Update #8: 2/14/22
Oh boy, we have a big one. After a little period of silence, I am pleased to say that we have made a ton of progress with the map and are now about 70% done. We managed to recruit a new developer, The_Sky_Rider, and they have been fantastic. However, we have decided to remove a lot of things and polish the map a bit more. Changelog below, we hope the map shall be released soon!
Overworld Maps: 6/7
Nether Maps: 5/7
End Maps: 3/7
o Fantasy overworld has been completed
o Pirates nether has been completed
o Snowy end has been completed
o Perma Saturation, Keep Inventory, Perma Haste, UHC Mode, Aggressive Animals, Almost Pacifist, One Hit-Point, and 1.8 Pvp Game Modifiers have been implemented
o Quick Speed Gamemode has been implemented
o Siege game mode has been furthered
o Random Tasks game mode has been furthered
o Bingo game mode was removed/cut
o Overworld map generation has been completed
o Nether map generation has been completed
o Method to reset the maps after a round has been implemented
o Random issues have been resolved (water in the nether, game lobby needing tweaking, etc.)
o Images have been updated
Apologies for being super late but we are back with another update, midterms did slow us a bit! World Edit has been released for 1.17 so pretty soon we will be moving towards installing it and continuing overworld building. However, we plan on finishing the end and nether maps to match the overworld maps we have completed! We still aim to at least start development by the end of the year; which will start when all dimensions’ maps are 6/8 completed.
o End for Plains and Snowy have been completed
o Focus has been shifted for the end areas so that they may catch up with the nether/ends
o Images and Thread information has been update
Update #5: 8/24/21
Guess who’s back with another update! Progress is still going smoothly but as predicted, we were unable to start developing before the summer ended. However, with World Edit nearing 1.17 release, we will begin to finish up the maps and start development really soon. Though, we unfortunately decided to cut two of the maps, the maps in question being Zombie Apocalypse and Cavern as we did not feel like they would fit in a map like this. We plan to start developing when we have 6/8 (3/4) of all the maps done! We aim to have this map completed or near-completed by the end of the year, but no promises.
Update #2: 4/12/21 The map has made some significant progress in the past month! Every single last detail has been finalized. We have now finished 3/9 maps and built a cool little lobby. In addition, the random tasks game mode has been implemented with dozens of tasks already on the map!
o Random-tasks has made significant progress, nearly all tasks are complete
o Snowy Taiga area has been fully completed
o Lots of progress has been completed for the Inversion map
o The lobby has been built
o Images have been updated
Update #3: 6/24/21
It's been a little bit but we have made a ton of building progress these past few months!
We have now completed half of the overworld maps and have started to transition into building the nether maps before World Edit for 1.17 is released. Our goal is to have beta-testing started before the summer ends!
o Plains, Jungle, and Snowy Taiga have been refined
o Inverse (previously known as Inversion) has now been completed
o Pirate has now been completed
o Nether versions of each map have begun work
o Images have been updated
o Thread information has been updated
Map is now 25% Complete
Update #24: 6/11/21
It's been nearly four months and 1.17 has just been released. We are aware of this and we are also aware of the fact that we said we would continue development once 1.17 is released.
However, we would like to release this minor updating stating that we will not be continuing development until Speedrun Mayhem is complete. We have been making good consistent progress on the map and we can expect it to be complete or near-complete by the end of the summer. We do not want to drop one map and pick up another as we didn't expect 1.17 to release in this two-part structure.
As of right now, Proxima's development is still paused. Our current plan is to finish Speedrun Mayhem, then resume development on Proxima. After this, work on a new minigame map and then finally a sequel/prequel to Aberrant Worlds, Proxima, or something new entirely.
Thank you, we hope to see you all having fun with our maps! Stay tuned for an update regarding Speedrun Mayhem soon.
- craftdiamonds, Director
Update #1: 3/16/21
The map has made some significant progress in the past month! We have finalized nearly every last detail and have begun to work on the separate game modes while also building the map at the same time. As of right now, we have 3/10 overworld maps near completion. Furthermore, the size of the team has expanded! We now have seven active team members as compared to the five we had before. We now have 4 builders and 3 developers to balance everything out, as compared to the 4 builders and 1 developer we had before.
o Please welcome Deadlycupcake & MeneerMathieu to the ForumJelly team
o Jungle area and Snowy Taiga areas have been completed
o Work has begun on the Bingo game mode and the random tasks game mode
o Concepts and the team overall have started to become organized
o Images have been updated
What is it?
The basic objective of the map is to complete Minecraft as fast as possible. There will be up to four teams competing in a 96x96 slice of terrain. The terrain will have everything required to beat Minecraft; all four teams will have their own separate Nethers & Ends. In addition, we have custom modifiers and separate game modes for players to try out! Overall, this is a competitive map as each team races to beat Minecraft!
Custom Map & Terrains
The map will feature 7 custom maps & terrains for players to compete in. A few of these even have alternative goals to get to the Ender Dragon.
Vanilla
The most box standard map! A default Minecraft Plains Biome with a river, ravines, grass, ruins, trees, etc. The underground consists of a large mineshaft and branching caves. The Nether and End will be completely Vanilla, this is the box standard map.
Jungle
This map will be based on the Vanilla Jungle Biome. The map will have a large outer ring with jungle fauna and a lake in the center, the lake in the center would have an island raised up where the jungle temple would be located. In addition, the caves will be lush with fauna; with three separate paths to choose from. The Nether will be a half warped/crimson forest with patches of normal nether. The end will be a bit amplified with a jungle of chorus fruit!
Snowy/Taiga
This map will be a default mix of the Minecraft Snowy Taiga biomes. The map itself will be entirely forested with a small campsite. In addition, the underground is a large icy cavern with archaeological sites and camps. The Nether will be modified basalt deltas with nether structures and bridges. Finally, the end would appear barren, with the ground featuring veins of cracks and obsidian, the end towers could be crumbled as well.
Inverse
Overworld features a mixture of Nether biome terrain, while Nether features vice versa. The same goes for the overworld. The nether portal will be located at the top of the “overworld” and the end portal will be located at the bottom of the “nether.” The most important resources will be found in the “nether” while most nether materials will be found in the “overworld.” The end would just be chaotic with random blocks placed, towers looking crazy, etc.
Overworld: Complete
Nether: Complete
End: Building
Fantasy
A fantasy-based terrain. With unique fauna, underwater caves/spikes, pathways, rock formations, waterfalls, campfires, etc. Your everyday Wynncraft based overworld. However, the nether will have a large tower that the player would need to climb; and this tower would function like a floor-based dungeon. The end would be a shattered world, with the islands broken apart being held by chains. It would be a dark dimension, with a massive alchemical symbol in the sky, the obsidian towers could “connect” to the symbol in the sky.
Overworld: Complete
Nether: Building
End: Building
Steampunk
A steampunk-based terrain. Could have machines, train tracks, mining, etc. Similar to that of the Red Cave from Proxima. The nether would be a dark twisted factory and the end could be a city. The end portal will be located behind a Redstone puzzle in a vault-like area.
Overworld: Building
Nether: Building
End: Building
Pirates
Will include your average swashbuckling themes with ships, docks, ports, islands, etc. The map will include cliffs, a custom villager port, cliff-side caves, and wrecked ships. The nether will resemble a large blue island with a crashed ship and obsidian spikes coming out of the lava. The end would be a ship town graveyard, with sunken ships everywhere that form a town, this map would be mostly vertical.
Overworld: Complete
Nether: Complete
End: Building
Game Modifiers
The map will include several modifiers that can be toggled On/Off to give the players more control with their experience!
Almost pacifist (can only directly damage blazes, enderman and ender dragon)
> UHC Mode (no natural regen, apples are required to regen)
> Aggressive animals (always zombie jockeys)
> Perma Saturation, haste, and keep inventory.
> Only One Hit Point™
> 1.8 PvP
Game Modes
The map will include a few separate game modes along with the default speedrun mode. These can be chosen at any time!
Quick Speed (everything is faster!!!)
This game mode essentially speeds up the process of beating Minecraft. For example, an Enderman can drop way more pearls per kill, ores drop double the loot, all players have haste II, ender dragon spawns with no crystals, furnaces smelt faster, etc.
Random Tasks (completing random tasks the fastest)
It works just like it sounds, just complete up to 5-10 random tasks we throw at you. It can be anything such as crafting a diamond hoe to collecting 64 blocks of cobblestone to respawning the Enderdragon; the possibilities are endless!
Siege
Oooooh boy, you better be good at defending yourself for this one. In this game mode, normal mob spawning will be off but zombies will spawn periodically around the map and they will be unkillable by normal methods, but you will be able to trap them! This game mode will really keep you on your toes.
How you can help us!
We really need as much feedback as we can get. So please help us get the word out.
Update #23: 2/22/21
We realize that it's been nearly 3 months since the last update and we could like to apologize. We just wanted to make sure that the time was right to announce this.
Effective immediately, the development of Proxima is currently Paused or undergoing recess. This project is not canceled, it's just been halted temporarily. There are a few reasons for this...
- The 1.17 update will change a lot of Minecraft, especially the cave system. We decided we want to wait for this update to be released so that we won't lose any progress due to the 1.17 changing Minecraft. If we wait for 1.17 to be released, we will likely resume development.
- Unfortunately, some of our team members have left by their own wishes. This severely halted our progress but we have been working to get progress done
- Lack of motivation. We have been working on this project for nearly two years and we keep having these amazing ideas we can't add in which causes motivation to decrease, we decided that moving away from this project temporarily is something that would benefit everyone
This is not the end for Proxima or the map-making team. In fact, we are working on a new mini-game map while we wait for the 1.17 update to release. This new project will be announced shortly. I thank you all for your support and I hope you stick with us! The new project will be added to this thread once it's announced.
Hi there, a long long time ago I have posted to this thread but this was nearly 4 years ago. This is a childhood world that I have been able to dig up and it's been corrupted for several years. The main issue is that there are a lot of chunk errors, sign errors, generation errors, and "tree" errors. I have done everything in my knowledge to try and restore the broken chunks with the builds that I had.
Any help would be appreciated and I will not hesitate to provide more information if needed!
Update #22: 11/15/20
Before we start, we would like to apologize for this update taking so long! We have made a lot of progress in the background and we are excited to release this map as we progress day by day. However, it's exam time for a few of us so please understand that it will take a bit longer. Overall, most of the small stuff has been completed and we have finalized everything on the map. We just need to hurdle over some major obstacles before we can start testing.
Release: December-January
- Some recipes have been removed and/or changed
- Mob drops have been tweaked in order to balance the map a bit more
- Skip Travel has been changed; we have reduced the points you can skip too
- New items have been introduced with full textures & models for them
- Key item concepts, gear effects, and bosses have been added
- Certain mobs will now be able to spawn that will house unique abilities
- Secret breakable walls have been placed/hidden throughout the map
- Blueprints, mob information, skip travel & location information, ammunition, and lore/computer logs will now be displayed within a custom menu we are making just for this map
We will be updating a lot more frequently from now on as we start getting close to testing. Within the next few days, all the screenshots and textual information on the main thread will be updated.
We suggest you check back in every now and then as the thread will be updated often!
Update #21 : 9/28/20
Apologies for this update being released a bit late, we had some technical difficulties (my pc was broken for 2 weeks)
As of right now, we have mostly been doing external work and discussions. As lots of the in-game work is complete other than a few new builds and secret areas :> Release: Before the year ends
- Nearly finalized all of the changes
- Gear system has been revamped
- Discussions of a hidden area and boss have furthered
- Textures for new items, blocks, and player abilities are being implemented
Enjoy this little drawing of potential new items by our team member Saltsaur
Update 20: 8/21/20
We have some good news and some bad news. The good news is that we have "hired" a few new command developers to help with the map quality and speed of completion. The bad news is that after we have had some outsider observation, parts of the map will have to be changed and the plot will also need to be adjusted. This will delay the map a bit but fear not, we are now very much alive now with some extra help! Release: Before the year ends, we will try to guarantee this
o The map page and the descriptions have been updated
o The map will now fit a bit more with the Metroidvania motif
o Gears have been revamped, will function similar to Hollow Knight
o Some custom items have been scrapped/replaced with a few new ones
o Recipes will need to be adjusted
o New mobs have been introduced
o A super cool secret boss has been introduced
o The story has been overhauled to be a little bit more interesting; at its core, it's still the same as when we announced this project
o The background lore has been heavily revamped, with ways to help players piece together the lore
o Cutscenes overhauling has been introduced
Hi there, my team (ForumJelly) and I are looking for people who are good with command blocks or data-packs to help us finish this map up in the interest of time! We've been working on this adventure map for over a year and our hope is to have it admitted to Minecraft Realms! If you are interested, please let us know!
Reqs:
o Must have Discord
o Must be 13+
o Must show interest or clear proof of experience
o Java Edition Only (1.16+)
You will have to: Work on Cutscenes, simple Puzzles, Tutorials, and other miscellaneous things
Of course, you will be working with the rest of the team; rest assured you will have help and everything will be explained <3
If you are curious, here are the tasks we have completed thus far.
- General Particles
- Cave Particles
- Bosses (nearly complete)
- Items
- Item Abilities (nearly complete)
- Puzzles
- Skip Travel Book (nearly complete)
- Computer Dialogue (nearly complete)
- Sound Effects (nearly complete)
- Recipes
- Random Computer Dialogue
- Veteran Mode
- Mob Drops
- Advancements
- Cutscenes
- Tutorial Boss
- Spawn Room
- Credits
- Red Cave Stuff
- Balance Control
- Custom Death Messages
- Ship Parts Obtain
- Ship Parts cave hologram
- Gear Effects
- Crashing on Planet Tutorial
- QOL Features
You will be fully credited within the map and on all threads of the map upon release! You may also continue to work with us if you wish <3
Update 19: 7/17/20
Time for the monthly update! We are almost done with all the in-game command objectives and we just have a few more obstacles left in the way!
o The map still remains at around 85% complete
o Boss tweaks are nearly complete (obstacle)
o Cutscenes still continue work (obstacle)
o QoL changes are being added
o Advancements, Mob Drops, Dialogue, Sounds, and Mini-bosses are in the works!
I hope that testing will start soon once we finish the tweaks
0
Update #8: 2/14/22

Oh boy, we have a big one. After a little period of silence, I am pleased to say that we have made a ton of progress with the map and are now about 70% done. We managed to recruit a new developer, The_Sky_Rider, and they have been fantastic. However, we have decided to remove a lot of things and polish the map a bit more. Changelog below, we hope the map shall be released soon!
Overworld Maps: 6/7
Nether Maps: 5/7
End Maps: 3/7
o Fantasy overworld has been completed
o Pirates nether has been completed
o Snowy end has been completed
o Perma Saturation, Keep Inventory, Perma Haste, UHC Mode, Aggressive Animals, Almost Pacifist, One Hit-Point, and 1.8 Pvp Game Modifiers have been implemented
o Quick Speed Gamemode has been implemented
o Siege game mode has been furthered
o Random Tasks game mode has been furthered
o Bingo game mode was removed/cut
o Overworld map generation has been completed
o Nether map generation has been completed
o Method to reset the maps after a round has been implemented
o Random issues have been resolved (water in the nether, game lobby needing tweaking, etc.)
o Images have been updated
0
Update #6: 10/15/21
Apologies for being super late but we are back with another update, midterms did slow us a bit! World Edit has been released for 1.17 so pretty soon we will be moving towards installing it and continuing overworld building. However, we plan on finishing the end and nether maps to match the overworld maps we have completed! We still aim to at least start development by the end of the year; which will start when all dimensions’ maps are 6/8 completed.
Overworld Maps: 5/8 Completed
Nether Maps: 4/8 Completed
End Maps: 2/8 Completed
o End for Plains and Snowy have been completed
o Focus has been shifted for the end areas so that they may catch up with the nether/ends
o Images and Thread information has been update
0
Update #5: 8/24/21
Guess who’s back with another update! Progress is still going smoothly but as predicted, we were unable to start developing before the summer ended. However, with World Edit nearing 1.17 release, we will begin to finish up the maps and start development really soon. Though, we unfortunately decided to cut two of the maps, the maps in question being Zombie Apocalypse and Cavern as we did not feel like they would fit in a map like this. We plan to start developing when we have 6/8 (3/4) of all the maps done! We aim to have this map completed or near-completed by the end of the year, but no promises.
Overworld Maps: 5/8 completed
Nether Maps: 4/8 completed
End Maps: 0/8 completed
o Nether for Snowy and Inverse have been completed
o Production on the End maps have started
o Images and Thread information have been updated
0
Update #2: 4/12/21

The map has made some significant progress in the past month! Every single last detail has been finalized. We have now finished 3/9 maps and built a cool little lobby. In addition, the random tasks game mode has been implemented with dozens of tasks already on the map!
o Random-tasks has made significant progress, nearly all tasks are complete
o Snowy Taiga area has been fully completed
o Lots of progress has been completed for the Inversion map
o The lobby has been built
o Images have been updated
Update #3: 6/24/21
It's been a little bit but we have made a ton of building progress these past few months!
We have now completed half of the overworld maps and have started to transition into building the nether maps before World Edit for 1.17 is released. Our goal is to have beta-testing started before the summer ends!
o Plains, Jungle, and Snowy Taiga have been refined
o Inverse (previously known as Inversion) has now been completed
o Pirate has now been completed
o Nether versions of each map have begun work
o Images have been updated
o Thread information has been updated
Map is now 25% Complete
0
0
Update #1: 3/16/21
The map has made some significant progress in the past month! We have finalized nearly every last detail and have begun to work on the separate game modes while also building the map at the same time. As of right now, we have 3/10 overworld maps near completion. Furthermore, the size of the team has expanded! We now have seven active team members as compared to the five we had before. We now have 4 builders and 3 developers to balance everything out, as compared to the 4 builders and 1 developer we had before.
o Please welcome Deadlycupcake & MeneerMathieu to the ForumJelly team
o Jungle area and Snowy Taiga areas have been completed
o Work has begun on the Bingo game mode and the random tasks game mode
o Concepts and the team overall have started to become organized
o Images have been updated
0
Speedrunning Mayhem
The basic objective of the map is to complete Minecraft as fast as possible. There will be up to four teams competing in a 96x96 slice of terrain. The terrain will have everything required to beat Minecraft; all four teams will have their own separate Nethers & Ends. In addition, we have custom modifiers and separate game modes for players to try out! Overall, this is a competitive map as each team races to beat Minecraft!
Custom Map & Terrains
The map will feature 7 custom maps & terrains for players to compete in. A few of these even have alternative goals to get to the Ender Dragon.
Vanilla
The most box standard map! A default Minecraft Plains Biome with a river, ravines, grass, ruins, trees, etc. The underground consists of a large mineshaft and branching caves. The Nether and End will be completely Vanilla, this is the box standard map.
Overworld: Complete
Nether: Complete
End: Complete
This map will be based on the Vanilla Jungle Biome. The map will have a large outer ring with jungle fauna and a lake in the center, the lake in the center would have an island raised up where the jungle temple would be located. In addition, the caves will be lush with fauna; with three separate paths to choose from. The Nether will be a half warped/crimson forest with patches of normal nether. The end will be a bit amplified with a jungle of chorus fruit!
Nether: Complete
End: Complete
This map will be a default mix of the Minecraft Snowy Taiga biomes. The map itself will be entirely forested with a small campsite. In addition, the underground is a large icy cavern with archaeological sites and camps. The Nether will be modified basalt deltas with nether structures and bridges. Finally, the end would appear barren, with the ground featuring veins of cracks and obsidian, the end towers could be crumbled as well.
Nether: Complete
End: Complete
Overworld features a mixture of Nether biome terrain, while Nether features vice versa. The same goes for the overworld. The nether portal will be located at the top of the “overworld” and the end portal will be located at the bottom of the “nether.” The most important resources will be found in the “nether” while most nether materials will be found in the “overworld.” The end would just be chaotic with random blocks placed, towers looking crazy, etc.
Nether: Complete
End: Building
A fantasy-based terrain. With unique fauna, underwater caves/spikes, pathways, rock formations, waterfalls, campfires, etc. Your everyday Wynncraft based overworld. However, the nether will have a large tower that the player would need to climb; and this tower would function like a floor-based dungeon. The end would be a shattered world, with the islands broken apart being held by chains. It would be a dark dimension, with a massive alchemical symbol in the sky, the obsidian towers could “connect” to the symbol in the sky.
Nether: Building
End: Building
A steampunk-based terrain. Could have machines, train tracks, mining, etc. Similar to that of the Red Cave from Proxima. The nether would be a dark twisted factory and the end could be a city. The end portal will be located behind a Redstone puzzle in a vault-like area.
Nether: Building
End: Building
Pirates
Nether: Complete
End: Building
The map will include several modifiers that can be toggled On/Off to give the players more control with their experience!
> Only One Hit Point™
> 1.8 PvP
Game Modes
The map will include a few separate game modes along with the default speedrun mode. These can be chosen at any time!
Quick Speed (everything is faster!!!)
This game mode essentially speeds up the process of beating Minecraft. For example, an Enderman can drop way more pearls per kill, ores drop double the loot, all players have haste II, ender dragon spawns with no crystals, furnaces smelt faster, etc.
Random Tasks (completing random tasks the fastest)
It works just like it sounds, just complete up to 5-10 random tasks we throw at you. It can be anything such as crafting a diamond hoe to collecting 64 blocks of cobblestone to respawning the Enderdragon; the possibilities are endless!
Siege
Oooooh boy, you better be good at defending yourself for this one. In this game mode, normal mob spawning will be off but zombies will spawn periodically around the map and they will be unkillable by normal methods, but you will be able to trap them! This game mode will really keep you on your toes.
We really need as much feedback as we can get. So please help us get the word out.
0
Update #23: 2/22/21
We realize that it's been nearly 3 months since the last update and we could like to apologize. We just wanted to make sure that the time was right to announce this.
Effective immediately, the development of Proxima is currently Paused or undergoing recess. This project is not canceled, it's just been halted temporarily. There are a few reasons for this...
- The 1.17 update will change a lot of Minecraft, especially the cave system. We decided we want to wait for this update to be released so that we won't lose any progress due to the 1.17 changing Minecraft. If we wait for 1.17 to be released, we will likely resume development.
- Unfortunately, some of our team members have left by their own wishes. This severely halted our progress but we have been working to get progress done
- Lack of motivation. We have been working on this project for nearly two years and we keep having these amazing ideas we can't add in which causes motivation to decrease, we decided that moving away from this project temporarily is something that would benefit everyone
This is not the end for Proxima or the map-making team. In fact, we are working on a new mini-game map while we wait for the 1.17 update to release. This new project will be announced shortly. I thank you all for your support and I hope you stick with us! The new project will be added to this thread once it's announced.
0
Hi there, a long long time ago I have posted to this thread but this was nearly 4 years ago. This is a childhood world that I have been able to dig up and it's been corrupted for several years. The main issue is that there are a lot of chunk errors, sign errors, generation errors, and "tree" errors. I have done everything in my knowledge to try and restore the broken chunks with the builds that I had.
Any help would be appreciated and I will not hesitate to provide more information if needed!
World Download: http://www.mediafire.com/file/5j61p91t6hww46x/muqarib+town.zip/file
0
Update #22: 11/15/20

Before we start, we would like to apologize for this update taking so long! We have made a lot of progress in the background and we are excited to release this map as we progress day by day. However, it's exam time for a few of us so please understand that it will take a bit longer. Overall, most of the small stuff has been completed and we have finalized everything on the map. We just need to hurdle over some major obstacles before we can start testing.
Release: December-January
- Some recipes have been removed and/or changed
- Mob drops have been tweaked in order to balance the map a bit more
- Skip Travel has been changed; we have reduced the points you can skip too
- New items have been introduced with full textures & models for them
- Key item concepts, gear effects, and bosses have been added
- Certain mobs will now be able to spawn that will house unique abilities
- Secret breakable walls have been placed/hidden throughout the map
- Blueprints, mob information, skip travel & location information, ammunition, and lore/computer logs will now be displayed within a custom menu we are making just for this map
We will be updating a lot more frequently from now on as we start getting close to testing. Within the next few days, all the screenshots and textual information on the main thread will be updated.
We suggest you check back in every now and then as the thread will be updated often!
Image by: Saltasaur
0
Update #21 : 9/28/20
Apologies for this update being released a bit late, we had some technical difficulties (my pc was broken for 2 weeks)
As of right now, we have mostly been doing external work and discussions. As lots of the in-game work is complete other than a few new builds and secret areas :>
Release: Before the year ends
- Nearly finalized all of the changes
- Gear system has been revamped
- Discussions of a hidden area and boss have furthered
- Textures for new items, blocks, and player abilities are being implemented
Enjoy this little drawing of potential new items by our team member Saltsaur
0
Minor Update 1: 9/9/20
This is just a little minor update, nothing major to the map is being reported here
o Screenshots have been updated
o An additional teaser video has been added
0
Update 20: 8/21/20
We have some good news and some bad news. The good news is that we have "hired" a few new command developers to help with the map quality and speed of completion. The bad news is that after we have had some outsider observation, parts of the map will have to be changed and the plot will also need to be adjusted. This will delay the map a bit but fear not, we are now very much alive now with some extra help!
Release: Before the year ends, we will try to guarantee this
o The map page and the descriptions have been updated
o The map will now fit a bit more with the Metroidvania motif
o Gears have been revamped, will function similar to Hollow Knight
o Some custom items have been scrapped/replaced with a few new ones
o Recipes will need to be adjusted
o New mobs have been introduced
o A super cool secret boss has been introduced
o The story has been overhauled to be a little bit more interesting; at its core, it's still the same as when we announced this project
o The background lore has been heavily revamped, with ways to help players piece together the lore
o Cutscenes overhauling has been introduced
0
Hi there, my team (ForumJelly) and I are looking for people who are good with command blocks or data-packs to help us finish this map up in the interest of time! We've been working on this adventure map for over a year and our hope is to have it admitted to Minecraft Realms! If you are interested, please let us know!
Full map details: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/maps/wip-maps/2945154-proxima-a-forumjelly-adventure-map-w-i-p-thread
Reqs:
o Must have Discord
o Must be 13+
o Must show interest or clear proof of experience
o Java Edition Only (1.16+)
You will have to: Work on Cutscenes, simple Puzzles, Tutorials, and other miscellaneous things
Of course, you will be working with the rest of the team; rest assured you will have help and everything will be explained <3
If you are curious, here are the tasks we have completed thus far.
- General Particles- Cave Particles- Bosses (nearly complete)
- Items- Item Abilities (nearly complete)
- Puzzles
- Skip Travel Book (nearly complete)
- Computer Dialogue (nearly complete)
- Sound Effects (nearly complete)
- Recipes- Random Computer Dialogue
- Veteran Mode- Mob Drops
- Advancements
- Cutscenes
- Tutorial Boss- Spawn Room- Credits- Red Cave Stuff- Balance Control- Custom Death Messages- Ship Parts Obtain
- Ship Parts cave hologram- Gear Effects- Crashing on Planet Tutorial
- QOL Features
You will be fully credited within the map and on all threads of the map upon release! You may also continue to work with us if you wish <3
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Update 19: 7/17/20
Time for the monthly update! We are almost done with all the in-game command objectives and we just have a few more obstacles left in the way!
o The map still remains at around 85% complete
o Boss tweaks are nearly complete (obstacle)
o Cutscenes still continue work (obstacle)
o QoL changes are being added
o Advancements, Mob Drops, Dialogue, Sounds, and Mini-bosses are in the works!
I hope that testing will start soon once we finish the tweaks