I'm reworking this program now. Work in progress.
Hello everyone.
I present to you my generator, called MCTerra. The main goal is to create a map generator (not ingame) with lots of features and settings in it. Also I want to create a generator, that will generate terrain much faster, than minecraft and all other map generators.
Since version beta 0.9.0.0 this program supports plugins and don't have all the generators.
If you want to create your own plugin, you can download a sample flatmap plugin written in Delphi and create your own based on it. Download link: DLL_gen_flat_example.rar. If you have some questions about specific problems you've encountered or you need some more manager flexibility, feel free to contact me via Skype (Mozzg1987).
Links to all versions:
Alpha 0.2.6.0
Beta 0.4.0.0
Beta 0.4.4.0
Beta 0.5.0.0
Beta 0.5.2.0
Beta 0.5.4.0
Beta 0.6.0.0
Beta 0.6.1.0
Beta 0.6.2.0
Beta 0.6.3.0
Beta 0.6.4.0
Beta 0.6.5.0
Beta 0.7.0.0
Beta 0.8.0.0 Includes Flatmap, Planetoids, Biospheres, Golden Tunnels, Original, Desert. Region format (old).
Beta 0.9.0.0 New plugin system, includes only Flatmap generator.
Beta 0.9.1.0 Plugin protocol updated to 4.
Beta 0.9.2.0
Beta 0.9.3.0 Plugin protocol updated to 5. Added the ability to use border plugins.
Links to landscape generators (only supports by version 0.9.1.0 and higher, compatible with only the latest protocol):
Planetoids
Original generator (Minecraft v.1.1.0)
Floating islands
Links to border generators (only supports by version 0.9.3.0 and higher, compatible with only the latest protocol):
Wall border
Version history:
0.1.0.0 (05.05.2011): - Initial release (blank form) 0.2.6.0 (07.06.2011): - Implemented Flatmap generation - Added logo (thanks to Jekster) - Reworked interface - Added generation messages (like "Generating region -1,0") - Optimized work with NBT structure 0.4.0.0 (02.07.2011): - Implemented Planetoid generation with different settings - Implemented border generation for Flatmap and Planetoids - Added SID for maps - Interface reworked, added new forms - Increased generation speed - Reworked light calculating - Fixed some bugs 0.4.4.0 (24.07.2011): - Implemented creation of settings file and loading these settings into program - Reworked interface - Reworked Flatmap generation for more flexibility - Added an option for developer to add any type of Entities and TileEntities on the map - Fixed some bugs, including light bugs 0.5.0.0 (13.08.2011): - Implemented Golden Tunnels generation - Reworked interface - Fixed some bugs 0.5.2.0 (21.08.2011): - Implemented creation of water in Golden Tunnels maps - Implemented creation of gravel areas with mushrooms in Golden Tunnels maps - Implemented creation of stalactites and stalagmites out of clay in tunnel intersection areas in Golden Tunnels maps - Implemented options "Generate seperate tunnel systems" and "Generate flooded tunnels" for Golden Tunnels maps - Reworked interface. Also added a button to stop generation of the map. - Added generation of adminium walls around Golden Tunnels map unless you select another material in border settings of the program. Also added chunks gap width of 15 from an adminium wall. - Fixed some bugs 0.5.4.0 (28.08.2011): - Implemented Castle Wall border generation - Reworked level.dat generation - Fixed Some bugs 0.6.0.0 (10.09.2011): - Implemented BioSpheres generation - Reworked SID generation. Now SID have 16 hexadecimal digits (8 bytes) - Fixed heightmap calculation - Fixed some bugs 0.6.1.0 (13.09.2011): - Implemented new configuration file format - Fixed some bugs 0.6.2.0 (19.09.2011): - Implemented new flatmap generator options, allowing to create any kinds and any amount of layers. - Reworked map SID. Now SID is decimal. - Implemented new configuration file format to support new flatmap generator options. 0.6.3.0 (24.09.2011): - Implemendet some new features in Planetoid maps. - Implemented options: game type, raining, thundering, time until rain starts/stops, time until thunder starts/stops. - Implemented "Populate chunk" option. - Implemented "Last Played" and "Size of map" options in generated maps. - Fixed some bugs. 0.6.4.0 (27.09.2011): - Implemented "Data" option for layer material in flatmap generator. - Implemented "Time of the day" option. - Added new materials to choose from. - Reworked interface. - Fixed some bugs. 0.6.5.0 (06.10.2011): - Reworked "Data" option for flatmap generator. - Added desert and taiga areas in Golden Tunnels generator with cactuses and fir-trees. - Implemented generation of flowers and pumpkins in Golden Tunnels generator. - Reworked configuration file format. - Fixed some bugs. 0.7.0.0 (05.11.2011): - Implemented a new generator: Desert generator. - Implemendet "Hardcore mode" in game type option. - Reworked configuration file format to support new generator. - Fixed some bugs.
Old screenshots and description:
Don't read this, this is the old page.
Flatmap generator.
This generator creates a flat map with different layers. You can choose material and thickness for each layer. Also it can generate water layer as independent layer of the map.
Planetoids generator.
This generator creates floating spheres of different material. You can change the density of the spheres and their radius. Also you can choose, what will be generated at the bottom of the map: water, lava or void.
More screenshots:
Golden Tunnels generator.
This generator creates a map, that is entierly underground. It makes a maze of tunnels, connected to each other and filled with glowstone as a light source. Also it creates random ore deposits and grass areas, where trees can be found.
More screenshots:
Some screenshots of the program:
This program is windows only.
Also it can be run on Linux and Mac using Wine, but I didn't tested that feature.
WARNING: You must run this program with administrator rights on your computer, because it will attempt to install a font on the system.
Program is written in Delphi. I'm quite happy with performance of the program, so I will not rewrite this program in any other languages (like C++ or Java).
Skype: Mozzg1987. (GMT +3)
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What is the Inferno project?
It is the second largest project ever attempted in minecraft thus far, a 1:1 recreation of Hell. However, it is not simply a cinematic piece of art, it is a playable one. It is a massive minecraft adventure, spanning 12+ maps and countless millions of blocks. In it you will lay waste to each circle of hell, find ancient power, slay archdaemons, and eventually kill Satan himself.
You are guided in your journey through use of NPC's, Virgil is the one you will see the most. Other familiar names will also come into play, as you descend further.
The Inferno project consists of Nine Episodes, each one, excluding episode one, having one boss at the end and several minibosses. These episodes come in the form of starter kits, consisting of all the plugins required, mods, and the texture pack, or as standalone maps to be uploaded to your server, so you may continue your journey. You can expect a release date of about one episode every two weeks, give or take, depending on how often me and the Inferno team are able to complete them.
So without further long winded speech, here is the INFERNO PROJECT!
EPISODE ONE:
EPISODE TWO:
CURRENTLY PLAYABLE ON minecraft.strictlyawesome.com
MEDIA:
Episode one: Minos boss battle(beta)
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Episode one: Teaser trailer(Excluding Limbo)
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TEXTURE PACK: http://www.strictlya...m/infernotp.zip (32x32, MUST be patched)
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HOSTED ON: minecraft.strictlyawesome.com
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If you want to play the Inferno, simply join the server and ask!
NOTES:
Episode one and Episode two are nearly done. They will both be released on Friday or Saturday. Episode two is currently playable on the server.
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"A land of cold hidden within a mystery, an enigma of old,
Of rolling meadows and ominous gallows,
Of a place of vicious hounds,
Icebound!"
~Anonymous Poem
Norr is an ambitious project being undertaken at StrictlyAwesome. It is a map and a serverkit. It consists of Four Realms, Icebound, a large Island in the center of Norr, Kaldvind, a forsaken snowy region in the north, that was once the home of the Icebound People, or the Dwarves, The Bog, the what was once the sole home of the "warm men" or Nords, and Dragonsthrone, a vicious region that can only be reached by following the treacherous Pilegrimsleden Sti, or Pilgrim's Path, which can be found in Kaldvind. At the end of Dragonsthrone is a mysterious valley containing the four Dragon temples, the mortal home of the Four Dragon Gods, Gressgronn, Svarthet, Blodavling, and Lys.
Among other things, the map was built for an intense factions system. Icebound is divided into Four Holds, Fryktetopp, Hoydelander, Vinterventing, and Slettene. Within each of the holds is a capital, forts, barrows, dwarven ruins, and even "map rooms" which will help you locate long lost secrets of this land!
Norr also comes in two flavors; Vanilla Norr and Sandbox Norr. Sandbox Norr is a blank slate for your server, no lorebooks are scattered, no plugins included beyond ones needed for the server to run, and no "official" server structure. The official Texture Pack is included however.
Vanilla Norr contains 150 scattered lorebooks detailing the history of Icebound and it's surrounding areas, NPCs, various other plugins, and of course, the official Texture Pack.
Both editions contain the RuinKit warps, which give you several ruin pieces so you can create custom dungeons!
Now, enough ranting, it's time for some pictures, yes?
Gallery of Norr;
Pirate Isle, the spawnpoint.
Pirate Isle again.
Three Eagle Mountain in Slettene.
Three Eagle Mountain again.
The Border of Slettene and Hoydelander.
Capital of Hoydelander, looking into the Rift Valley.
Capital of Vinterventing.
Five Eagle Pass as seen from the border of Fryktetopp and Hoydelander.
Five Eagle Pass again.
...and again.
Fuarpoll, an extensive Dwarven ruin and the tallest structure in all of Icebound.
Looking up to the Snowcap Peak.
The Bonechill Plaque.
Bonechill Forest.
Hoydelander as seen from the border of Hoydelander and Fryktetopp.
Shadowspring Caverns, "The Forest of The North.
Shadowspring again.
The entrance of Valthume.
Interior of Valthume.
Interior again.
And again.
The summit of Snowcap Peak, and the end of Fuarpoll Road.
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A map of Icebound.
Green is Slettene.
Blue is Hoydelander.
Red is Vinterventing.
Black is Fryktetopp.
The purple line marks the entrance into the Frozen North.
The water around it extends a good 500 or so blocks in each direction, hiding various Isles and Regions.
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Kaldvind, the Dwarven region. It is a land locked within time, it's pipelines still flowing, automatons still waiting, and dragons still nesting. Yes, dragons. There is several dragon shrines and tombs, when activated a dragon will spawn, initiating a fight.
"The Bog"
Bestiary;
Not done yet! Check back soon!
DOWNLOADS:
NORR BETA:
Current release: V.6
//rapidshare.com/#!download" target="66p4" data-ensure-absolute>https://rapidshare.c...2.zip|75312|0|0
INCLUDED IN THIS RELEASE:
Most of Icebound
Most of The Bog
Some of Kaldvind
UNFINISHED REGIONS:
Dragonsthrone
Ise
Forbidden Regions
Sandbox Norr:
NOT RELEASED YET
Vanilla Norr:
NOT RELEASED YET
Add-ons:
NONE RELEASED YET
Texture Pack:
NOT RELEASED YET
(Though I recommend Norsecraft or Misas until it is finished)
If you have any comments/feedback/questions please post them here.
Regards, Witchy.
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http://strictlyawesome.com/Norr.zip
What IS finished on this map:
Most of Icebound
Spawnpoint
Most of the sea
What IS NOT finished on this map:
The Bog
Kaldvind
Dragonsthrone is not even included on this version
The Forbidden Regions
Capitals
This is being released for testing and feedback only. It will not work well for a server, if you insist, you may try, but it will be a lot of work. I suggest waiting for Sandbox Norr release this week/week after.
1
Just finishing up some stuff, then we'll move on to Lust, finally.
1
The SMP chunk corruption glitch raped Limbo, now we have to rebuild the gate area, Charon's Harbor, and the holy/unholy paths.
;_;
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Note that since this was a teaser we didn't set the maps to night/rain, this was mainly just to show off the maps and whatnot so far. Hope you like!
1
Here is a teaser trailer :wink.gif:
I'mma post this video to videos as well, to get the word out there.
15
Then make it an option when generating world. Have presets such as: 128(default), 512(tall), 1024(very tall).
If the height limit can be adjusted in classic, why not the full version?
13
Please do not post in this one. The new thread is in creative, as it fits in there much better than here.
Regards, Witchy.
1
The IP of the server this is hosted is minecraft.strictlyawesome.com
UPDATES:
1/10/12
After seeing that the project would be better off in creative instead of screenshots, I have moved it.
1/10/12
Due to the fact that only me and Guard5002 are working on the project, and that it has little to no recognition I am struggling on whether to continue it or simply stop. I have included a poll, so I guess I'll let you guys decide.
Starting Area:
For this area I wanted to give a nod to the poem. Your character, Dante, wakes up in the forest with no memory. He hears a whisper and is told to follow a path.
Newest pic. This one is not outdated.
WARNING: OLD PICS ARE OLD.
The well, side view.
The well, front view.
Part of the forest.
Moar forest.
Mephisto telling you to enter.
The well.
That's it for the starting area.
Hellgate:
A massive circle, with stone embedded in the top, representing Upper Hell, and obsidian below representing Lower Hell. You meet Virgil here. Lots of fighting.
Overlooking the hellgate.
Cliff path.
Judas Point, an easter egg :wink.gif:
Acheron:
This is seperated into 3 areas. The Vestibule, which is water, high cliffs, and a terrifying maze. You need to locate 3 levers to open the gate between the Vestibule and Charon's Passage.
The next area, Charon's Passage, is really just Charon's hellport. Please note he is a lot smaller than in the game, but still over 64 blocks long. You must sneak aboard him and solve a few puzzles.
The next part, Ferryman, takes place when Charon has departed. You make your way to the main deck, Charon notices you and the first boss battle ensues.
Lets just say you blowup Charon's face and swim to Limbo.
Overlooking the Vestibule.
Overlooking Charon's Passage.
Overlooking Charon.
Please note that pictures are rather outdated :/
Limbo:
The circle starts out with you at the port where Charon disembarks. You start to travel across a massive bridge oever top of a huge ravine, but the bridge collapses. You must then pick a Holy or Unholy chest and began the slow journey to Minos.
Limbo Entrance.
First Chapter of Limbo.
Second Chapter of Limbo.
A look at the bridges that make up the majority of Into the Blind World.
Final Chapter of Limbo, before the King Minos boss battle. Note: Blazes. Blazes everywhere.
Lust:
Essentially taken from the game. Not much to describe here.
Gluttony:
When you first arrive you will be on a cliff overlooking the putrid plain. You will see a network of ravines making their way towards a pit. In the center of the pit lies cerebus, to get past this circle, you must slay cerebus by entering him and ripping apart his stomach, you will then freefall towards greed.
Greed:
One of the more visual circles, greed will be a giant gold foundry. No "boss" here.
Anger:
A giant swamp with the flaming city of Dis in the horizon. You must solve quite a few puzzles to get to Dis. Whatever you do, do not fall in the water.
Also, creepers :smile.gif:
Heresy:
Much like it is in the poem. Mostly a visual circle, also the entrance to lower hell.
Violence:
Almost identical to the game. No boss here though.
The Malebolge:
Identical to the game. Expect to fight a lot here. The reason for this is that it's hard enough to get the Citizens plugin working for normal ****, imagine trying to get it to work for the punishments in this circle.
Treachery:
A mix between the game and the poem. You will travel through each round of this circle, and at the end you will see Satan, frozen solid in the ice. You will have to solve a puzzle to get Cocytus to open (yay redstone), and when it opens you will be returned to spawn.
"How are you doing this?!?" You may ask, well, it's a mix of VoxelSniper, manpower, WorldEdit, Citizens, and magic. Mostly magic.
PROGRESS
Remember to check this thread for updates!
Regards, Witchy.