able to get into such a map and I might need to call it quits in the middle of it if Hytale comes out. I might combine the Terra Restore Mini map idea with the aquatic survival map somehow though, we will see

    Anyway, I plan on going crazy once Hytale hits there, I just really hope the game turns out well. Also sorry for the lack of communication, can't say I've ever been the best at such things though. Anyway, I can't wait to see what happens!

    Mithey, I'm happy that we finally got some new information from you.

    I am very much interested if you do indeed decide to develop your maps in Hytale. As much as I too love Minecraft, there are certain aspects of it that I agree are rather limiting. Whatever decision you make, I will continue to support your work.

    I think that the aquatic survival map would be the most enjoyable, but, it's up to you which one you want to make.

    Posted in: Maps
  • 0

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    I'll try and give an update in around a few weeks, seeing if I can finish up something here first

    Mithey, I have to thank you so much for this. All I wanted was an update of some sort and you have delivered. I will wait patiently for whatever it is you have planned.

    Posted in: Maps
  • 0

    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Mithey, I sincerely and deeply hope that this message does not come off as too aggressive, but, with it having been one year since you announced Terra Restore Reborn and six months since you last made an update post on the Minecraft Forums, I kindly would ask you to make at least some update on the current progress you've made with the map. I suppose I'm just getting a bit nervous over the state of development with you having a half-year hiatus.

    Posted in: Maps
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