If anyone wants info on Mithey's current whereabouts, check out this link. He's recently been working on a skin pack for the Java Community Celebration.
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Member for 4 years, 1 month, and 22 days
Last active Sun, Nov, 28 2021 05:13:47
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Dec 19, 2020Posted in: Maps
Nov 11, 2020Posted in: Maps
Everyone, check Mithey's profile. At the time of writing, he was online 10 hours ago. He's still here.
Oct 25, 2020Posted in: Maps
He's never been offline for this long before. I'm afraid that something bad might have happened to him.
Jul 31, 2020Posted in: Maps
Hey, Mithey. I was wondering if we could have another progress update on Terra Restore Reborn, with it having been 5 months since you're last one, and 2 and a half years since you first announced TRR. Thanks in advance.
Edit: Now that Optifine 1.16.1 has finally been released, I think now would be an even better time to make an update.
Sep 6, 2019Posted in: Maps
Hey, Mithey. With it being six months since your' last progress update, could you give another one? Thanks in advance.
Jun 29, 2019Posted in: Maps
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?
Feb 19, 2019Posted in: Maps
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.
Jan 25, 2018Posted in: Maps
Heya hey everyone, I got some pretty big news for you all! After a great deal of reflection, thought, and organization I've decided that I'm going to be switching things up here again.
Over the years I've learned a great amount of things, even now I'm still learning a fair bit on a monthly basis. I feel like some of my ways that I do up certain maps has even got a bit outdated in terms of what I could actually create. I definitely feel like I could be doing an even better job from an organization stand point too. I've even started up a relationship with someone lately so as such I naturally want to try and take things a bit more seriously too. As such I'm going to be switching up some things here in a pretty big way~
I've decided that I'm going to go ahead and recreate the Terra Restore series. Starting with the beginning of the story, and that being Terra Restore 2. The story and characters from Terra Restore 2 will likely be remained untouched in any major form, however you will likely see a lot more character interaction and opportunities to learn back story. I can't really say much for Terra Restore 1 or Chunk Restore story wise, the story in those maps were very limited to begin with so those might not end up being canon anymore.
I can't say if I'll even get to working on a Terra Restore 1 or Chunk Restore after I'm done recreating Terra Restore 2. I'm sure that will be a long time off anyway, and I may switch into making a MMORPG afterwards based on the same world. So yes, this does mean that I will no longer be working on Chunk Restore to go back and recreate Terra Restore 2.
If you're wondering why I don't just go ahead and finish up Chunk Restore first, there are a large number of reasons really. For one I've always felt a bit bad for never finishing up Terra Restore 2. There is a fair sized story chunk missing from Terra Restore 2 that no one really knows about, and Terra Restore 1 in general is lacking much of anything significant story wise. There is quite a bit of a story gap between Terra Restore 2 and Chunk Restore and honestly I've always felt a bit too disorganized with Chunk Restore and where exactly it was headed specifically. Terra Restore 2 honestly has a way more interesting world too, and is full of a number of different memorable cool characters, and in general is full of potential.
I feel like I didn't quite have a clear end in sight with Chunk Restore like I do with Terra Restore 2 too, again with being a bit disorganized. There were a few things that I didn't like about Chunk Restore either, however I do know that likely no matter what I do I'll never make my map perfect. A few of such things include being limited to 8x8 chunks for areas (which is actually quite limiting design wise at times), loading times, area length, and limited character interaction. For reasons like all of those and the above I feel like I haven't been anywhere near as motivated to work on Chunk Restore too. If you're going to miss Chunk Restore do know that I both learned a lot from working on it and also that a number of systems in Chunk Restore that I like will be integrated into the Terra Restore 2 remake.
That's a very quick rundown of just some of the changes from Terra Restore 2 to it's remake that I'm now starting to do up. If you have any feedback, questions, ideas, or want to say things you liked/disliked about any of the Terra Restores or Chunk Restore feel free to lemme know! Also sorry for being all over the place, but going back and remaking the map is definitely something I want to do and feels best. Anyway, lemme know what you all think!
Oh also, I might be calling the remake Terra Restore 1 Reborn, even though it's a remake of Terra Restore 2 as that makes more sense story wise. That might confuse some people though so I'm not 100% sure
Expect more news and updates to come, especially once 1.13 hits!
Although I'm a little disappointed that Chunk Restore won't be continued, especially after only having 2 versions, I'm really exited to able to play a remaster of Terra Restore 2. Good luck with the project Mithey.
Dec 17, 2017Posted in: Maps
For secret two Filouthedog has shown you the entrance. For secret one, in the player base there are ladders next to the shulker boxes. Use them to get on top of the ones next to the wall and inside the hole there will be the entrance to an area where you can activate the base hard mode and obtain the advancement.
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Dec 25, 2020quadrupedal_pink_equine posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!Posted in: Maps
Came back to Minecraft for the community celebration to find your legendary Striding Hero map! Immediately dropped everything to play it. We've got another pick for the "maps so memorable I snip my favorite textures out to keep" with that lovely protagonist strider model. What a ride.
Nov 11, 2020Posted in: Maps
Oct 29, 2020Posted in: Maps
I was already worried about Mithey's happiness. This talanted map maker was way too ambitious for a solo dev. I guess what started as his passion, became a burden under the expectations. I guess that is enough to make anyone leave.
Oct 28, 202077894372 posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!Posted in: Maps
That's why i wrote "Or have you moved your maps somewhere else?" but i guess i could have said that in a different way...
Oct 28, 2020AmCnLin posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!Posted in: Maps
I hope he is doing alright, he is amazing 🙏
Oct 24, 2020Posted in: Maps
Check Mithey's profile. He hasn't been online since 6 April...
Oct 24, 202077894372 posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!Posted in: Maps
When might there be another progress update on Terra Restore Reborn? Or have you moved your maps somewhere else?
Mar 16, 2020dazzle_cool posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!Posted in: Maps
WOW! It's amazing!
Terra restore is very popular in China. Even now, there are so many people still download and play Terra restore ! In MCBBS (a Chinese forum),many people often ask ," Has Terra Restore Reborn been made? We are all looking forward to playing Terra Restore Reborn !
Here are some comments from Chinese players:
Mar 1, 2020Mithey posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!Posted in: Maps
Heya hey everyone, time for an update on things! I've made some more progress on Terra Restore Reborn in a number of areas.
First off I added a physics system that certain blocks can use. For now only the new "power cell" block uses it. You can right click the block to pick it up, right click again to set it down, or even shift+right click to throw it. When picked up the block hovers in front of you. The power cell block can be set at specific locations to power up redstone contraptions. Eventually, I hope to add in TNT which would use the same system and blow up a few seconds after being thrown.
I've taken some time to try and really get better at interiors. Interiors have always been a thing I feel like I've only been so so at. In most cases, it felt like I was just repeating tables, chairs, storage, and pillars over and over. The biggest things I've noticed is it's often better to have smaller interior spaces or to divide up bigger spaces in some form. Sometimes however having bigger spaces can still be nice, especially for variety and gameplay purposes. I've also really noticed, in other games, interiors often have a number of objects, especially with multiple different variations, that are not really available in vanilla Minecraft.
As such I've been putting in the effort to create custom models for different neat blocks in the environment. Some of which get deleted when your performance settings are set to minimal to help avoid lag, which I obviously need to be careful with. I've also re-organized the resource pack a bit in general. I'm also considering adding in new paintings in the form of pixelated screenshots of existing builds in the world or of some builds in TR2.
Chests, barrels, furnaces and such might be a bit more common in the map now, especially to help interiors at times. The majority of time when you right click them they will just say they are empty rather than opening up the typical GUI, allowing for less tedious looting.
I went ahead and added in craft 1/craft 10/craft 64 options to my custom crafting system to help speed up mass crafting a bit.
I decided to get rid of the option for players to choose how many natural mob spawns there are. Instead, the system chooses automatically based on the area, difficulty, amount of players online, and if on minimal performance or not. I also optimized the natural mob spawning system a bit more, making it more likely that mobs will actually spawn where you can get to them. Which means less total natural mobs need to be present at a time.
Combat and progression have been a pretty big focus lately, which has required a great degree of thought figuring out what would be best and how it all would work...
I went ahead and added 2 weapon slots. Now you can choose to equip up to 2 different weapons at a time instead of being limited to just one, allowing for slightly more customization.
For a while there I was considering adding in a cool ability system where you could assign abilities of your choosing to your weapons. In order to unlock the abilities you had to learn about them, and then "trained" them by meeting certain conditions in order to use them. You could also sometimes further train the abilities in order to upgrade them. Unfortunately, I couldn't really figure out a good way to balance and integrate the idea with the other map's systems. So weapons will continue the course of sometimes having abilities attached to them. I'm considering adding in some sort of weapon upgrading system at some point though.
Bows have always been something I've wanted to add into the map, but haven't really been able to due to incompatibility with my custom offense/defense attribute system and balance issues in general. Thanks to experimenting with the physics system I was able to pick up a technique where you can throw something easily in the direction you are facing. As a result, lately I've been in the process of recreating my own version of bows.
The system I've made isn't perfect but I'm pretty happy with it so far. Due to Minecraft limitations the bow actually auto fires on its own when it's ready after holding down right click. The only other option I really had was to either have a 1/4 second delay on firing or made it right click to draw, and right click a 2nd time to fire.
Since it's my own system I of course have far more freedom now over how bows work. I now have proper damage scaling options, I can adjust the rate of fire, adjust the degree at which bows slow you down when pulling, how many projectiles get fired and in which direction, the distance they go, ammo regulation, custom projectile models, degree of knockback, etc. Thanks to the degree of customization I now have I now feel much better having bows be in the map, and even having them as one of the main weapon types that the player can choose.
The plan is to add more types of weapons over time to enhance player customization. For now, I'm just focusing on different melee, ranged, and magic weapons, but in the future it would be nice to have other different types like something based on redstone.
To help balance these different types of weapons I was considering adding in a class system of some sort. Ideally, all weapons types of equal strength would have roughly around the same DPS over the length of a big combat encounter. The problem is that certain weapons put you up close to danger, making it so you are far more likely to take damage. That's where it would be nice to have melee classes take less damage than ranged/magic classes to help balance it out.
Ultimately I decided against adding in the class system due to complexity, player freedom, and player expectations of what a class system should all encompass, whereas I just wanted a quick system to help balance things. Instead, I'm just planning on having the whole thing combined in with the player base system, which again will be like a "talent tree" at points. Most likely the very first thing you get will give you the choice between specializing between melee/magic/ranged weapons, and giving a damage boost for them. (and defense if melee) Hopefully, in the end, the player base system will be like a create your own class type of system.
Lastly on a side note looking back on things regarding me making maps, I think I'm starting to learn that I really can't do too much system work at once. Any time I start working on systems for more than around 2-3 hours in a day (depending on how much thought/focus is required really) I generally notice myself procrastinating and burning out a bit.
While working on the custom bow system I've definitely noticed this. I figured with my knowledge adding in my own bow system wouldn't be that hard, but then I kept hitting roadblocks after roadblocks and it became hard to stay organized and figure out what the best solutions to the different problems would be. As such I've been trying to limit my daily time spent working on the bow system, which is probably around a few days from being complete now.
In contrast, any time I'm working on creating content (environments, dungeons, models and such) I notice things go far more smoothly and the hours can just kind of pass. Unfortunately, TRR as of right now is 90% system work, and 10% actually making content, which is probably the biggest reason for things being a bit slow right now. This is kind of just how game development goes though, it takes a long time to finally get the systems/tools setup enough to finally get things really going.
That being said I think the best solution for me might be to start working on multiple different projects inside the map at the same time on a daily basis, with at least one being content focused. Normally I try to only work on one thing in a map at a time from start to finish before moving on to the next thing, so we will see how this goes. I think the core systems have progressed enough at this point to be able to do this too. My only worry might be if system work keeps piling up more and more, but hopefully that wouldn't be the case.
Anyway I think that's about all for now
Jan 26, 2020Mithey posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!Posted in: Maps
It's taking a bit longer than expected which I probably should have expected. Pretty much every new section of the tutorial dungeon I'm adding new systems or tweaking up existing ones so that they are setup for the rest of the map, which takes quite a bit of time and thought. Some notable recent developments:
- Working on adding in new types of interactable objects into the environment. So far I have added in icicles & rope ladders, and I'm considering adding in breakable pots/crates at some point.
- Icicles hang from ceilings and will fall either when they take damage or in some cases when you get close enough to them. If you are hit by them when they hit the ground you will take a small amount of damage. They also shatter any normal ice blocks they hit, opening up new pathways. They also provide a bit more ambience to cold environments.
- You will also sometimes encounter a stack of ladders on the ground. When you click these they will begin to unfold downwards in a fashion that you might expect from a game like Paper Mario. They of course offer a safe descent and sometimes act like checkpoints.
- The detection system has been updated to factor in line of sight and also sprinting. Now you can avoid being detected if you are behind blocks, even if you are right next to the enemy. Sprinting now increases the range in which enemies detect you by quite a bit, even in the direction that the enemy isn't watching. Oh also successfully hitting an enemy before it detects you will cause it to take double damage.
- Similar to trying to make it so that items in their various forms all draw from one source for the sake of consistency and easy updatability, I've been working on doing the same thing with enemies. Summoned enemies from commands, spawners, pre placed enemies, and natural spawning enemies now all draw from one source.
The next thing I'm currently planning on trying to do is a custom physics system. As in being able to pickup certain objects, like a special stone block, and have it hover in front of your character. You will then be able to click it again to drop it. Hopefully I'll be able to make it so you can throw the object some distance too. I haven't done this before so who knows what it will turn out like. The result could be some fun occasional Legend of Zelda like physics puzzles, and perhaps some tnt or other things you can pick up & throw at enemies. (or perhaps vice versa)
After that and a couple other things I should be working on a mini boss fight, which again may require updating the boss system a bit. From that point I should be around 75% done of the tutorial dungeon.
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.
I'm unsure if the race system will make it into the game, it's definitely going to be a future thing if anything. The finer details/systems of combat and it's balance in general will likely be fairly iterative in it's development.
I'd say I'm over 1/2 way done with the tutorial dungeon. Past that I still have to setup the whole Village of Beginnings part, which is already built, just requires making lots of cutscenes.
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