Heya hey everyone, another quick update on things here for Terra Restore Reborn! Things are starting to come along a lot more smoothly again! I got a fair amount done this week...
I tweaked and balanced the whole class system a bit more. Now classes begin with slightly different attributes from the start, instead of it only really kicking in when you collect a bunch of Terra Gems. Classes are also now balanced around 3 "tiers/levels". Basically the higher the tier/level the more attributes the class has. You will likely be able to upgrade all the classes to tier/level 3 somehow. (Though that won't be until at least 1/2 way through the map :P)
I've also decided that essence will be the main currency. There won't be any gold like in Chunk Restore.
The core map system is basically just about done. (Music, essence, clocks, world setup, players logging in, death, spawnpoint, right click detection, and area loading) It's actually kind of surprising how I only have like 15 command blocks in total this time at spawn. 1.13 definitely seems to be a lot better command wise. It's also really nice that I don't need to worry about having too many functions since I can just enable/disable datapacks in game whenever I want.
Rough map progress
Initial organization - 100% Done
Core map system - 80% done
Lobby - 90% done
Classes - 50% done
Intro cutscene - 50% done
Intro town - 0% done
First dungeon - 0% done
Player base - 0% done
Other systems - 0% done
Testing/tweaking/finalizing - 0% done
Next week I'll probably:
Finish up the core map system and get it all completely organized and tweaked
Try and look into the new version of .lang files so that the map can be easily translatable
Set up all of the map options. Potentially including a new option which tweaks the amount of natural mobs that spawn in at once. (So you could have like up to 5x the normal amount of natural monsters if you really want, which might be nice for multiplayer)
Although I'm sad to see Chunk Restore go, I can't wait for the remake of TR 2. I have a few questions about the upcoming map:
1) Will there, at any point, be shields that can be used in combat? I know they're a little over-powered, but they add a lot of fun and flexibility to combat.
2) Are you going to do something similar to Chunk Restore, in that some weapons will be spam-click and others will need to be timed? That was a feature I really liked.
3) Like you mentioned, what other classes would be unlocked as the story progressed? Maybe something like archer, tank, etc? I think classes would really help personalize the gameplay!
Anyway, that's all for now. Hope getting wisdom teeth out wasn't too bad, I have to get mine out soon... :/
I would like to have shields at some point in the map, however not the normal Minecraft shields. Instead it would be something you could right click every like 10 seconds and it would give you resistance 3 (60% damage reduction) and slowness to imitate shields but not be overpowered.
Weapons will be of different varying speeds, yeah ^^
Other classes could include things like archer, adventurer, warrior, witch, farmer, engineer, dragoons, ninja, celestial, wizard, bard, treasure hunter, pyromaniac, etc. I doubt all of those would get added in, but those are some ideas. Knights are suppose to be more so the tanky class, berserkers being a damage dealing class that specializes in quick attacks, and druids being more of a kiting and survival type class.
The wisdom teeth were not too bad thanks to the pain meds and what not really, it wasn't as bad as the root canal that I got anyway lol
Heya hey everyone, another quick update on how things are going here with Terra Restore Reborn! I've been getting quite a lot done with a new system lately...
At first my plan was to make it so the Chambers of Valor was the place you would teleport to for setting options, changing gear, changing classes, and that sort of thing. I was going to have it so there were a bunch of places you could teleport to it in the map, but I actually came up with a better idea this time which uses new 1.13 command functionality.
So I went ahead and spent a few days on making a 3D menu system that you can spawn in at any time by just right clicking an item:
It has a number of properties such as it using raycasting to spawn in front of you, some degree of collision detection so it will try and avoid spawning in a wall, items you mouse over glow, options you currently have selected have particles to them, and some other neat things ^^ It's really easy and simple to use, you just of course right click whatever you want. I'm really happy how it turned out, though it did take quite a while to make especially since I had to learn about all the new execute commands in the process xD It also causes next to no lag at all, outside of a little from the mouse over glow option which gets disabled if performance is set to minimal
Besides that I also went ahead and tackled the organization of dialogue and such for easy and convenient map translation. I actually went ahead and decided to use both the new lang file system, and also added in a function folder dedicated to map dialogue. The new resource pack based lang file system is nice although still not the most convenient with formatting and such, so I'm primarily just using function files.
Anyway, next on my list is to actually get the class system implemented here. That's all for now though!
Nice map, sad tho my friend died (the Enderman (Could'nt remember his name)) from our last battle,I hope i can work with u someday. I have some great building skills if you need me and great map.
One of the things I've been thinking about for quite a while here now is how to make platforming and traversing fun, especially as I plan on having a decent focus on parkour this time. I've been looking at other games like Super Mario Odyssey on how it often does platforming bits and I've noticed things like double or even triple jump abilities are quite common. Having the ability to jump more than once can allow for more interesting jumps, and also potentially allows you to correct your mistakes if you're quick enough when you fail a jump. In addition platforming games often have a variety of unique fun ways of getting around.
So some slight spoilers here (as usual with these posts) but the plan here right now is to give the player a flap ability, like from Chicken's Courage but with only one extra "jump/flap", very early on in the map. A bit later on you will likely get another platforming ability - a dash ability that launches you forward, like from the Bear Bud's map. Linking the normal jump with a combination of those two abilities should make platforming a lot more interesting than normal boring Minecraft jumps. Later on you will likely have a chance to upgrade those abilities too. I also plan on having special objects in the environments at times which may launch you in certain directions or that you can physically ride. In general I'm hoping to have a lot more interactive and special stuff in the environments.
That part about the inspiration from Odyssey made me think. What if throughout the world, there were mini portals to some challenge similar to how Odyssey has those random platforming challenges that take place in those strange empty worlds with random floating terrain? I suppose that already exists in a way with those Adventure Mode challenges, but maybe these portals to floating challenges could allow for some really unique challenges that aren't limited by the area around it? They wouldn't necessarily have to be parkour based only, it could also have a few PVE or puzzle challenges as well. Maybe they take place in an area that's been completely destroyed by the void save for a few floating pieces of terrain, or even within the void itself, and once you complete it you get a mini terra restore or something and reform the challenge area back to its original state. Maybe there could be some challenges that require a specific item/move and acts as a test surrounding that item/move. Just some ideas.
I played Terra Restore 2 and when i got to the city of Aquaess it was gone. Like it was destroyed with a //cut command. 10 blocks after the entrance everything is just flat grass.
Can i somehow fix that without reseting the entire map?
Heya hey everyone, another update here on things! I got sick with a pretty bad cold for a couple of weeks there but I got some stuff done, such as the class system! I did another iteration on the whole class idea so a number of things have been changed up...
The biggest change is a new "fury" bar. Everyone has their own fury boss bar which fills up with dealing damage.
Each class has an ability that they can use which consumes 2 bars of fury. Knights have a battlecry ability which damages and stuns enemies in front of them. Berserkers have a whirlwind ability which damages and sends mobs flying upwards slightly all around them. Druids have two abilities actually - a healing ability "nourish" which generates a cloud of healing you can stand in, (same as in Chunk Restore) and a "wolf spirit" ability which gives themselves and other players near them strength and speed for 10 seconds.
Knights also have a passive +4 armor toughness buff, and berserkers gain 1 heart each time they kill a mob. My original plan was to have druids have a wolf pet but that got really buggy and messy real quick, and I wouldn't want the player to have to re-tame a wolf each time one either died or got lost. So instead that is why they have two active abilities.
Again there will likely be some sort of system/item in the future which upgrades a class's tier level and unlocks an extra ability for it too.
If you manage to get a full bar of fury you will automatically be put into an "overfury state". When in the overfury state your fury bar will roughly drain 8% every second, you will gain strength/speed/resistance buffs for the duration, and your abilities cost 1/4 of the normal fury required. When your fury hits 0% the state will of course end.
"Terra gems" have been renamed to "terra crystal shards" to better suit the idea that you need to collect 4 of them for them to do anything. Collecting 4 of them of course increases your attributes in alignment to what your class's attribute stat points are defined to. The effectiveness of your abilities will likely be linked to how many of them you collect too at some point. (Right now I have abilities tied to your selected weapon's damage instead which will likely change)
I also re-balanced the class's attribute stat points:
Knight
5/10 attack damage
8/10 health
10/10 armor
1/10 attack speed
2/10 movement speed
2/10 luck
Berserker
7/10 attack damage
5/10 health
5/10 armor
8/10 attack speed
2/10 movement speed
1/10 luck
Druid
6/10 attack damage
6/10 health
7/10 armor
0/10 attack speed
10/10 movement speed
5/10 luck
And if you are curious as to how they are partly balanced - Attack damage/health are worth a weight of 3, armor/attack speed a weight of 2, and movement speed/luck a weight of 1.
As of right now I'm thinking archers will likely be a future class which can be unlocked. It's play style will likely involve shooting different types of arrows for different occasions, and would somehow be rewarded for doing some meleeing at times. (Despite them being much more squishy) Arrows in the map will likely have a max carry limit kind of like potions and you'll probably only be allowed like 5-10ish at once. Archers will likely be able to generate arrows over time through some means.
Anyway, I think the class system is pretty good now, though it might need a couple of balance changes in the future. That's all for now ^^
That part about the inspiration from Odyssey made me think. What if throughout the world, there were mini portals to some challenge similar to how Odyssey has those random platforming challenges that take place in those strange empty worlds with random floating terrain? I suppose that already exists in a way with those Adventure Mode challenges, but maybe these portals to floating challenges could allow for some really unique challenges that aren't limited by the area around it? They wouldn't necessarily have to be parkour based only, it could also have a few PVE or puzzle challenges as well. Maybe they take place in an area that's been completely destroyed by the void save for a few floating pieces of terrain, or even within the void itself, and once you complete it you get a mini terra restore or something and reform the challenge area back to its original state. Maybe there could be some challenges that require a specific item/move and acts as a test surrounding that item/move. Just some ideas.
Yeah there will be some sort of adventure mode challenges again that are contained to a part of an area. Some will likely be tied into some sort of restoration bits too ^^
I played Terra Restore 2 and when i got to the city of Aquaess it was gone. Like it was destroyed with a //cut command. 10 blocks after the entrance everything is just flat grass.
Can i somehow fix that without reseting the entire map?
Sounds like your map got corrupted somehow, you'll have to reset the map unfortunately
Heya hey everyone, another update here on Terra Restore Reborn ^^ It's been a bit and I got a fair bit more done.
The opening cutscene is now finally done along with a new cutscene system. The new system adds black movie like bars and hides things like the sidebar when a cutscene starts. It shouldn't ever glitch out on lower render distances like it did in Terra Restore 2 too. Also if you're in multiplayer you should see the other players in spectator mode less often.
I went ahead and decided to make 5 render distance required for the map again. Again if you can't handle that then you should be fine using Minecraft Realms or some server like that for the map instead.
I'm almost done remaking the Village of Beginnings too. It's quite a fair bit more detailed this time, especially as it was very simplistic last time and the structures were very flat.
Your House
Domo's House
I've also decided on some new ways of making builds and making them look even better. In Terra Restore 2 for example the problem with making builds big and epic looking and what not was of course filling all the new space in with interesting stuff gameplay wise. The majority of the game was in survival mode which meant the player could basically get anywhere they wanted to. Now since the whole map is in adventure mode I can essentially do "scenery" - builds, mountains, and what not that you can see in the distance but can't actually get to. I need to of course be careful how I handle such a thing though in making sure it's clear to the player that they can't actually get to such places. I also need to make sure barrier placement isn't ever too annoying, but I think the whole thing will turn out quite well
New mountains and scenery
Old
Besides that I've been trying to add bits of more depth and focus to the story and the world too. The Void will likely be much more present this time for example in the story and you may encounter them way more regularly. Side characters will have quite a fair bit more character added to them too. Domo (the cannon person at the start of the map) for example went to engineering school with Bob before, and possibly has some sort of slight rivalry with him. Domo also greatly helped make the Village of Beginnings by blasting the mountains into more suitable building terrain.
Heya hey everyone, another update here on Terra Restore Reborn ^^ It's been a bit and I got a fair bit more done.
The opening cutscene is now finally done along with a new cutscene system. The new system adds black movie like bars and hides things like the sidebar when a cutscene starts. It shouldn't ever glitch out on lower render distances like it did in Terra Restore 2 too. Also if you're in multiplayer you should see the other players in spectator mode less often.
I went ahead and decided to make 5 render distance required for the map again. Again if you can't handle that then you should be fine using Minecraft Realms or some server like that for the map instead.
I'm almost done remaking the Village of Beginnings too. It's quite a fair bit more detailed this time, especially as it was very simplistic last time and the structures were very flat.
Your House
Domo's House
I've also decided on some new ways of making builds and making them look even better. In Terra Restore 2 for example the problem with making builds big and epic looking and what not was of course filling all the new space in with interesting stuff gameplay wise. The majority of the game was in survival mode which meant the player could basically get anywhere they wanted to. Now since the whole map is in adventure mode I can essentially do "scenery" - builds, mountains, and what not that you can see in the distance but can't actually get to. I need to of course be careful how I handle such a thing though in making sure it's clear to the player that they can't actually get to such places. I also need to make sure barrier placement isn't ever too annoying, but I think the whole thing will turn out quite well
New mountains and scenery
Old
Besides that I've been trying to add bits of more depth and focus to the story and the world too. The Void will likely be much more present this time for example in the story and you may encounter them way more regularly. Side characters will have quite a fair bit more character added to them too. Domo (the cannon person at the start of the map) for example went to engineering school with Bob before, and possibly has some sort of slight rivalry with him. Domo also greatly helped make the Village of Beginnings by blasting the mountains into more suitable building terrain.
Anyway, that's all for now! ^^
The new intro cut scene and remade Village of Beginnings look both look fantastic.
However, I have a minor question will there be something similar to the hidden breakable bow that gave 4% speed in the old Village in the new one?
The new intro cut scene and remade Village of Beginnings look both look fantastic.
However, I have a minor question will there be something similar to the hidden breakable bow that gave 4% speed in the old Village in the new one?
Thanks! The bow probably won't be there this time, if anything I might add in a few hidden junk/lore/fun items around the place instead ^^
I wanted to figure out how your were doing all that you were in this map so I went into gamemode 3, but couldn't find any hidden commandblock rooms. The next thing I tried is teleporting to 0 100 0 which worked. Are you using a color-coded block-array? Also, I've been looking into the ways you've used function commands. It is absolutely genius. I had no idea you were this smart. Are you generating all of the lands in the same location via those cloning blocks (still can't remember the name of those purple blocks)? Also, I've been trying to figure out how you've done the item graphics changes. I'd really like to know, but I'm sure peaking through your files for a while longer will also reward me with an answer. All in all, besides how much I loved playing the map, the actual mechanics were masterful. Congratulations.
EDIT: I figured out that you are just conserving space, not putting all the lands in the same spot. Smart idea. Also, it seems you are using some sort of nbt to make the item retextures work. I didn't know this was possible. I'll have to look into that. (It would really help if you just explained it to me though )
thx
Heya hey everyone, another quick update on things here for Terra Restore Reborn! Things are starting to come along a lot more smoothly again! I got a fair amount done this week...
I tweaked and balanced the whole class system a bit more. Now classes begin with slightly different attributes from the start, instead of it only really kicking in when you collect a bunch of Terra Gems. Classes are also now balanced around 3 "tiers/levels". Basically the higher the tier/level the more attributes the class has. You will likely be able to upgrade all the classes to tier/level 3 somehow. (Though that won't be until at least 1/2 way through the map :P)
I've also decided that essence will be the main currency. There won't be any gold like in Chunk Restore.
The core map system is basically just about done. (Music, essence, clocks, world setup, players logging in, death, spawnpoint, right click detection, and area loading) It's actually kind of surprising how I only have like 15 command blocks in total this time at spawn. 1.13 definitely seems to be a lot better command wise. It's also really nice that I don't need to worry about having too many functions since I can just enable/disable datapacks in game whenever I want.
Rough map progress
Next week I'll probably:
Anyway, that's all for now! ^^
I would like to have shields at some point in the map, however not the normal Minecraft shields. Instead it would be something you could right click every like 10 seconds and it would give you resistance 3 (60% damage reduction) and slowness to imitate shields but not be overpowered.
Weapons will be of different varying speeds, yeah ^^
Other classes could include things like archer, adventurer, warrior, witch, farmer, engineer, dragoons, ninja, celestial, wizard, bard, treasure hunter, pyromaniac, etc. I doubt all of those would get added in, but those are some ideas. Knights are suppose to be more so the tanky class, berserkers being a damage dealing class that specializes in quick attacks, and druids being more of a kiting and survival type class.
The wisdom teeth were not too bad thanks to the pain meds and what not really, it wasn't as bad as the root canal that I got anyway lol
I'm very excited for this new class system, especially with Raycasting for redstoners being added into 1.13!
Question: What classes will be available?
So is Terra Restore Reborn a remake of the original Terra Restore, or is it a continuation of TR 2 which you never finished?
-Saint
Heya hey everyone, another quick update on how things are going here with Terra Restore Reborn! I've been getting quite a lot done with a new system lately...
At first my plan was to make it so the Chambers of Valor was the place you would teleport to for setting options, changing gear, changing classes, and that sort of thing. I was going to have it so there were a bunch of places you could teleport to it in the map, but I actually came up with a better idea this time which uses new 1.13 command functionality.
So I went ahead and spent a few days on making a 3D menu system that you can spawn in at any time by just right clicking an item:
It has a number of properties such as it using raycasting to spawn in front of you, some degree of collision detection so it will try and avoid spawning in a wall, items you mouse over glow, options you currently have selected have particles to them, and some other neat things ^^ It's really easy and simple to use, you just of course right click whatever you want. I'm really happy how it turned out, though it did take quite a while to make especially since I had to learn about all the new execute commands in the process xD It also causes next to no lag at all, outside of a little from the mouse over glow option which gets disabled if performance is set to minimal
Besides that I also went ahead and tackled the organization of dialogue and such for easy and convenient map translation. I actually went ahead and decided to use both the new lang file system, and also added in a function folder dedicated to map dialogue. The new resource pack based lang file system is nice although still not the most convenient with formatting and such, so I'm primarily just using function files.
Anyway, next on my list is to actually get the class system implemented here. That's all for now though!
The three starter classes will likely be knight, berserker, and druid ^^
That is so cool! I really can't wait for this new TR2!
This map is starting to look really promising!
Nice map, sad tho my friend died (the Enderman (Could'nt remember his name)) from our last battle,I hope i can work with u someday. I have some great building skills if you need me and great map.
That part about the inspiration from Odyssey made me think. What if throughout the world, there were mini portals to some challenge similar to how Odyssey has those random platforming challenges that take place in those strange empty worlds with random floating terrain? I suppose that already exists in a way with those Adventure Mode challenges, but maybe these portals to floating challenges could allow for some really unique challenges that aren't limited by the area around it? They wouldn't necessarily have to be parkour based only, it could also have a few PVE or puzzle challenges as well. Maybe they take place in an area that's been completely destroyed by the void save for a few floating pieces of terrain, or even within the void itself, and once you complete it you get a mini terra restore or something and reform the challenge area back to its original state. Maybe there could be some challenges that require a specific item/move and acts as a test surrounding that item/move. Just some ideas.
I played Terra Restore 2 and when i got to the city of Aquaess it was gone. Like it was destroyed with a //cut command. 10 blocks after the entrance everything is just flat grass.
Can i somehow fix that without reseting the entire map?
world edit?
I have all the needed files for chunk restore... but every time I try to enter the game it crashes and sends me to the multiplayer menu.
Heya hey everyone, another update here on things! I got sick with a pretty bad cold for a couple of weeks there but I got some stuff done, such as the class system! I did another iteration on the whole class idea so a number of things have been changed up...
The biggest change is a new "fury" bar. Everyone has their own fury boss bar which fills up with dealing damage.
Each class has an ability that they can use which consumes 2 bars of fury. Knights have a battlecry ability which damages and stuns enemies in front of them. Berserkers have a whirlwind ability which damages and sends mobs flying upwards slightly all around them. Druids have two abilities actually - a healing ability "nourish" which generates a cloud of healing you can stand in, (same as in Chunk Restore) and a "wolf spirit" ability which gives themselves and other players near them strength and speed for 10 seconds.
Knights also have a passive +4 armor toughness buff, and berserkers gain 1 heart each time they kill a mob. My original plan was to have druids have a wolf pet but that got really buggy and messy real quick, and I wouldn't want the player to have to re-tame a wolf each time one either died or got lost. So instead that is why they have two active abilities.
Again there will likely be some sort of system/item in the future which upgrades a class's tier level and unlocks an extra ability for it too.
If you manage to get a full bar of fury you will automatically be put into an "overfury state". When in the overfury state your fury bar will roughly drain 8% every second, you will gain strength/speed/resistance buffs for the duration, and your abilities cost 1/4 of the normal fury required. When your fury hits 0% the state will of course end.
"Terra gems" have been renamed to "terra crystal shards" to better suit the idea that you need to collect 4 of them for them to do anything. Collecting 4 of them of course increases your attributes in alignment to what your class's attribute stat points are defined to. The effectiveness of your abilities will likely be linked to how many of them you collect too at some point. (Right now I have abilities tied to your selected weapon's damage instead which will likely change)
I also re-balanced the class's attribute stat points:
Knight
5/10 attack damage
8/10 health
10/10 armor
1/10 attack speed
2/10 movement speed
2/10 luck
Berserker
7/10 attack damage
5/10 health
5/10 armor
8/10 attack speed
2/10 movement speed
1/10 luck
Druid
6/10 attack damage
6/10 health
7/10 armor
0/10 attack speed
10/10 movement speed
5/10 luck
And if you are curious as to how they are partly balanced - Attack damage/health are worth a weight of 3, armor/attack speed a weight of 2, and movement speed/luck a weight of 1.
As of right now I'm thinking archers will likely be a future class which can be unlocked. It's play style will likely involve shooting different types of arrows for different occasions, and would somehow be rewarded for doing some meleeing at times. (Despite them being much more squishy) Arrows in the map will likely have a max carry limit kind of like potions and you'll probably only be allowed like 5-10ish at once. Archers will likely be able to generate arrows over time through some means.
Anyway, I think the class system is pretty good now, though it might need a couple of balance changes in the future. That's all for now ^^
Yeah there will be some sort of adventure mode challenges again that are contained to a part of an area. Some will likely be tied into some sort of restoration bits too ^^
Sounds like your map got corrupted somehow, you'll have to reset the map unfortunately
Maybe try increasing your Minecraft memory if you can, or try restarting Minecraft, or try reinstalling the map?
EEEEEEE SOOOOOO COOOOOOL!!!
I'll try what I can do and get back to you
yay! it worked... but...
how did you know I was scared to death by silverfish? I pretty much froze with fear as soon as I heard them in the old tower.
Hey, Mithey, I like the CTM map you made! Will you continue to make CTM maps?
is it possible to catch two fish in a single time in chunk restore?
Heya hey everyone, another update here on Terra Restore Reborn ^^ It's been a bit and I got a fair bit more done.
The opening cutscene is now finally done along with a new cutscene system. The new system adds black movie like bars and hides things like the sidebar when a cutscene starts. It shouldn't ever glitch out on lower render distances like it did in Terra Restore 2 too. Also if you're in multiplayer you should see the other players in spectator mode less often.
I went ahead and decided to make 5 render distance required for the map again. Again if you can't handle that then you should be fine using Minecraft Realms or some server like that for the map instead.
I'm almost done remaking the Village of Beginnings too. It's quite a fair bit more detailed this time, especially as it was very simplistic last time and the structures were very flat.
Your House
Domo's House
I've also decided on some new ways of making builds and making them look even better. In Terra Restore 2 for example the problem with making builds big and epic looking and what not was of course filling all the new space in with interesting stuff gameplay wise. The majority of the game was in survival mode which meant the player could basically get anywhere they wanted to. Now since the whole map is in adventure mode I can essentially do "scenery" - builds, mountains, and what not that you can see in the distance but can't actually get to. I need to of course be careful how I handle such a thing though in making sure it's clear to the player that they can't actually get to such places. I also need to make sure barrier placement isn't ever too annoying, but I think the whole thing will turn out quite well
New mountains and scenery
Old
Besides that I've been trying to add bits of more depth and focus to the story and the world too. The Void will likely be much more present this time for example in the story and you may encounter them way more regularly. Side characters will have quite a fair bit more character added to them too. Domo (the cannon person at the start of the map) for example went to engineering school with Bob before, and possibly has some sort of slight rivalry with him. Domo also greatly helped make the Village of Beginnings by blasting the mountains into more suitable building terrain.
Anyway, that's all for now! ^^
I'm working on one right now, (Terra Restore 2 remake) well if you consider one in adventure mode still a CTM
Yes, you can catch up to 5 fish at a time I believe if you're lucky enough
The new intro cut scene and remade Village of Beginnings look both look fantastic.
However, I have a minor question will there be something similar to the hidden breakable bow that gave 4% speed in the old Village in the new one?
Thanks! The bow probably won't be there this time, if anything I might add in a few hidden junk/lore/fun items around the place instead ^^
I wanted to figure out how your were doing all that you were in this map so I went into gamemode 3, but couldn't find any hidden commandblock rooms. The next thing I tried is teleporting to 0 100 0 which worked. Are you using a color-coded block-array? Also, I've been looking into the ways you've used function commands. It is absolutely genius. I had no idea you were this smart. Are you generating all of the lands in the same location via those cloning blocks (still can't remember the name of those purple blocks)? Also, I've been trying to figure out how you've done the item graphics changes. I'd really like to know, but I'm sure peaking through your files for a while longer will also reward me with an answer. All in all, besides how much I loved playing the map, the actual mechanics were masterful. Congratulations.
EDIT: I figured out that you are just conserving space, not putting all the lands in the same spot. Smart idea. Also, it seems you are using some sort of nbt to make the item retextures work. I didn't know this was possible. I'll have to look into that. (It would really help if you just explained it to me though )