Thanks for the response, Mithey! Looking at the two options, the decision is ultimately on you, and I can tell you're divided between the satisfaction of finishing an old project or having fun starting a new one. If you finished Terra Restore 2, you could put it to rest and not have to worry about it again. I'd also like to see that lovely map finished, but if you'd have more motivation to carry through the smaller map to the end, then it could also be a good way for you to get back into the "groove". Picking up an old project again can be hard.
Also, I noticed you estimated 5 years to finish Terra Restore Reborn. That's a downright scary amount of time! That's about one-sixteenth of your expected lifespan! It's maybe a little bit too much time to spend, and who knows where the mapping scene's going to be, if it's anywhere at all, in 5 years! If that's your honest estimate, then I'd definitely suggest scrapping Terra Restore Reborn.
Alrighty I have a fairly difficult decision here to make, so feel free to throw your opinion my way. I'm considering either making a Terra Restore Mini aquatic survival style map, or updating and finishing Terra Restore 2. Before you jump to a conclusion though here are the details and some of the pros/cons of each:
Finishing Terra Restore 2:
Risky
My best guess is it will take around 115 'good' work days to finish the map. I estimate updating the map to 1.13 will take roughly 22 days to do, with around 10 hours spent updating each area. From there I would add in the expanded overworld, the new town, 3 dungeons connected to the town, and then 1 final dungeon totaling 13 dungeons. (not 16) Expanding overworld and adding a new town would take around 10 days, first 2 new dungeons 18 days each, 3rd new dungeon 21 days, and final dungeon + ending 25 days
The 115 days is just an estimation, it could take longer. I could also try and force due dates for things without trying to sacrifice quality any if needed
I may not be able to add everything that I would normally like to
Hytale could go into beta during the middle of working on the map. While no one really knows when it will happen, around 2 months ago they posted a blog saying they were pretty confident the beta won't launch within the next few months. Which means in around a month it will be past that few months mark, meaning it's possible that it could come quite soon after. I also may or may not be getting an early beta version with some other people before the majority. If the beta comes and I'm at the final dungeon then I'll probably finish the map anyway, otherwise I may call it quits there
Map will be updated to 1.13 and put on a new system
Allowing players to play the map on Realms with friends
Allows me the option to maintain the map fairly easily with future Minecraft updates
Allows me the option to come back to the map in the future if I wanted to change/add something for some reason
Existing bugs in the map will be squashed
New system features such as:
Proper save/load system
Way less lag - Map will have almost no command blocks or redstone after
Leveling system (if I choose to implement it) which makes your character gain higher stats on leveling up
Ability system (if I choose to implement it and have time to create abilities) which gives players custom abilities that they can find and use
Detection system which makes it so I can have enemies pre-placed around the world which will become active on getting close
New strength/defense scaling system - Making it so each new piece of gear is more significant and useful
Makes it so the map is actually finished (assuming I have time to finish it)
Might be something you all would enjoy more
Lastly as the majority of time will be spent updating the map and creating new areas I won't be able to experiment much with new systems, add additional things in general, or change existing things up in any major way that I might of liked to do
I think you should at least update what there is of TR2 to 1.13 for the sake of allowing ppl to play it on realms, to fix bugs, and so you can do things with it easier (plus if you can't add in everything you would have wanted to, once its in 1.13 and on realms then you can, like you said, always add things then). As far as systems in the map go, I honestly think that, if you add in any new ones, that they should just be things like the detection system and making new armor useful and whatnot. Adding too many RPG systems (like the abilities & leveling) will not only be hard to code, but also hard to balance, thus delaying the map's progress and possibly killing your motivation (they'd also be overwhelming for people who are so used to basic MC).
I saw you mentioning Hytale earlier and how you want to do maps on that but, as you said, there's so many questions that involve doing so. I, honestly, would not jump on the idea until seeing how the game develops and the direction it goes in. As for it's beta, I've learned that, no matter the company, estimated dates for such things are usually unreliable as stuff may come up to delay it longer, meaning you could have been doing other things the whole time; I find scenarios like this frustrating so it may be just me.
My opinion is that you should at least update TR2 to 1.13 and, if you still have time, develop it with non-complex systems. If the beta for Hytale comes out before you get to the last dungeon then so be it since, if TR2 is on 1.13, you can just continue working on the map after playing said game for however long (though maybe give us a warning saying so b4 you do).
Creating Terra Restore mini aquatic exploration survival open world style map:
(Either calling it Terra Restore Mini or Terra Restore Survival most likely btw)
Safe
Due to the world being open and not heavily story or goal driven I can way more easily call it quits or wrap it up quickly if needed
Allows me to experiment with new systems to a greater degree
Helps me to better prepare for Terra Restore Reborn
Can be something new and fresh
Less demanding option of the two
Open ended - I can come back in the future and expand the world as I want. If let's just say Hytale does take off and I work on Terra Restore Reborn there, then this map might be a small thing I occasionally come back to Minecraft to work on, especially as new Minecraft updates come out
For the time being I'm working on the mini aquatic Terra Restore map, but I will try and make a decision here within the next few days as to which one I will fully go after
The aquatic map sounds interesting so maybe you can juggle between it and updating/finishing TR2. I think it'll help with burnout if you do this.
If, for whatever reason you decide not to do TRR in MC then it'd still be nice to get maps from you, maybe things like the Emberforge Keep map where its just a dungeon and all.
TL;DR
You should do whatever you desire since I (and probably most ppl) don't want to force you to work on something you don't want to. I think that, even if you don't do TRR in MC then you should at least update TR2 to 1.13 and possibly finish it without adding any complex systems. Heck, maybe you could even, instead of redoing TR2 as TRR (since you said TRR could take at least 5 years), just update the areas & landscape visually (like you showed about a year ago with the starting area of the map) and then possibly finish it off. That way it is updated to 1.13 but you still sorta 'revamp' it. I think it'd be way better and easier than just remaking the thing entirely.
So I've been working on the mini Terra Restore aquatic map idea, and so far working on the map has been quite nice and refreshing. It's made me look into the different components of my idea for Terra Restore Reborn to a greater degree and given me some new perspective. Especially perspective on the scale of the map idea, and Terra Restore 1 & 2 & Chunk Restore in general. I think I really need to look into the scale and pacing of the map and the series as a whole
Over the past few days here I've actually paused working on the Terra Restore mini aquatic idea. I'm instead currently focusing on re-evaluating essentially everything in my Terra Restore Reborn plan. I don't have things 100% figured out quite yet, and it's going to take a bit to figure it out, but I'm considering making some pretty big changes. Changes such as removing or changing systems entirely, possibly splitting the map into multiple maps, (and maybe making the first part on Minecraft right now) changes to the map "formula" as a whole, possibly taking the map in a different direction, etc. I'm really trying to think of what I want the map to be like while mindfully paying attention to the scale of it in the process. Definitely not an easy task to think through and there is lots to think about. I have been working way more consistently here again at least, so I'll try and give an update here soon on what I'm thinking
Personally, I would like to see Terra Restore 2 finished, although you're the one who'd be making it, and I wouldn't really be doing anything....
What you mentioned is probably my only real issue with the series (less so with Chunk Restore): the pacing is rather slow. Sometimes the areas are so huge and repetitious that it gets a little flat. While I'm fairly persistent and can stick with things, some people with shorter attention spans may have gotten bored.
My other thought is that your description of the Terra Restore Mini(thing) sounds remarkably like where Terra Restore 2 left off...
Over the past few days here I've actually paused working on the Terra Restore mini aquatic idea. I'm instead currently focusing on re-evaluating essentially everything in my Terra Restore Reborn plan. I don't have things 100% figured out quite yet, and it's going to take a bit to figure it out, but I'm considering making some pretty big changes. Changes such as removing or changing systems entirely, possibly splitting the map into multiple maps, (and maybe making the first part on Minecraft right now) changes to the map "formula" as a whole, possibly taking the map in a different direction, etc. I'm really trying to think of what I want the map to be like while mindfully paying attention to the scale of it in the process. Definitely not an easy task to think through and there is lots to think about. I have been working way more consistently here again at least, so I'll try and give an update here soon on what I'm thinking
Splitting the map into multiple smaller ones could be a good idea, that way it isn't too big, yet isn't too small either (you'd have to figure out what each one would contain though). As for systems in the map, I do think that a lot of the RPG elements like classes & abilities aren't entirely needed, I enjoyed TR2 with the systems it had (since at that time the things you could do with redstone/command blocks was limited) but its up to you.
I personally would love to see the TR universe you created in MC over any other game, especially since that's where it started. (not sure what you mean by taking it in a different direction though but whatever you decide, I'm sure it'll be awesome~ Will you use the same main NPCs if you do change anything?)
Also, what the guy above me said got me thinking, maybe you could even make the mini aquatic map part of the main TR map(s) if you wanted.
Oh man I haven't checked back in here for a long time. Better get to throwing opinions out.
First of all, Hytale, like you said, is looking very promising. As a plugin maker and for someone who has invested years into Minecraft I'm thoroughly hyped for Hytale, as I already see so much potential in it. I have no doubt about the Hypixel Team and their abilities to do this. They know the game from in and out, and they know what they and what the players what based on what they've created over the past years of Minecraft being out.
As for creating TR2 Reborn in Hytale, it's something to be debated. For now I'd say you should stick with Minecraft. While a lot of information has been releaseed about Hytale, we don't know how flexible and easy it is to work, and possibly how much extra effort will need to be put into a map like TR2 to make it viable (Possibly custom textures, custom mobs, some coding could be involved too for servers and clients). Until actual gameplay for most of the creation and gameplay features come out from either ourselves or other people, I'd suggest rolling along with TR2 Reborn or Terra Restore Aquatic.
Speaking of Terra Restore Aquatic (or whatever it's called), as much as I'd like to say for you to persevere to finish TR2 Reborn and do it, I understand your words. 1.13 practically tore and rewrote the game from top to bottom. Imo, it was not at all suited for mods, servers, maps, nor plugin people to adjust quickly and get back to what they were doing. I specifically remember how a large server map that I happen to be working with have all of their command blocks and functions broken (They use a lot of them too) due to the command rewrite. It took us a few months to get everything back online, and even after that, there were still errors popping up everywhere.
So getting back to topic, I'd say you should go with Terra Restore Aquatic. I would honestly love to see TR2 Reborn finally finished, however the two factors that drive that idea away (A. 1.13 practically screwed everything up, and B. Hytale will most likely make everything easier for creators) and the other factors on top of that (Time, work, other things, etc.) probably do not make it worth. You've shown us a lot of the features you have planned to add to TR2 Reborn and god knows how much time will be required to fix everything back to the way it was, or even make it so it doesn't break in the future again (1.14 is coming out soon) Terra Restore Aquatic, although a smaller project and most likely not very lore heavy to the Terra Restore story, it will be enough to develop and, as you said, test out some of the new systems that you've made in TR2 Reborn. It will also be easier to pick up and drop off at will as you will not have this burdening stone on you to get this major project done, which is probably good.
Anyway, those are my thoughts, glad to see you again in the community.
Heya hey everyone, warning here comes a pretty big post. I've been doing a fair amount of thinking and decision making and here is where I'm at so far...
Here is what "I would like" to happen in Terra Restore Reborn. This might change a bit, (especially note later on part of this post) but here is what I'm currently thinking
Terra Restore Reborn design plan
Map Scale
Map will be split into multiple maps in a series
Each one around 5ish hours of main story gameplay
Each one around 5-15ish hours of additional content - Side quests, farming, exploring, hidden dungeons, etc.
Note: I'll likely be making it so you can't just do the main story; as in if you tried you would run into a ton of difficulty. (or I might just have certain level requirements or something) The goal would be to have around 50% of the additional content be essentially "mandatory". You can of course pick and choose what bits of additional content you want to do
Player Base & Restoration
One of the core pillars of the maps will be to survive, restore, and grow the lands of Nira. Inside the map you will find a town long since destroyed. While trying to survive you and the other main characters will discover the location and decide to call it your home. With the help of the other characters you will slowly restore the location, and grow it into a place that others will slowly populate
The player base system as a gameplay concept will be almost identical to a talent tree in a RPG, but is way more visual, unique, and has more depth to it. As you restore and grow the location you will unlock:
Recipes
Shops
Material items
Weapons/armor
Key items
Traits
Quests
Farms
...
There will likely be two different types of individual destroyed structures, let's call them major and minor structures for now:
Major structures - Can only be restored with terra restore items. (which will be rewarded during parts of the main story questline) Rewards from these will likely be greater than the minor structures
Minor structures - Can only be restored with essence (currency) and different material items that you come across. Some of these, or maybe all of them, might come in the form of upgrading the different components inside an already existing structure (ie: upgraded blacksmithing station) rather than a whole structure in itself
Additional structure restoration properties:
Choice - You will sometimes have a choice as to what you want to restore at a location
Requirements - Certain structure restorations would require other structures
Triggers/secrets - Things out in the world that unlock new possible base restorations/upgrades
Things to help incentivize coming back to the player base and making it feel more alive:
Player base events - Invasions, fun holidays/events could happen, NPCs could bring up something special to you, special shop deals, etc.
Farms - Different resources (food, material items, ...) will be generated over time. This time I'll try and make such things more worth it
I suppose all around the player base might end up more like some sort of Terraria or Stardew Valley type system
World, exploration, challenges, secrets, and items
One of the core pillars of the maps is going to be exploration, challenges, and secrets. This is necessary in helping the player become more connected to the world and to have an enjoyable experience
Open world - The map will have more focus on the overworld and adding different types of content to it. The overworld will actually connect with dungeons this time, instead of just towns. There will still be "area locks" at times, so it won't be 100% open world. However the player will definitely have a lot more freedom and I will try to encourage to go out and explore and see what you can find. Exploring and finding secrets or challenges has been something I've always found quite enjoyable in games, and I know I've gotten a fair amount of positivity from doing such things before
World Restoration - Similar to player base restoration, you might come across small things you can restore in the world. Each one might have different requirements to be restored. Some might require essence + material items, some might start an encounter on you, while others might require you to search and collect a number of special type of essence nearby in a challenge fashion. The rewards would be similar to the player base restoration, but could also be things like shortcuts, hints, paths to new connected areas, and helpful features for the immediate surrounding area
Crafting - Out in the world you will sometimes encounter hidden crafting stations or recipes. For the exchange of certain material items and/or essence you will be able to use them to craft something. Recipes you can take with you, where as crafting stations are stationary and can only be used at the location they are in
Material items will often come from monsters, chests, bosses, farms, sometimes shops, and among other things
Some of the best gear will come from crafting, as not only do you have to find a recipe or crafting station, you also need to find the material items and/or essence for it. Some of such items could even be made difficult to obtain
Gathering - Out in the world you will be able to find various items through mining, fishing, farming, and foraging
Dungeons - Dungeons will often be made in almost a labyrinth/exploration design with some "lock and key" challenges throughout. Think of the dungeons in Chunk Restore essentially. Bigger dungeons will be instanced off from the rest of the world, where as smaller ones will often be inside the overworld itself. Dungeons will contain the normal monsters, loot, encounters, etc. type thing, with a greater emphasis on different types of challenges that you might come across rather than mostly just spawner spam like in Terra Restore 2
Towns - Roughly will be like the towns I've always done. Likely will contain shops, npcs, quests/story, minigames, etc. Only difference is I might try and make the towns more compact in size instead of having everything so spread out and big
Story changes/additions
Note: Some small spoilers here in reference to stuff early on in the map and the setting as a whole
In Terra Restore 2 the main character was essentially Exiel, and to a much smaller extent Vuco also. In Terra Restore Reborn there will be 4 main characters total - Exiel, Vuco, Domo, and Lini
Exiel - As you no doubt know is an Enderman who happens to be your best friend. He happens to be fairly lighthearted, and trusts others pretty easily. He often goes around calling people friend and will try and defend them to the best of his ability. He sometimes likes to prank people for fun. One of his flaws is he sometimes fails to take things seriously or notice when something actually bad is happening. His primary proficiencies are linked to charisma and spirit. As an enderman he hates water, and also knows how to be intimidating making his enemies run away in fear
Vuco - Is a special type of villager, one that was born with magic abilities. She was born in Cloudsville where she studied magic to a great degree and gained the title "Goddess of Restoration". She now wanders the world in hopes to help out the people in the world. She is a strong willed person who happens to be very wise. She goes around calling you and the other main characters "Heroes" by title. One of her flaws is despite her powers being great she often has troubles concentrating and using them to the degree she needs while out in the world. Her proficiencies are linked to wisdom, magic, and spirit. As being a special type of villager she knows how to fly to a certain extent and has some magical powers
Domo - If you have a really good memory, is the villager at the start of Terra Restore 2 who blasts you off in his cannon. He is someone who is a bit more serious and devoted to his craft. He is an engineer with an explosives specialization. He and Bob (one of the first zombies you meet) studied together long ago before they went different routes, with Bob specializing in redstone. He helped create the Village of Beginnings by carving out paths and places to build with his explosives. One of his flaws is he can often be a bit short tempered, and may resort to blowing something up to relieve stress. He is fairly knowledgeable of the world and often has insight to share on it. His proficiencies are linked to intelligence, and creativity/innovation. As a villager he believes hard work will pay off in the end
Lini - Is a brand new character to the world. She is an extremely rare special creature, being part chicken and part dragon. (A cockatrice essentially) She lost her family long ago and is on a constant search to try and find them again. She can be a bit of a coward at times, but she has a strong heart and tries when needed. In various ways she is similar to Vuco. Although she has wings she has barely learned how to fly properly. Being part animal and part mythical creature she has a strong sense of when danger is near, and also knows some degree of magic. Her proficiencies are linked to dexterity, sensing, and magic
As far as setting goes, Vuco early on in the map realizes she can't do what she hopes to achieve alone. Upon noticing and observing you and the others she makes a difficult decision to share part of her powers with you all. Meaning in the map you, Domo, Lini, Exiel and Vuco all have some restoration powers. You all end up working together in attempts to restore the world, which is where the various adventures begin
Unlike previous maps The Void will take a much more present threat to the world. They seek to cause chaos and destruction of the world, and are often in the back in the shadows trying to manipulate groups of people to do what they want
In a fair amount of ways the story will still be pretty similar to Terra Restore 2, just with more depth to it and better pacing
Character progression & customization, and combat
This is something very complicated and tricky to get right I feel. It's also very easy to go overboard in certain areas. As such these things may change, but here is what I'm thinking currently for character progression...
Leveling system - As you explore the land and complete objectives you will gain experience and ultimately level up. The leveling system has a few reasons for existing. For one certain things in the world will have minimum level requirements, whether that be gear, quests, or whatever. Another reason is it is another reward I can give out to incentivize exploring. And not only that it's a special type of reward that doesn't get "replaced" once you find something better like a weapon. On leveling up you will gain a small amount of strength and defense, and perhaps some other stats
Player base system - As already mentioned before, is essentially kind of like your talent tree, unlocking different traits and options for you
Race system - I'm considering having it so that you can choose your race, which influences what your base stats are like - Perhaps a zombie/monster race might have slightly higher strength, where as a chicken/animal race might have slightly faster speed. Perhaps on some rare pieces of gear you might get a bonus if you are a certain race, or perhaps other small things in the world could change slightly depending on what you are. This choice would be locked in from the beginning. This system alone is pretty simple to add, and also to balance to a good enough degree
Weapon system - You will be able to equip either 2 or 3 weapons at once. Weapons will of course have differences in enchants, damage, attack speed, etc. They will also sometimes have custom abilities attached to them that you can right click to use. Weapons with abilities take spirit to use
Spirit - New resource which is essentially mana. Slowly regenerates over time. Can regenerate even faster by hitting enemies, or having certain items/traits/etc.
Stat balance system - A custom stat balancing system which will be very important in making the map an enjoyable experience and for things to feel rewarding. These stats redo the scaling behind normal Minecraft attributes. A weapon with 10 strength might hit for 10 damage in one area, but in a higher level area it might only hit for 1. The system in essence makes it so that stats are not linear, as in if your strength is close to the enemies defense then each point of strength helps you a lot. However if the enemies defense is way higher than your strength then each point of strength would do very little. This system is already in place in the form of strength and defense, although I'm considering adding agility (movement speed and maybe attack speed) to the list in some form (probably a comparison between armor+weapon "weight" vs. agility)
Bows & arrow limit - If I do have bows in the map then you will only be able to carry a certain amount of arrows at once. Arrows can be found through various means, such as hidden in chests in dungeons. This makes using the bow more strategic and less cheesy
That is roughly what I would "like" to do with Terra Restore Reborn, not all of that is guaranteed to happen or remain unchanged. The main considerations/worries I have from the above comes down to map scale and gameplay focus. Is everything there worth developing? Should I change/add/remove anything? And what part(s) of the map should be the primary focus to receive the most attention?
To make it simple, Terra Restore Reborn has 5 different core elements:
Story
Dungeons
Player base
Towns
Overworld
With that in mind you can then think what would the map be like if you add to/change/remove those elements. Also keep in mind that changing/removing one of those elements could result in more attention/focus/additions into the other elements
Some changes that I've thought of that "could" happen include:
Remove the "main" storyline as a whole - Just have the storyline be about exploring and living in the world with the same setting, and experiencing the different mini stories happening out in it. Everything else will likely be the same as before. Would give the player more freedom on what they want to do whenever they want to. Also makes it so I'm not trapped into developing around a main story and essentially gives me more freedom too. Also adds to the maps replayability value
Remove the storyline as a whole (not just the main storyline) - World revolves around your base that you expand, and also going adventuring into dungeons and the world itself. Towns may or may not still exist in the world. The story is essentially what you make it. Different characters will still be in your base that will do different unique things. Map would likely start at the player base right away. This option is very much like Terraria
Change the map to be standalone and not a series - And reduce the scale of the map to be done in 1-3ish years. Makes the project even more manageable
Change the map to be more focused on actual gameplay inside the player base - Map would be more focused on setting up farms, upgrading them, finding secrets, participating in events, interacting with NPCs and the environment in general, leveling up different profession skills, unlocking things, etc. I'd try and balance a good mix of player base gameplay and actually going out and exploring a bit and conquering dungeons. Would likely be no towns outside of the player base itself. This option is very much like Stardew Valley
Remove the player base - Towns would still be out in the world, and things would still be available to restore. Would likely result in more focus on the overworld and towns themselves. Perhaps there would still be areas that the player could set up a base at in survival mode with nothing special to them
Remove overworld, towns, and story - An extreme option, all there would be is the player base and one big massive sprawling dungeon. While exploring the dungeon you would find teleporters/checkpoints to quickly get around. This option would shape the gameplay to essentially be all about dungeons and not much else
No big changes - Continue the normal plan
I'm sure you get the point by now. Removing/changing the elements of the map could not only change the scale of the map, but also change the amount of focus each one gets, and the amount of time you will be spending with each. Some of the changes are obviously more drastic than others too
I'm still not 100% sure what option I'm going to go with. I'd like to have a map with all of those things, but should I? From a personal perspective I'd say from greatest to least in terms of focus should be dungeons > overworld > player base > story > towns. I'm very much considering going with both the "remove the main storyline as a whole", and "change the map to be standalone and not a series" options. This would reduce the scale of the map greatly, while giving me and the players more freedom, while adding to the replayability value, and while keeping the map still Terra Restore like. Feel free to lemme know what you think though!
Until I feel ready to go crazy with Terra Restore Reborn, and have my plan good to go I'm going to be tackling side projects. Unfortunately that aquatic survival map idea is not going to happen as I quickly started to see how big it was getting. (One of the reasons why I started thinking about the scale of TRR in comparison) I could of course lower the scale of the map, but I think a different project would be better suited for the time being:
Single simple dungeon map (kind of like Chicken's Courage)
No overworld, player base, story, or town - Just a straight up single decent sized dungeon
Purpose of map is to get back into the swing of things. Also to test out different ideas and systems that I'm thinking of using in TRR
Estimated development time for map will be 2-4 weeks. Would like to have 3 different special encounters in total like Chicken's Courage
That is the plan for the time being, we will see what I plan on doing after that. Just updating TR2 to 1.13 (not adding anything new) is a possiblity afterwards. Or maybe even a small map based on an "overworld" alone - exploring, gathering, and encountering different things. I'm still not sure how I feel about starting Terra Restore Reborn until Hytale comes out. Once I get access to Hytale there might still be around a month until I start just to gain perspective on Hytale as a whole and learn how it works. If anything for now I'll just keep planning until that point comes and messing with smaller maps
Heya hey everyone, warning here comes a pretty big post. I've been doing a fair amount of thinking and decision making and here is where I'm at so far...
Here is what "I would like" to happen in Terra Restore Reborn. This might change a bit, (especially note later on part of this post) but here is what I'm currently thinking
Terra Restore Reborn design plan
Map Scale
Map will be split into multiple maps in a series
Each one around 5ish hours of main story gameplay
Each one around 5-15ish hours of additional content - Side quests, farming, exploring, hidden dungeons, etc.
Note: I'll likely be making it so you can't just do the main story; as in if you tried you would run into a ton of difficulty. (or I might just have certain level requirements or something) The goal would be to have around 50% of the additional content be essentially "mandatory". You can of course pick and choose what bits of additional content you want to do
Player Base & Restoration
One of the core pillars of the maps will be to survive, restore, and grow the lands of Nira. Inside the map you will find a town long since destroyed. While trying to survive you and the other main characters will discover the location and decide to call it your home. With the help of the other characters you will slowly restore the location, and grow it into a place that others will slowly populate
The player base system as a gameplay concept will be almost identical to a talent tree in a RPG, but is way more visual, unique, and has more depth to it. As you restore and grow the location you will unlock:
Recipes
Shops
Material items
Weapons/armor
Key items
Traits
Quests
Farms
...
There will likely be two different types of individual destroyed structures, let's call them major and minor structures for now:
Major structures - Can only be restored with terra restore items. (which will be rewarded during parts of the main story questline) Rewards from these will likely be greater than the minor structures
Minor structures - Can only be restored with essence (currency) and different material items that you come across. Some of these, or maybe all of them, might come in the form of upgrading the different components inside an already existing structure (ie: upgraded blacksmithing station) rather than a whole structure in itself
Additional structure restoration properties:
Choice - You will sometimes have a choice as to what you want to restore at a location
Requirements - Certain structure restorations would require other structures
Triggers/secrets - Things out in the world that unlock new possible base restorations/upgrades
Things to help incentivize coming back to the player base and making it feel more alive:
Player base events - Invasions, fun holidays/events could happen, NPCs could bring up something special to you, special shop deals, etc.
Farms - Different resources (food, material items, ...) will be generated over time. This time I'll try and make such things more worth it
I suppose all around the player base might end up more like some sort of Terraria or Stardew Valley type system
World, exploration, challenges, secrets, and items
One of the core pillars of the maps is going to be exploration, challenges, and secrets. This is necessary in helping the player become more connected to the world and to have an enjoyable experience
Open world - The map will have more focus on the overworld and adding different types of content to it. The overworld will actually connect with dungeons this time, instead of just towns. There will still be "area locks" at times, so it won't be 100% open world. However the player will definitely have a lot more freedom and I will try to encourage to go out and explore and see what you can find. Exploring and finding secrets or challenges has been something I've always found quite enjoyable in games, and I know I've gotten a fair amount of positivity from doing such things before
World Restoration - Similar to player base restoration, you might come across small things you can restore in the world. Each one might have different requirements to be restored. Some might require essence + material items, some might start an encounter on you, while others might require you to search and collect a number of special type of essence nearby in a challenge fashion. The rewards would be similar to the player base restoration, but could also be things like shortcuts, hints, paths to new connected areas, and helpful features for the immediate surrounding area
Crafting - Out in the world you will sometimes encounter hidden crafting stations or recipes. For the exchange of certain material items and/or essence you will be able to use them to craft something. Recipes you can take with you, where as crafting stations are stationary and can only be used at the location they are in
Material items will often come from monsters, chests, bosses, farms, sometimes shops, and among other things
Some of the best gear will come from crafting, as not only do you have to find a recipe or crafting station, you also need to find the material items and/or essence for it. Some of such items could even be made difficult to obtain
Gathering - Out in the world you will be able to find various items through mining, fishing, farming, and foraging
Dungeons - Dungeons will often be made in almost a labyrinth/exploration design with some "lock and key" challenges throughout. Think of the dungeons in Chunk Restore essentially. Bigger dungeons will be instanced off from the rest of the world, where as smaller ones will often be inside the overworld itself. Dungeons will contain the normal monsters, loot, encounters, etc. type thing, with a greater emphasis on different types of challenges that you might come across rather than mostly just spawner spam like in Terra Restore 2
Towns - Roughly will be like the towns I've always done. Likely will contain shops, npcs, quests/story, minigames, etc. Only difference is I might try and make the towns more compact in size instead of having everything so spread out and big
Story changes/additions
Note: Some small spoilers here in reference to stuff early on in the map and the setting as a whole
In Terra Restore 2 the main character was essentially Exiel, and to a much smaller extent Vuco also. In Terra Restore Reborn there will be 4 main characters total - Exiel, Vuco, Domo, and Lini
Exiel - As you no doubt know is an Enderman who happens to be your best friend. He happens to be fairly lighthearted, and trusts others pretty easily. He often goes around calling people friend and will try and defend them to the best of his ability. He sometimes likes to prank people for fun. One of his flaws is he sometimes fails to take things seriously or notice when something actually bad is happening. His primary proficiencies are linked to charisma and spirit. As an enderman he hates water, and also knows how to be intimidating making his enemies run away in fear
Vuco - Is a special type of villager, one that was born with magic abilities. She was born in Cloudsville where she studied magic to a great degree and gained the title "Goddess of Restoration". She now wanders the world in hopes to help out the people in the world. She is a strong willed person who happens to be very wise. She goes around calling you and the other main characters "Heroes" by title. One of her flaws is despite her powers being great she often has troubles concentrating and using them to the degree she needs while out in the world. Her proficiencies are linked to wisdom, magic, and spirit. As being a special type of villager she knows how to fly to a certain extent and has some magical powers
Domo - If you have a really good memory, is the villager at the start of Terra Restore 2 who blasts you off in his cannon. He is someone who is a bit more serious and devoted to his craft. He is an engineer with an explosives specialization. He and Bob (one of the first zombies you meet) studied together long ago before they went different routes, with Bob specializing in redstone. He helped create the Village of Beginnings by carving out paths and places to build with his explosives. One of his flaws is he can often be a bit short tempered, and may resort to blowing something up to relieve stress. He is fairly knowledgeable of the world and often has insight to share on it. His proficiencies are linked to intelligence, and creativity/innovation. As a villager he believes hard work will pay off in the end
Lini - Is a brand new character to the world. She is an extremely rare special creature, being part chicken and part dragon. (A cockatrice essentially) She lost her family long ago and is on a constant search to try and find them again. She can be a bit of a coward at times, but she has a strong heart and tries when needed. In various ways she is similar to Vuco. Although she has wings she has barely learned how to fly properly. Being part animal and part mythical creature she has a strong sense of when danger is near, and also knows some degree of magic. Her proficiencies are linked to dexterity, sensing, and magic
As far as setting goes, Vuco early on in the map realizes she can't do what she hopes to achieve alone. Upon noticing and observing you and the others she makes a difficult decision to share part of her powers with you all. Meaning in the map you, Domo, Lini, Exiel and Vuco all have some restoration powers. You all end up working together in attempts to restore the world, which is where the various adventures begin
Unlike previous maps The Void will take a much more present threat to the world. They seek to cause chaos and destruction of the world, and are often in the back in the shadows trying to manipulate groups of people to do what they want
In a fair amount of ways the story will still be pretty similar to Terra Restore 2, just with more depth to it and better pacing
Character progression & customization, and combat
This is something very complicated and tricky to get right I feel. It's also very easy to go overboard in certain areas. As such these things may change, but here is what I'm thinking currently for character progression...
Leveling system - As you explore the land and complete objectives you will gain experience and ultimately level up. The leveling system has a few reasons for existing. For one certain things in the world will have minimum level requirements, whether that be gear, quests, or whatever. Another reason is it is another reward I can give out to incentivize exploring. And not only that it's a special type of reward that doesn't get "replaced" once you find something better like a weapon. On leveling up you will gain a small amount of strength and defense, and perhaps some other stats
Player base system - As already mentioned before, is essentially kind of like your talent tree, unlocking different traits and options for you
Race system - I'm considering having it so that you can choose your race, which influences what your base stats are like - Perhaps a zombie/monster race might have slightly higher strength, where as a chicken/animal race might have slightly faster speed. Perhaps on some rare pieces of gear you might get a bonus if you are a certain race, or perhaps other small things in the world could change slightly depending on what you are. This choice would be locked in from the beginning. This system alone is pretty simple to add, and also to balance to a good enough degree
Weapon system - You will be able to equip either 2 or 3 weapons at once. Weapons will of course have differences in enchants, damage, attack speed, etc. They will also sometimes have custom abilities attached to them that you can right click to use. Weapons with abilities take spirit to use
Spirit - New resource which is essentially mana. Slowly regenerates over time. Can regenerate even faster by hitting enemies, or having certain items/traits/etc.
Stat balance system - A custom stat balancing system which will be very important in making the map an enjoyable experience and for things to feel rewarding. These stats redo the scaling behind normal Minecraft attributes. A weapon with 10 strength might hit for 10 damage in one area, but in a higher level area it might only hit for 1. The system in essence makes it so that stats are not linear, as in if your strength is close to the enemies defense then each point of strength helps you a lot. However if the enemies defense is way higher than your strength then each point of strength would do very little. This system is already in place in the form of strength and defense, although I'm considering adding agility (movement speed and maybe attack speed) to the list in some form (probably a comparison between armor+weapon "weight" vs. agility)
Bows & arrow limit - If I do have bows in the map then you will only be able to carry a certain amount of arrows at once. Arrows can be found through various means, such as hidden in chests in dungeons. This makes using the bow more strategic and less cheesy
That is roughly what I would "like" to do with Terra Restore Reborn, not all of that is guaranteed to happen or remain unchanged. The main considerations/worries I have from the above comes down to map scale and gameplay focus. Is everything there worth developing? Should I change/add/remove anything? And what part(s) of the map should be the primary focus to receive the most attention?
To make it simple, Terra Restore Reborn has 5 different core elements:
Story
Dungeons
Player base
Towns
Overworld
With that in mind you can then think what would the map be like if you add to/change/remove those elements. Also keep in mind that changing/removing one of those elements could result in more attention/focus/additions into the other elements
Some changes that I've thought of that "could" happen include:
Remove the "main" storyline as a whole - Just have the storyline be about exploring and living in the world with the same setting, and experiencing the different mini stories happening out in it. Everything else will likely be the same as before. Would give the player more freedom on what they want to do whenever they want to. Also makes it so I'm not trapped into developing around a main story and essentially gives me more freedom too. Also adds to the maps replayability value
Remove the storyline as a whole (not just the main storyline) - World revolves around your base that you expand, and also going adventuring into dungeons and the world itself. Towns may or may not still exist in the world. The story is essentially what you make it. Different characters will still be in your base that will do different unique things. Map would likely start at the player base right away. This option is very much like Terraria
Change the map to be standalone and not a series - And reduce the scale of the map to be done in 1-3ish years. Makes the project even more manageable
Change the map to be more focused on actual gameplay inside the player base - Map would be more focused on setting up farms, upgrading them, finding secrets, participating in events, interacting with NPCs and the environment in general, leveling up different profession skills, unlocking things, etc. I'd try and balance a good mix of player base gameplay and actually going out and exploring a bit and conquering dungeons. Would likely be no towns outside of the player base itself. This option is very much like Stardew Valley
Remove the player base - Towns would still be out in the world, and things would still be available to restore. Would likely result in more focus on the overworld and towns themselves. Perhaps there would still be areas that the player could set up a base at in survival mode with nothing special to them
Remove overworld, towns, and story - An extreme option, all there would be is the player base and one big massive sprawling dungeon. While exploring the dungeon you would find teleporters/checkpoints to quickly get around. This option would shape the gameplay to essentially be all about dungeons and not much else
No big changes - Continue the normal plan
I'm sure you get the point by now. Removing/changing the elements of the map could not only change the scale of the map, but also change the amount of focus each one gets, and the amount of time you will be spending with each. Some of the changes are obviously more drastic than others too
I'm still not 100% sure what option I'm going to go with. I'd like to have a map with all of those things, but should I? From a personal perspective I'd say from greatest to least in terms of focus should be dungeons > overworld > player base > story > towns. I'm very much considering going with both the "remove the main storyline as a whole", and "change the map to be standalone and not a series" options. This would reduce the scale of the map greatly, while giving me and the players more freedom, while adding to the replayability value, and while keeping the map still Terra Restore like. Feel free to lemme know what you think though!
Until I feel ready to go crazy with Terra Restore Reborn, and have my plan good to go I'm going to be tackling side projects. Unfortunately that aquatic survival map idea is not going to happen as I quickly started to see how big it was getting. (One of the reasons why I started thinking about the scale of TRR in comparison) I could of course lower the scale of the map, but I think a different project would be better suited for the time being:
Single simple dungeon map (kind of like Chicken's Courage)
No overworld, player base, story, or town - Just a straight up single decent sized dungeon
Purpose of map is to get back into the swing of things. Also to test out different ideas and systems that I'm thinking of using in TRR
Estimated development time for map will be 2-4 weeks. Would like to have 3 different special encounters in total like Chicken's Courage
That is the plan for the time being, we will see what I plan on doing after that. Just updating TR2 to 1.13 (not adding anything new) is a possiblity afterwards. Or maybe even a small map based on an "overworld" alone - exploring, gathering, and encountering different things. I'm still not sure how I feel about starting Terra Restore Reborn until Hytale comes out. Once I get access to Hytale there might still be around a month until I start just to gain perspective on Hytale as a whole and learn how it works. If anything for now I'll just keep planning until that point comes and messing with smaller maps
Thanks for the big update Mithey. If you wish to do Terra Restore reborn in Minecraft, "No Big Changes" would be the best option if you wish for the series to have as grand a scale as you would for it to. For your current side project, although I am partially disappointed at the fact that you wont be doing the aquatic survival map, I think that a "Chicken's Courage" like map would be the best option for you to do. After that, perhaps the aquatic map could be looked at again, but, it's entirely up to you with what to do after that.
A great update Mithy👌. I am really getting the final fantasy vibe from here (although I've only played 4-6). On the options I would either suggest No big changes or to be a standalone. Many players love your story and it also make the map much more engaging. Also a small map would be good for everyone to get into form and it would help us give our precise feedback
Hey Mithey, I have been a big fan to your minecraft maps, I find them always so diverse, complicated and simple at the same time. A player can easily see how much time and effort you put into it. It are by far the most developed maps available (even chicken's courage is pretty impressive). Back to your question' I agree with the 2 options you made and would suggest another one: change the map to be more focused on the playerbase. This can go in various forms and can be modelled how you desire it. I think players will like to be able to improve their base by remaining in it (not by being outside all the time). This is just my opinion, make what you want out of it.
Regarding some of the changes you said could happen, I don't think you should remove the main storyline but go for a more Final Fantasy/Skyrim-esque feel. There IS a main storyline that you will have to eventually address in order to officially complete the map, but there's no real urgency to it. This option leaves the world open for all the fun little secrets, quests, and whatnot; yet gives an eventual end-goal so you aren't just running around as a side-quest monkey.
As for what parts of the story should get the most attention, I think you hit it pretty head on. Dungeons and the exploration of the overworld are pretty big ones. The player base and the story, if you go with the feel I mentioned above, I think could be on equal-ish ground as far as importance goes. Towns, could be nice little checkpoints but still not entirely irrelevant (like maybe you can only get certain things in towns that you cannot get at your base?), especially if you add story to them (be it quest or main story events).
I definitely love the idea of the base having more of a use and giving you more of a reason to actually restore it aside from the original CTM goal done in TR & TR2 by having it be a 'talent tree' like system; that and the random areas to restore in the overworld. With the threat of The Void looming over Nira being more of a thing in TRR, it makes sense that there would be more than just a lone town that is destroyed. (maybe even tie story (main or not) progression into it like cutscenes of The Void taking more of a notice in you and the other characters).
Not sure how releasing TRR as a series of smaller maps would work as things would be different in each map (ie: you'd have something in map 1 but not have it in map 2). A single map as a whole would probably be better. You could go about this maybe by making towns, much like larger dungeons, instanced elsewhere. This way you can avoid world-gen lag & and I guess map size in a way, yet still have a sprawling overworld; kinda like what was done in TR2 where you could see what was beyond the barrier blocks + teleport button only instead of just TP-ing you through a wall it TPs you elsewhere to the instance and vice-versa.
Unrelated to the above info, I always did love your side-project maps like Chickens Courage and Emberforge Keep so, until you are ready to tackle TRR (and maybe even while in the process of making it), side projects are definitely a good way to go, maybe you can even release 'test maps' for us to test out mechanics so that you don't have to tackle them alone. :3
Regardless of what you do, I'm sure it's going to be awesome.
Heya hey everyone, warning here comes a pretty big post. I've been doing a fair amount of thinking and decision making and here is where I'm at so far...
Here is what "I would like" to happen in Terra Restore Reborn. This might change a bit, (especially note later on part of this post) but here is what I'm currently thinking
Terra Restore Reborn design plan
Map Scale
Map will be split into multiple maps in a series
Each one around 5ish hours of main story gameplay
Each one around 5-15ish hours of additional content - Side quests, farming, exploring, hidden dungeons, etc.
Note: I'll likely be making it so you can't just do the main story; as in if you tried you would run into a ton of difficulty. (or I might just have certain level requirements or something) The goal would be to have around 50% of the additional content be essentially "mandatory". You can of course pick and choose what bits of additional content you want to do
Player Base & Restoration
One of the core pillars of the maps will be to survive, restore, and grow the lands of Nira. Inside the map you will find a town long since destroyed. While trying to survive you and the other main characters will discover the location and decide to call it your home. With the help of the other characters you will slowly restore the location, and grow it into a place that others will slowly populate
The player base system as a gameplay concept will be almost identical to a talent tree in a RPG, but is way more visual, unique, and has more depth to it. As you restore and grow the location you will unlock:
Recipes
Shops
Material items
Weapons/armor
Key items
Traits
Quests
Farms
...
There will likely be two different types of individual destroyed structures, let's call them major and minor structures for now:
Major structures - Can only be restored with terra restore items. (which will be rewarded during parts of the main story questline) Rewards from these will likely be greater than the minor structures
Minor structures - Can only be restored with essence (currency) and different material items that you come across. Some of these, or maybe all of them, might come in the form of upgrading the different components inside an already existing structure (ie: upgraded blacksmithing station) rather than a whole structure in itself
Additional structure restoration properties:
Choice - You will sometimes have a choice as to what you want to restore at a location
Requirements - Certain structure restorations would require other structures
Triggers/secrets - Things out in the world that unlock new possible base restorations/upgrades
Things to help incentivize coming back to the player base and making it feel more alive:
Player base events - Invasions, fun holidays/events could happen, NPCs could bring up something special to you, special shop deals, etc.
Farms - Different resources (food, material items, ...) will be generated over time. This time I'll try and make such things more worth it
I suppose all around the player base might end up more like some sort of Terraria or Stardew Valley type system
World, exploration, challenges, secrets, and items
One of the core pillars of the maps is going to be exploration, challenges, and secrets. This is necessary in helping the player become more connected to the world and to have an enjoyable experience
Open world - The map will have more focus on the overworld and adding different types of content to it. The overworld will actually connect with dungeons this time, instead of just towns. There will still be "area locks" at times, so it won't be 100% open world. However the player will definitely have a lot more freedom and I will try to encourage to go out and explore and see what you can find. Exploring and finding secrets or challenges has been something I've always found quite enjoyable in games, and I know I've gotten a fair amount of positivity from doing such things before
World Restoration - Similar to player base restoration, you might come across small things you can restore in the world. Each one might have different requirements to be restored. Some might require essence + material items, some might start an encounter on you, while others might require you to search and collect a number of special type of essence nearby in a challenge fashion. The rewards would be similar to the player base restoration, but could also be things like shortcuts, hints, paths to new connected areas, and helpful features for the immediate surrounding area
Crafting - Out in the world you will sometimes encounter hidden crafting stations or recipes. For the exchange of certain material items and/or essence you will be able to use them to craft something. Recipes you can take with you, where as crafting stations are stationary and can only be used at the location they are in
Material items will often come from monsters, chests, bosses, farms, sometimes shops, and among other things
Some of the best gear will come from crafting, as not only do you have to find a recipe or crafting station, you also need to find the material items and/or essence for it. Some of such items could even be made difficult to obtain
Gathering - Out in the world you will be able to find various items through mining, fishing, farming, and foraging
Dungeons - Dungeons will often be made in almost a labyrinth/exploration design with some "lock and key" challenges throughout. Think of the dungeons in Chunk Restore essentially. Bigger dungeons will be instanced off from the rest of the world, where as smaller ones will often be inside the overworld itself. Dungeons will contain the normal monsters, loot, encounters, etc. type thing, with a greater emphasis on different types of challenges that you might come across rather than mostly just spawner spam like in Terra Restore 2
Towns - Roughly will be like the towns I've always done. Likely will contain shops, npcs, quests/story, minigames, etc. Only difference is I might try and make the towns more compact in size instead of having everything so spread out and big
Story changes/additions
Note: Some small spoilers here in reference to stuff early on in the map and the setting as a whole
In Terra Restore 2 the main character was essentially Exiel, and to a much smaller extent Vuco also. In Terra Restore Reborn there will be 4 main characters total - Exiel, Vuco, Domo, and Lini
Exiel - As you no doubt know is an Enderman who happens to be your best friend. He happens to be fairly lighthearted, and trusts others pretty easily. He often goes around calling people friend and will try and defend them to the best of his ability. He sometimes likes to prank people for fun. One of his flaws is he sometimes fails to take things seriously or notice when something actually bad is happening. His primary proficiencies are linked to charisma and spirit. As an enderman he hates water, and also knows how to be intimidating making his enemies run away in fear
Vuco - Is a special type of villager, one that was born with magic abilities. She was born in Cloudsville where she studied magic to a great degree and gained the title "Goddess of Restoration". She now wanders the world in hopes to help out the people in the world. She is a strong willed person who happens to be very wise. She goes around calling you and the other main characters "Heroes" by title. One of her flaws is despite her powers being great she often has troubles concentrating and using them to the degree she needs while out in the world. Her proficiencies are linked to wisdom, magic, and spirit. As being a special type of villager she knows how to fly to a certain extent and has some magical powers
Domo - If you have a really good memory, is the villager at the start of Terra Restore 2 who blasts you off in his cannon. He is someone who is a bit more serious and devoted to his craft. He is an engineer with an explosives specialization. He and Bob (one of the first zombies you meet) studied together long ago before they went different routes, with Bob specializing in redstone. He helped create the Village of Beginnings by carving out paths and places to build with his explosives. One of his flaws is he can often be a bit short tempered, and may resort to blowing something up to relieve stress. He is fairly knowledgeable of the world and often has insight to share on it. His proficiencies are linked to intelligence, and creativity/innovation. As a villager he believes hard work will pay off in the end
Lini - Is a brand new character to the world. She is an extremely rare special creature, being part chicken and part dragon. (A cockatrice essentially) She lost her family long ago and is on a constant search to try and find them again. She can be a bit of a coward at times, but she has a strong heart and tries when needed. In various ways she is similar to Vuco. Although she has wings she has barely learned how to fly properly. Being part animal and part mythical creature she has a strong sense of when danger is near, and also knows some degree of magic. Her proficiencies are linked to dexterity, sensing, and magic
As far as setting goes, Vuco early on in the map realizes she can't do what she hopes to achieve alone. Upon noticing and observing you and the others she makes a difficult decision to share part of her powers with you all. Meaning in the map you, Domo, Lini, Exiel and Vuco all have some restoration powers. You all end up working together in attempts to restore the world, which is where the various adventures begin
Unlike previous maps The Void will take a much more present threat to the world. They seek to cause chaos and destruction of the world, and are often in the back in the shadows trying to manipulate groups of people to do what they want
In a fair amount of ways the story will still be pretty similar to Terra Restore 2, just with more depth to it and better pacing
Character progression & customization, and combat
This is something very complicated and tricky to get right I feel. It's also very easy to go overboard in certain areas. As such these things may change, but here is what I'm thinking currently for character progression...
Leveling system - As you explore the land and complete objectives you will gain experience and ultimately level up. The leveling system has a few reasons for existing. For one certain things in the world will have minimum level requirements, whether that be gear, quests, or whatever. Another reason is it is another reward I can give out to incentivize exploring. And not only that it's a special type of reward that doesn't get "replaced" once you find something better like a weapon. On leveling up you will gain a small amount of strength and defense, and perhaps some other stats
Player base system - As already mentioned before, is essentially kind of like your talent tree, unlocking different traits and options for you
Race system - I'm considering having it so that you can choose your race, which influences what your base stats are like - Perhaps a zombie/monster race might have slightly higher strength, where as a chicken/animal race might have slightly faster speed. Perhaps on some rare pieces of gear you might get a bonus if you are a certain race, or perhaps other small things in the world could change slightly depending on what you are. This choice would be locked in from the beginning. This system alone is pretty simple to add, and also to balance to a good enough degree
Weapon system - You will be able to equip either 2 or 3 weapons at once. Weapons will of course have differences in enchants, damage, attack speed, etc. They will also sometimes have custom abilities attached to them that you can right click to use. Weapons with abilities take spirit to use
Spirit - New resource which is essentially mana. Slowly regenerates over time. Can regenerate even faster by hitting enemies, or having certain items/traits/etc.
Stat balance system - A custom stat balancing system which will be very important in making the map an enjoyable experience and for things to feel rewarding. These stats redo the scaling behind normal Minecraft attributes. A weapon with 10 strength might hit for 10 damage in one area, but in a higher level area it might only hit for 1. The system in essence makes it so that stats are not linear, as in if your strength is close to the enemies defense then each point of strength helps you a lot. However if the enemies defense is way higher than your strength then each point of strength would do very little. This system is already in place in the form of strength and defense, although I'm considering adding agility (movement speed and maybe attack speed) to the list in some form (probably a comparison between armor+weapon "weight" vs. agility)
Bows & arrow limit - If I do have bows in the map then you will only be able to carry a certain amount of arrows at once. Arrows can be found through various means, such as hidden in chests in dungeons. This makes using the bow more strategic and less cheesy
That is roughly what I would "like" to do with Terra Restore Reborn, not all of that is guaranteed to happen or remain unchanged. The main considerations/worries I have from the above comes down to map scale and gameplay focus. Is everything there worth developing? Should I change/add/remove anything? And what part(s) of the map should be the primary focus to receive the most attention?
To make it simple, Terra Restore Reborn has 5 different core elements:
Story
Dungeons
Player base
Towns
Overworld
With that in mind you can then think what would the map be like if you add to/change/remove those elements. Also keep in mind that changing/removing one of those elements could result in more attention/focus/additions into the other elements
Some changes that I've thought of that "could" happen include:
Remove the "main" storyline as a whole - Just have the storyline be about exploring and living in the world with the same setting, and experiencing the different mini stories happening out in it. Everything else will likely be the same as before. Would give the player more freedom on what they want to do whenever they want to. Also makes it so I'm not trapped into developing around a main story and essentially gives me more freedom too. Also adds to the maps replayability value
Remove the storyline as a whole (not just the main storyline) - World revolves around your base that you expand, and also going adventuring into dungeons and the world itself. Towns may or may not still exist in the world. The story is essentially what you make it. Different characters will still be in your base that will do different unique things. Map would likely start at the player base right away. This option is very much like Terraria
Change the map to be standalone and not a series - And reduce the scale of the map to be done in 1-3ish years. Makes the project even more manageable
Change the map to be more focused on actual gameplay inside the player base - Map would be more focused on setting up farms, upgrading them, finding secrets, participating in events, interacting with NPCs and the environment in general, leveling up different profession skills, unlocking things, etc. I'd try and balance a good mix of player base gameplay and actually going out and exploring a bit and conquering dungeons. Would likely be no towns outside of the player base itself. This option is very much like Stardew Valley
Remove the player base - Towns would still be out in the world, and things would still be available to restore. Would likely result in more focus on the overworld and towns themselves. Perhaps there would still be areas that the player could set up a base at in survival mode with nothing special to them
Remove overworld, towns, and story - An extreme option, all there would be is the player base and one big massive sprawling dungeon. While exploring the dungeon you would find teleporters/checkpoints to quickly get around. This option would shape the gameplay to essentially be all about dungeons and not much else
No big changes - Continue the normal plan
I'm sure you get the point by now. Removing/changing the elements of the map could not only change the scale of the map, but also change the amount of focus each one gets, and the amount of time you will be spending with each. Some of the changes are obviously more drastic than others too
I'm still not 100% sure what option I'm going to go with. I'd like to have a map with all of those things, but should I? From a personal perspective I'd say from greatest to least in terms of focus should be dungeons > overworld > player base > story > towns. I'm very much considering going with both the "remove the main storyline as a whole", and "change the map to be standalone and not a series" options. This would reduce the scale of the map greatly, while giving me and the players more freedom, while adding to the replayability value, and while keeping the map still Terra Restore like. Feel free to lemme know what you think though!
Until I feel ready to go crazy with Terra Restore Reborn, and have my plan good to go I'm going to be tackling side projects. Unfortunately that aquatic survival map idea is not going to happen as I quickly started to see how big it was getting. (One of the reasons why I started thinking about the scale of TRR in comparison) I could of course lower the scale of the map, but I think a different project would be better suited for the time being:
Single simple dungeon map (kind of like Chicken's Courage)
No overworld, player base, story, or town - Just a straight up single decent sized dungeon
Purpose of map is to get back into the swing of things. Also to test out different ideas and systems that I'm thinking of using in TRR
Estimated development time for map will be 2-4 weeks. Would like to have 3 different special encounters in total like Chicken's Courage
That is the plan for the time being, we will see what I plan on doing after that. Just updating TR2 to 1.13 (not adding anything new) is a possiblity afterwards. Or maybe even a small map based on an "overworld" alone - exploring, gathering, and encountering different things. I'm still not sure how I feel about starting Terra Restore Reborn until Hytale comes out. Once I get access to Hytale there might still be around a month until I start just to gain perspective on Hytale as a whole and learn how it works. If anything for now I'll just keep planning until that point comes and messing with smaller maps
Please
Don't remove the lava floor in the player base
Hey, Mithey! I know you're on sabbatical right now, but you should point us to another location where we can get info on your maps. Minecraft forums will be archived in under a month, and I'd like to have a place where I could check for updates every now and again. I do hope you see this in time to respond.
Sick map wish after you finish "Terra Restore Reborn" which is very sick "Terra Restore 2" wasnt finished but I tihnk "Terra Restore Reborn" will be the complete i just noticed after playing each map alot of times that The sequence goes like "Terra Restore 2 or Terra Restore Reborn" then "Terra Restore 1" then "Chunk Restore" because in terra restore 1 it said that exiel was back meaning in Terra Restore Reborn which is the ap that continues Terra Restore 2 meaning Exiel got Corrupted and you have to fight him like you fought exiel in Terra Restore 1 pretty sick map though keep up the hard work i cant help myself to keep replaying it
Uhmm... can somene tell me where the lava base is i know where the void creature is that is holding the key for Jake`s House and to get the spices River trout but where is the lava base? im SOO curious
Uhmm... can somene tell me where the lava base is i know where the void creature is that is holding the key for Jake`s House and to get the spices River trout but where is the lava base? im SOO curious
In your base in your chest room there's a ladder in the corner which leads to a lever which enables the hardcore base with lave
I played quite a few of your maps a few years back and I'm slowly getting into MC again. Do you have any updates on TRR or any other maps? Also, where should we go to see updates after the forums are shut down? Thanks!
Thanks for the response, Mithey! Looking at the two options, the decision is ultimately on you, and I can tell you're divided between the satisfaction of finishing an old project or having fun starting a new one. If you finished Terra Restore 2, you could put it to rest and not have to worry about it again. I'd also like to see that lovely map finished, but if you'd have more motivation to carry through the smaller map to the end, then it could also be a good way for you to get back into the "groove". Picking up an old project again can be hard.
Also, I noticed you estimated 5 years to finish Terra Restore Reborn. That's a downright scary amount of time! That's about one-sixteenth of your expected lifespan! It's maybe a little bit too much time to spend, and who knows where the mapping scene's going to be, if it's anywhere at all, in 5 years! If that's your honest estimate, then I'd definitely suggest scrapping Terra Restore Reborn.
Check out my bad CTM map reviews here.
I think you should at least update what there is of TR2 to 1.13 for the sake of allowing ppl to play it on realms, to fix bugs, and so you can do things with it easier (plus if you can't add in everything you would have wanted to, once its in 1.13 and on realms then you can, like you said, always add things then). As far as systems in the map go, I honestly think that, if you add in any new ones, that they should just be things like the detection system and making new armor useful and whatnot. Adding too many RPG systems (like the abilities & leveling) will not only be hard to code, but also hard to balance, thus delaying the map's progress and possibly killing your motivation (they'd also be overwhelming for people who are so used to basic MC).
I saw you mentioning Hytale earlier and how you want to do maps on that but, as you said, there's so many questions that involve doing so. I, honestly, would not jump on the idea until seeing how the game develops and the direction it goes in. As for it's beta, I've learned that, no matter the company, estimated dates for such things are usually unreliable as stuff may come up to delay it longer, meaning you could have been doing other things the whole time; I find scenarios like this frustrating so it may be just me.
My opinion is that you should at least update TR2 to 1.13 and, if you still have time, develop it with non-complex systems. If the beta for Hytale comes out before you get to the last dungeon then so be it since, if TR2 is on 1.13, you can just continue working on the map after playing said game for however long (though maybe give us a warning saying so b4 you do).
The aquatic map sounds interesting so maybe you can juggle between it and updating/finishing TR2. I think it'll help with burnout if you do this.
If, for whatever reason you decide not to do TRR in MC then it'd still be nice to get maps from you, maybe things like the Emberforge Keep map where its just a dungeon and all.
TL;DR
You should do whatever you desire since I (and probably most ppl) don't want to force you to work on something you don't want to. I think that, even if you don't do TRR in MC then you should at least update TR2 to 1.13 and possibly finish it without adding any complex systems. Heck, maybe you could even, instead of redoing TR2 as TRR (since you said TRR could take at least 5 years), just update the areas & landscape visually (like you showed about a year ago with the starting area of the map) and then possibly finish it off. That way it is updated to 1.13 but you still sorta 'revamp' it. I think it'd be way better and easier than just remaking the thing entirely.
Heya hey everyone, some more quick news here
So I've been working on the mini Terra Restore aquatic map idea, and so far working on the map has been quite nice and refreshing. It's made me look into the different components of my idea for Terra Restore Reborn to a greater degree and given me some new perspective. Especially perspective on the scale of the map idea, and Terra Restore 1 & 2 & Chunk Restore in general. I think I really need to look into the scale and pacing of the map and the series as a whole
Over the past few days here I've actually paused working on the Terra Restore mini aquatic idea. I'm instead currently focusing on re-evaluating essentially everything in my Terra Restore Reborn plan. I don't have things 100% figured out quite yet, and it's going to take a bit to figure it out, but I'm considering making some pretty big changes. Changes such as removing or changing systems entirely, possibly splitting the map into multiple maps, (and maybe making the first part on Minecraft right now) changes to the map "formula" as a whole, possibly taking the map in a different direction, etc. I'm really trying to think of what I want the map to be like while mindfully paying attention to the scale of it in the process. Definitely not an easy task to think through and there is lots to think about. I have been working way more consistently here again at least, so I'll try and give an update here soon on what I'm thinking
Personally, I would like to see Terra Restore 2 finished, although you're the one who'd be making it, and I wouldn't really be doing anything....
What you mentioned is probably my only real issue with the series (less so with Chunk Restore): the pacing is rather slow. Sometimes the areas are so huge and repetitious that it gets a little flat. While I'm fairly persistent and can stick with things, some people with shorter attention spans may have gotten bored.
My other thought is that your description of the Terra Restore Mini(thing) sounds remarkably like where Terra Restore 2 left off...
Splitting the map into multiple smaller ones could be a good idea, that way it isn't too big, yet isn't too small either (you'd have to figure out what each one would contain though). As for systems in the map, I do think that a lot of the RPG elements like classes & abilities aren't entirely needed, I enjoyed TR2 with the systems it had (since at that time the things you could do with redstone/command blocks was limited) but its up to you.
I personally would love to see the TR universe you created in MC over any other game, especially since that's where it started. (not sure what you mean by taking it in a different direction though but whatever you decide, I'm sure it'll be awesome~ Will you use the same main NPCs if you do change anything?)
Also, what the guy above me said got me thinking, maybe you could even make the mini aquatic map part of the main TR map(s) if you wanted.
Oh man I haven't checked back in here for a long time. Better get to throwing opinions out.
First of all, Hytale, like you said, is looking very promising. As a plugin maker and for someone who has invested years into Minecraft I'm thoroughly hyped for Hytale, as I already see so much potential in it. I have no doubt about the Hypixel Team and their abilities to do this. They know the game from in and out, and they know what they and what the players what based on what they've created over the past years of Minecraft being out.
As for creating TR2 Reborn in Hytale, it's something to be debated. For now I'd say you should stick with Minecraft. While a lot of information has been releaseed about Hytale, we don't know how flexible and easy it is to work, and possibly how much extra effort will need to be put into a map like TR2 to make it viable (Possibly custom textures, custom mobs, some coding could be involved too for servers and clients). Until actual gameplay for most of the creation and gameplay features come out from either ourselves or other people, I'd suggest rolling along with TR2 Reborn or Terra Restore Aquatic.
Speaking of Terra Restore Aquatic (or whatever it's called), as much as I'd like to say for you to persevere to finish TR2 Reborn and do it, I understand your words. 1.13 practically tore and rewrote the game from top to bottom. Imo, it was not at all suited for mods, servers, maps, nor plugin people to adjust quickly and get back to what they were doing. I specifically remember how a large server map that I happen to be working with have all of their command blocks and functions broken (They use a lot of them too) due to the command rewrite. It took us a few months to get everything back online, and even after that, there were still errors popping up everywhere.
So getting back to topic, I'd say you should go with Terra Restore Aquatic. I would honestly love to see TR2 Reborn finally finished, however the two factors that drive that idea away (A. 1.13 practically screwed everything up, and B. Hytale will most likely make everything easier for creators) and the other factors on top of that (Time, work, other things, etc.) probably do not make it worth. You've shown us a lot of the features you have planned to add to TR2 Reborn and god knows how much time will be required to fix everything back to the way it was, or even make it so it doesn't break in the future again (1.14 is coming out soon) Terra Restore Aquatic, although a smaller project and most likely not very lore heavy to the Terra Restore story, it will be enough to develop and, as you said, test out some of the new systems that you've made in TR2 Reborn. It will also be easier to pick up and drop off at will as you will not have this burdening stone on you to get this major project done, which is probably good.
Anyway, those are my thoughts, glad to see you again in the community.
Heya hey everyone, warning here comes a pretty big post. I've been doing a fair amount of thinking and decision making and here is where I'm at so far...
Here is what "I would like" to happen in Terra Restore Reborn. This might change a bit, (especially note later on part of this post) but here is what I'm currently thinking
Terra Restore Reborn design plan
Map Scale
Player Base & Restoration
One of the core pillars of the maps will be to survive, restore, and grow the lands of Nira. Inside the map you will find a town long since destroyed. While trying to survive you and the other main characters will discover the location and decide to call it your home. With the help of the other characters you will slowly restore the location, and grow it into a place that others will slowly populate
The player base system as a gameplay concept will be almost identical to a talent tree in a RPG, but is way more visual, unique, and has more depth to it. As you restore and grow the location you will unlock:
There will likely be two different types of individual destroyed structures, let's call them major and minor structures for now:
Additional structure restoration properties:
Things to help incentivize coming back to the player base and making it feel more alive:
I suppose all around the player base might end up more like some sort of Terraria or Stardew Valley type system
World, exploration, challenges, secrets, and items
One of the core pillars of the maps is going to be exploration, challenges, and secrets. This is necessary in helping the player become more connected to the world and to have an enjoyable experience
Open world - The map will have more focus on the overworld and adding different types of content to it. The overworld will actually connect with dungeons this time, instead of just towns. There will still be "area locks" at times, so it won't be 100% open world. However the player will definitely have a lot more freedom and I will try to encourage to go out and explore and see what you can find. Exploring and finding secrets or challenges has been something I've always found quite enjoyable in games, and I know I've gotten a fair amount of positivity from doing such things before
World Restoration - Similar to player base restoration, you might come across small things you can restore in the world. Each one might have different requirements to be restored. Some might require essence + material items, some might start an encounter on you, while others might require you to search and collect a number of special type of essence nearby in a challenge fashion. The rewards would be similar to the player base restoration, but could also be things like shortcuts, hints, paths to new connected areas, and helpful features for the immediate surrounding area
Crafting - Out in the world you will sometimes encounter hidden crafting stations or recipes. For the exchange of certain material items and/or essence you will be able to use them to craft something. Recipes you can take with you, where as crafting stations are stationary and can only be used at the location they are in
Material items will often come from monsters, chests, bosses, farms, sometimes shops, and among other things
Some of the best gear will come from crafting, as not only do you have to find a recipe or crafting station, you also need to find the material items and/or essence for it. Some of such items could even be made difficult to obtain
Gathering - Out in the world you will be able to find various items through mining, fishing, farming, and foraging
Dungeons - Dungeons will often be made in almost a labyrinth/exploration design with some "lock and key" challenges throughout. Think of the dungeons in Chunk Restore essentially. Bigger dungeons will be instanced off from the rest of the world, where as smaller ones will often be inside the overworld itself. Dungeons will contain the normal monsters, loot, encounters, etc. type thing, with a greater emphasis on different types of challenges that you might come across rather than mostly just spawner spam like in Terra Restore 2
Towns - Roughly will be like the towns I've always done. Likely will contain shops, npcs, quests/story, minigames, etc. Only difference is I might try and make the towns more compact in size instead of having everything so spread out and big
Story changes/additions
Note: Some small spoilers here in reference to stuff early on in the map and the setting as a whole
In Terra Restore 2 the main character was essentially Exiel, and to a much smaller extent Vuco also. In Terra Restore Reborn there will be 4 main characters total - Exiel, Vuco, Domo, and Lini
Exiel - As you no doubt know is an Enderman who happens to be your best friend. He happens to be fairly lighthearted, and trusts others pretty easily. He often goes around calling people friend and will try and defend them to the best of his ability. He sometimes likes to prank people for fun. One of his flaws is he sometimes fails to take things seriously or notice when something actually bad is happening. His primary proficiencies are linked to charisma and spirit. As an enderman he hates water, and also knows how to be intimidating making his enemies run away in fear
Vuco - Is a special type of villager, one that was born with magic abilities. She was born in Cloudsville where she studied magic to a great degree and gained the title "Goddess of Restoration". She now wanders the world in hopes to help out the people in the world. She is a strong willed person who happens to be very wise. She goes around calling you and the other main characters "Heroes" by title. One of her flaws is despite her powers being great she often has troubles concentrating and using them to the degree she needs while out in the world. Her proficiencies are linked to wisdom, magic, and spirit. As being a special type of villager she knows how to fly to a certain extent and has some magical powers
Domo - If you have a really good memory, is the villager at the start of Terra Restore 2 who blasts you off in his cannon. He is someone who is a bit more serious and devoted to his craft. He is an engineer with an explosives specialization. He and Bob (one of the first zombies you meet) studied together long ago before they went different routes, with Bob specializing in redstone. He helped create the Village of Beginnings by carving out paths and places to build with his explosives. One of his flaws is he can often be a bit short tempered, and may resort to blowing something up to relieve stress. He is fairly knowledgeable of the world and often has insight to share on it. His proficiencies are linked to intelligence, and creativity/innovation. As a villager he believes hard work will pay off in the end
Lini - Is a brand new character to the world. She is an extremely rare special creature, being part chicken and part dragon. (A cockatrice essentially) She lost her family long ago and is on a constant search to try and find them again. She can be a bit of a coward at times, but she has a strong heart and tries when needed. In various ways she is similar to Vuco. Although she has wings she has barely learned how to fly properly. Being part animal and part mythical creature she has a strong sense of when danger is near, and also knows some degree of magic. Her proficiencies are linked to dexterity, sensing, and magic
As far as setting goes, Vuco early on in the map realizes she can't do what she hopes to achieve alone. Upon noticing and observing you and the others she makes a difficult decision to share part of her powers with you all. Meaning in the map you, Domo, Lini, Exiel and Vuco all have some restoration powers. You all end up working together in attempts to restore the world, which is where the various adventures begin
Unlike previous maps The Void will take a much more present threat to the world. They seek to cause chaos and destruction of the world, and are often in the back in the shadows trying to manipulate groups of people to do what they want
In a fair amount of ways the story will still be pretty similar to Terra Restore 2, just with more depth to it and better pacing
Character progression & customization, and combat
This is something very complicated and tricky to get right I feel. It's also very easy to go overboard in certain areas. As such these things may change, but here is what I'm thinking currently for character progression...
Leveling system - As you explore the land and complete objectives you will gain experience and ultimately level up. The leveling system has a few reasons for existing. For one certain things in the world will have minimum level requirements, whether that be gear, quests, or whatever. Another reason is it is another reward I can give out to incentivize exploring. And not only that it's a special type of reward that doesn't get "replaced" once you find something better like a weapon. On leveling up you will gain a small amount of strength and defense, and perhaps some other stats
Player base system - As already mentioned before, is essentially kind of like your talent tree, unlocking different traits and options for you
Race system - I'm considering having it so that you can choose your race, which influences what your base stats are like - Perhaps a zombie/monster race might have slightly higher strength, where as a chicken/animal race might have slightly faster speed. Perhaps on some rare pieces of gear you might get a bonus if you are a certain race, or perhaps other small things in the world could change slightly depending on what you are. This choice would be locked in from the beginning. This system alone is pretty simple to add, and also to balance to a good enough degree
Weapon system - You will be able to equip either 2 or 3 weapons at once. Weapons will of course have differences in enchants, damage, attack speed, etc. They will also sometimes have custom abilities attached to them that you can right click to use. Weapons with abilities take spirit to use
Spirit - New resource which is essentially mana. Slowly regenerates over time. Can regenerate even faster by hitting enemies, or having certain items/traits/etc.
Stat balance system - A custom stat balancing system which will be very important in making the map an enjoyable experience and for things to feel rewarding. These stats redo the scaling behind normal Minecraft attributes. A weapon with 10 strength might hit for 10 damage in one area, but in a higher level area it might only hit for 1. The system in essence makes it so that stats are not linear, as in if your strength is close to the enemies defense then each point of strength helps you a lot. However if the enemies defense is way higher than your strength then each point of strength would do very little. This system is already in place in the form of strength and defense, although I'm considering adding agility (movement speed and maybe attack speed) to the list in some form (probably a comparison between armor+weapon "weight" vs. agility)
Bows & arrow limit - If I do have bows in the map then you will only be able to carry a certain amount of arrows at once. Arrows can be found through various means, such as hidden in chests in dungeons. This makes using the bow more strategic and less cheesy
That is roughly what I would "like" to do with Terra Restore Reborn, not all of that is guaranteed to happen or remain unchanged. The main considerations/worries I have from the above comes down to map scale and gameplay focus. Is everything there worth developing? Should I change/add/remove anything? And what part(s) of the map should be the primary focus to receive the most attention?
To make it simple, Terra Restore Reborn has 5 different core elements:
With that in mind you can then think what would the map be like if you add to/change/remove those elements. Also keep in mind that changing/removing one of those elements could result in more attention/focus/additions into the other elements
Some changes that I've thought of that "could" happen include:
I'm sure you get the point by now. Removing/changing the elements of the map could not only change the scale of the map, but also change the amount of focus each one gets, and the amount of time you will be spending with each. Some of the changes are obviously more drastic than others too
I'm still not 100% sure what option I'm going to go with. I'd like to have a map with all of those things, but should I? From a personal perspective I'd say from greatest to least in terms of focus should be dungeons > overworld > player base > story > towns. I'm very much considering going with both the "remove the main storyline as a whole", and "change the map to be standalone and not a series" options. This would reduce the scale of the map greatly, while giving me and the players more freedom, while adding to the replayability value, and while keeping the map still Terra Restore like. Feel free to lemme know what you think though!
Until I feel ready to go crazy with Terra Restore Reborn, and have my plan good to go I'm going to be tackling side projects. Unfortunately that aquatic survival map idea is not going to happen as I quickly started to see how big it was getting. (One of the reasons why I started thinking about the scale of TRR in comparison) I could of course lower the scale of the map, but I think a different project would be better suited for the time being:
Single simple dungeon map (kind of like Chicken's Courage)
That is the plan for the time being, we will see what I plan on doing after that. Just updating TR2 to 1.13 (not adding anything new) is a possiblity afterwards. Or maybe even a small map based on an "overworld" alone - exploring, gathering, and encountering different things. I'm still not sure how I feel about starting Terra Restore Reborn until Hytale comes out. Once I get access to Hytale there might still be around a month until I start just to gain perspective on Hytale as a whole and learn how it works. If anything for now I'll just keep planning until that point comes and messing with smaller maps
Thanks for the big update Mithey. If you wish to do Terra Restore reborn in Minecraft, "No Big Changes" would be the best option if you wish for the series to have as grand a scale as you would for it to. For your current side project, although I am partially disappointed at the fact that you wont be doing the aquatic survival map, I think that a "Chicken's Courage" like map would be the best option for you to do. After that, perhaps the aquatic map could be looked at again, but, it's entirely up to you with what to do after that.
A great update Mithy👌. I am really getting the final fantasy vibe from here (although I've only played 4-6). On the options I would either suggest No big changes or to be a standalone. Many players love your story and it also make the map much more engaging. Also a small map would be good for everyone to get into form and it would help us give our precise feedback
Perseverance always pays. Sooner or later.
Hey Mithey, I have been a big fan to your minecraft maps, I find them always so diverse, complicated and simple at the same time. A player can easily see how much time and effort you put into it. It are by far the most developed maps available (even chicken's courage is pretty impressive). Back to your question' I agree with the 2 options you made and would suggest another one: change the map to be more focused on the playerbase. This can go in various forms and can be modelled how you desire it. I think players will like to be able to improve their base by remaining in it (not by being outside all the time). This is just my opinion, make what you want out of it.
I'm looking forward to future posts.
TheThosha_man
Sounds like you got a good plan going Mithey.~
Regarding some of the changes you said could happen, I don't think you should remove the main storyline but go for a more Final Fantasy/Skyrim-esque feel. There IS a main storyline that you will have to eventually address in order to officially complete the map, but there's no real urgency to it. This option leaves the world open for all the fun little secrets, quests, and whatnot; yet gives an eventual end-goal so you aren't just running around as a side-quest monkey.
As for what parts of the story should get the most attention, I think you hit it pretty head on. Dungeons and the exploration of the overworld are pretty big ones. The player base and the story, if you go with the feel I mentioned above, I think could be on equal-ish ground as far as importance goes. Towns, could be nice little checkpoints but still not entirely irrelevant (like maybe you can only get certain things in towns that you cannot get at your base?), especially if you add story to them (be it quest or main story events).
I definitely love the idea of the base having more of a use and giving you more of a reason to actually restore it aside from the original CTM goal done in TR & TR2 by having it be a 'talent tree' like system; that and the random areas to restore in the overworld. With the threat of The Void looming over Nira being more of a thing in TRR, it makes sense that there would be more than just a lone town that is destroyed. (maybe even tie story (main or not) progression into it like cutscenes of The Void taking more of a notice in you and the other characters).
Not sure how releasing TRR as a series of smaller maps would work as things would be different in each map (ie: you'd have something in map 1 but not have it in map 2). A single map as a whole would probably be better. You could go about this maybe by making towns, much like larger dungeons, instanced elsewhere. This way you can avoid world-gen lag & and I guess map size in a way, yet still have a sprawling overworld; kinda like what was done in TR2 where you could see what was beyond the barrier blocks + teleport button only instead of just TP-ing you through a wall it TPs you elsewhere to the instance and vice-versa.
Unrelated to the above info, I always did love your side-project maps like Chickens Courage and Emberforge Keep so, until you are ready to tackle TRR (and maybe even while in the process of making it), side projects are definitely a good way to go, maybe you can even release 'test maps' for us to test out mechanics so that you don't have to tackle them alone. :3
Regardless of what you do, I'm sure it's going to be awesome.
Hey, Mithey. I was wondering if we could get an update on how things are going with your current side project. No pressure, just wondering.
Please
Don't remove the lava floor in the player base
Then I'll play
Hey, Mithey! I know you're on sabbatical right now, but you should point us to another location where we can get info on your maps. Minecraft forums will be archived in under a month, and I'd like to have a place where I could check for updates every now and again. I do hope you see this in time to respond.
Check out my bad CTM map reviews here.
Sick map wish after you finish "Terra Restore Reborn" which is very sick "Terra Restore 2" wasnt finished but I tihnk "Terra Restore Reborn" will be the complete i just noticed after playing each map alot of times that The sequence goes like "Terra Restore 2 or Terra Restore Reborn" then "Terra Restore 1" then "Chunk Restore" because in terra restore 1 it said that exiel was back meaning in Terra Restore Reborn which is the ap that continues Terra Restore 2 meaning Exiel got Corrupted and you have to fight him like you fought exiel in Terra Restore 1 pretty sick map though keep up the hard work i cant help myself to keep replaying it
lol
Uhmm... can somene tell me where the lava base is i know where the void creature is that is holding the key for Jake`s House and to get the spices River trout but where is the lava base? im SOO curious
lol
https://www.planetminecraft.com/project/terra-restore-1/
If anyone still wants to be able to get information about these maps after June 16th, I found this project page Mithey made.
Bless and thank.
Stay fluffy~
In your base in your chest room there's a ladder in the corner which leads to a lever which enables the hardcore base with lave
Hey Mithey!
I played quite a few of your maps a few years back and I'm slowly getting into MC again. Do you have any updates on TRR or any other maps? Also, where should we go to see updates after the forums are shut down? Thanks!