Hey, Mithey. Now that the forums have been saved and it's been almost 4 months since your' last update, could you make another update on your' progress?
Hello, Mithey. Could you give us another progress update on your current projects, as it's been 7 months since your last one. Thanks in advance, once again.
Heya hey, just a super quick update I uploaded a new map called A Hole New World here. It's an around 3 hour long adventure/RPG map inspired by a book called A Hole New World. If you run into and issues or anything just lemme know, and I hope you enjoy!
It's nice to finally get another bigger map released. I'll try and get another map out there before the end of the month, but no promises
It's been half a decade since I have played your maps and I'm always astounded by not only the gameplay you have provided for the community, but also the fond memories that those maps created for me.
I remember when I was young, I discovered a site called MinecraftMaps where I found several maps - Tales of Nira 1, 2 and 3. When I first played it, I wasn't expecting this map to be at such high quality. There is nothing else quite like your maps - the aesthetics are marvelous, the theme is magnificent, the gameplay, music and so much more
These maps deserve to be games on their own and I would really be willing to see a Tales of Nira franchise going on; these maps are the most prominent RPGs in my childhood. Then there's Emberforge Keep and eventually both Terra Restore maps.
Later this will be more exaggerating but please hear me out if you have not cringed from above. Terra Restore 1 is one of the maps that have a huge impact of me. I was not expecting that simply commands blocks can give Minecraft so much justice, better than I think mods will ever do. Whenever I completed the map, I would just redownload it just to play over, and over again. I have replayed so much that I lost count of how many times that is.
Then there's the announcement of Terra Restore 2, which I was really hyped for its full completed version. I tried to hold myself down to wait for the full version to be out, but I couldn't hold it and downloaded what's the latest version on MinecraftForum now. Terra Restore 2 was another map that made a huge impact on me. It seemed like a massive upgrade from the first Terra Restore and I love every part of it. The story is the most impressive part, so impressive that it has impacted me to start creative writing, began by writing with your characters and world. It's very awkward to read it for now, but I remembered having fun writing it and it had been one of the memorable events in my childhood.
I'm really grateful of what you have provided to the community. I did not realize how content creators impacted people so much until just now. Because of your impressive mapmaking skill , I attempted to build a map on my own like you do with command blocks, but failed since I was too young to understand it. However, now I am developing games using Unity and as time flows I realized it as my passion and creating games has thus become my life goal. I'm also grateful that it is you who inspire me to creative writing. It is now one of my proudest hobby to have. To think if you hadn't made those maps , I wouldn't be who I am today, and that my 40+ characters wouldn't exist today.
Last but not least, good luck and please take good care of yourself while working your projects. I recently discovered that you're making Terra Restore Reborn and I'm thrilled to be getting into the Nira lore again. Although I like your old maps more, please do not be discouraged making your maps; I can tell that your skill is using commands are improving each new map you released. I understand that you have to make maps for a certain Youtuber to earn a living, and I completely respect that. Please do not give up your passion and forget what's moved you so far until this day!
Farewell, and thank you so much, Mithey!
P/s: Please give us more friendly Exiel I beg you T-T
Okay, I've played through the map and I quite enjoyed it. Here's my experience-
Pros
i) Gui system reduced inventory clogging
ii) The rejvunction potion was FANTASTIC
iii) the class system was pretty neat, back row archer (Jen)? Front row risky warrior (Pat)? Tactical combatant who uses environment for advantage (Cloud, me)? Or a tank (Bomby) ?
iv) exploration was awarded with level upgrades, while selling them at shops to avoid under-leveling
Cons
i) only 1 weapon allowed at a time; It is good to have a sword type and an axe type weapon for different opponents
ii) The lucky block essence collection was a bit too repetitive, it would have been better if used sparingly.
iii) area specific equipment really isn't avavailable
iv) Unlike CR where future was uncertain, this one is a little bit too straightforward
Bug
Not a major one, but all your chests and spawnpoints move when right clicked. In 1.14 nitwit villagers shake their heads in disagreement upon attempting to trade
Advice
In your main map, temporary power-ups for specific areas and unlockable abilities would be a nice addition. Although, only one ability should allowed on top of class
Your map "A Hole New World" is such amazing,but it's still a pity that many Chinese couldn't enjoy your map.So may I make a introduction to www.mcbbs.net?I'll write your username and your download link in the introduction.
Heya hey everyone, it's been a while, and it's time for a proper update on things. It's been an interesting year let's just say, and I've had plenty of time to think things over. I believe it's time for some things to change.
This has been a rather difficult decision to make, but I am going to try to work on Terra Restore Reborn once again, and this time full time. I don't know how long I'll be able to last working on it full time, but I'll see what I can do about that with time. I can at least say I have more money now saved up than what I had back when I was working on Terra Restore 2. This has always been something I've wanted to work on, so time to give it a proper go.
The map will be made on Minecraft. Hytale is far too out in the future than what I expected. And thinking of how much time I'd have to spend relearning how to make maps on there, building up another system, perfecting things, having to adjust the Terra Restore world, among other things just doesn't make it worth it. I obviously might still do something on Hytale at some point, but that's the future and likely well over a year away.
It might be some time yet before the first release. I've actually went ahead and started over on the map again, however I am still using the old lobby and starting village. The map is still planned to be similar to what I've mentioned before though.
Over time I've been working on building up a system to make better maps, and increase the options/flexibility I have. You can see a slightly dated version of this system in the A Hole New World map, which was actually kind of a nice test run. There are still some things I need to figure out and tweak with the system, which is the main thing I'm currently working on.
Some notable differences between this system and the one used in A Hole New World:
*Custom health system - Instead of using the normal Minecraft hearts the map will instead display your health via a boss bar at the top of the screen. The health system works almost identical to the normal Minecraft health system, while allowing for quite a bit more customization.
Previously with enemy abilities I had to use different levels of the instant damage + resistance status effects, or arrows with different damage values, to actually damage the player since there is still no /damage command. This was always tedious to do to get the damage values right, especially while trying to balance different difficulties. On top of that the player could actually bypass the ability damage if they were currently immune to damage. (if you just got hit you're immune to damage for like 1/2 a second) This is no longer an issue and I can easily make an ability take away 10 health from you or whatever.
*Spirit system - As mentioned before spirit is a new resource which is essentially mana. Abilities that you use require spirit to work. Spirit slowly regenerates over time, but also regenerates with each melee hit. Fury is not a system in this map.
*New food system - Hunger has been removed from the game and you can no longer starve to death. You can now eat food at any point which will give you health regeneration. Eating more than one food doesn't stack that effect. How long the regeneration effect lasts and how much it heals is determined by the stats on the food. The current available food gives you regeneration for 30 seconds. Food is now meant to be more of a slow but long healing effect, where as your potion is meant to be a fast on demand heal. You will continue to heal over time regardless of if you eat food or not, but it will be noticeably slower without it.
*Stamina system - Sprinting now depletes a new resource called stamina. Stamina is displayed where your Minecraft levels is normally at. On running out of stamina you physically can't sprint anymore until you regain enough stamina. This is to make combat a bit more tactical, and to potentially make the world slightly more immersive by slowing down the player a bit instead of having them sprinting everywhere all the time. It could also be used in different ways for racing minigames and such. This one is more so a bit of an experiment, so it might get removed in the future.
*Better translation support - All text in the map is now located inside the resource pack. In previous maps I made it so you could probably get away without using the map's resource pack, but this time I'm having it as a firm requirement. (especially so that doesn't limit me)
*Damage display system - Damage you deal and take now gets displayed.
*Enemy health handling system - This one is a bit more technical, but I now have greater control over what happens when an enemy hits a certain amount of health. For example I can now easily make it so an enemy enters a "2nd phase" when it hits 1/2 health, or I can detect when an enemy has run out of health points and make it do something special on dying. I might even make it in the future so that if you stealth hit an enemy (hit it before it detects you) it does double damage, or stuns the enemy, or something.
*Loot drops system - Again mostly more technical stuff, but I now have more options and ease of use over loot drops. One such thing being item drops now display their name over the item before you even pick them up.
*Custom natural mob spawning system - I can specify what types of mobs can spawn, where, how many there are, and that sort of thing.
There are a number of other differences too but you get the point. I'll probably get a video up at some point showing some of them off. I'm pretty happy with the system right now, I just need to clean up some things then I'll be back at working on the intro tutorial area. After the tutorial area bit I just need to setup a number of cutscenes introducing the story and world up to where you meet Vuco. From there it should be good for a small initial version release, and from there the actual open world development of the map will begin which I'm excited for. Anyway that's about all for right now at least. ^^
Hey Mithey, will the coming 1.15 bug fix update help you out in any way on future maps with commands, or with world-building in general?
I did notice a few things. Iron golems, slimes, and magma cubes now actually use their attack damage attribute, which was a pain back in the day. Also think I read you can now place blocks on top of farmland without breaking the farmland. And also the new spectate command looks amazing for cutscenes. Higher frame rate cutscenes, no more seeing other player's heads during them, and everyone can now share the same camera viewport which makes things a lot easier.
Your map "A Hole New World" is such amazing,but it's still a pity that many Chinese couldn't enjoy your map.So may I make a introduction to www.mcbbs.net?I'll write your username and your download link in the introduction.
You can upload my maps to other language sites other than English if you want, just make sure you add credit.
Heya hey everyone, it's been a while, and it's time for a proper update on things. It's been an interesting year let's just say, and I've had plenty of time to think things over. I believe it's time for some things to change.
This has been a rather difficult decision to make, but I am going to try to work on Terra Restore Reborn once again, and this time full time. I don't know how long I'll be able to last working on it full time, but I'll see what I can do about that with time. I can at least say I have more money now saved up than what I had back when I was working on Terra Restore 2. This has always been something I've wanted to work on, so time to give it a proper go.
The map will be made on Minecraft. Hytale is far too out in the future than what I expected. And thinking of how much time I'd have to spend relearning how to make maps on there, building up another system, perfecting things, having to adjust the Terra Restore world, among other things just doesn't make it worth it. I obviously might still do something on Hytale at some point, but that's the future and likely well over a year away.
It might be some time yet before the first release. I've actually went ahead and started over on the map again, however I am still using the old lobby and starting village. The map is still planned to be similar to what I've mentioned before though.
Over time I've been working on building up a system to make better maps, and increase the options/flexibility I have. You can see a slightly dated version of this system in the A Hole New World map, which was actually kind of a nice test run. There are still some things I need to figure out and tweak with the system, which is the main thing I'm currently working on.
Some notable differences between this system and the one used in A Hole New World:
*Custom health system - Instead of using the normal Minecraft hearts the map will instead display your health via a boss bar at the top of the screen. The health system works almost identical to the normal Minecraft health system, while allowing for quite a bit more customization.
Previously with enemy abilities I had to use different levels of the instant damage + resistance status effects, or arrows with different damage values, to actually damage the player since there is still no /damage command. This was always tedious to do to get the damage values right, especially while trying to balance different difficulties. On top of that the player could actually bypass the ability damage if they were currently immune to damage. (if you just got hit you're immune to damage for like 1/2 a second) This is no longer an issue and I can easily make an ability take away 10 health from you or whatever.
*Spirit system - As mentioned before spirit is a new resource which is essentially mana. Abilities that you use require spirit to work. Spirit slowly regenerates over time, but also regenerates with each melee hit. Fury is not a system in this map.
*New food system - Hunger has been removed from the game and you can no longer starve to death. You can now eat food at any point which will give you health regeneration. Eating more than one food doesn't stack that effect. How long the regeneration effect lasts and how much it heals is determined by the stats on the food. The current available food gives you regeneration for 30 seconds. Food is now meant to be more of a slow but long healing effect, where as your potion is meant to be a fast on demand heal. You will continue to heal over time regardless of if you eat food or not, but it will be noticeably slower without it.
*Stamina system - Sprinting now depletes a new resource called stamina. Stamina is displayed where your Minecraft levels is normally at. On running out of stamina you physically can't sprint anymore until you regain enough stamina. This is to make combat a bit more tactical, and to potentially make the world slightly more immersive by slowing down the player a bit instead of having them sprinting everywhere all the time. It could also be used in different ways for racing minigames and such. This one is more so a bit of an experiment, so it might get removed in the future.
*Better translation support - All text in the map is now located inside the resource pack. In previous maps I made it so you could probably get away without using the map's resource pack, but this time I'm having it as a firm requirement. (especially so that doesn't limit me)
*Damage display system - Damage you deal and take now gets displayed.
*Enemy health handling system - This one is a bit more technical, but I now have greater control over what happens when an enemy hits a certain amount of health. For example I can now easily make it so an enemy enters a "2nd phase" when it hits 1/2 health, or I can detect when an enemy has run out of health points and make it do something special on dying. I might even make it in the future so that if you stealth hit an enemy (hit it before it detects you) it does double damage, or stuns the enemy, or something.
*Loot drops system - Again mostly more technical stuff, but I now have more options and ease of use over loot drops. One such thing being item drops now display their name over the item before you even pick them up.
*Custom natural mob spawning system - I can specify what types of mobs can spawn, where, how many there are, and that sort of thing.
There are a number of other differences too but you get the point. I'll probably get a video up at some point showing some of them off. I'm pretty happy with the system right now, I just need to clean up some things then I'll be back at working on the intro tutorial area. After the tutorial area bit I just need to setup a number of cutscenes introducing the story and world up to where you meet Vuco. From there it should be good for a small initial version release, and from there the actual open world development of the map will begin which I'm excited for. Anyway that's about all for right now at least. ^^
Nice to hear about progress on your' projects, Mithey. With Hytale being 2 years away, I fully understand why you've decided to develop TRR in Minecraft. I have a couple of questions though. Firstly, could you tell what major changes you've made with TRR when compared with the last post you made on it? Secondly, will there be any restoration events in the first version? Thanks in advance.
Hey,Mithey! God, I haven't seen you for so long! You sent a new map! This map deeply shocked me! This is a RPG game! I can't wait to show this map to more people! So... I want to move this map to mcbbs! I will use the download link of this website. Mcbbs is a minecraft Chinese Forum similar to minecraft forum. Can I do this?
Hey, Mithey. I'm wondering if you could give an estimate as to when TRR's first version will be released. I hope this doesn't come of as too pushy, I just would be interested you would be able to finish it before the end of the year.
Just out of interest, when will the next update be out for chunk restore.
Also, it said on the "main maps" section that chunk restore was discontinued?
Hey, Mithey. Now that the forums have been saved and it's been almost 4 months since your' last update, could you make another update on your' progress?
It's been a couple months now and can't wait for the next update.
Hey, Mithey. With it being six months since your' last progress update, could you give another one? Thanks in advance.
Hello, Mithey. Could you give us another progress update on your current projects, as it's been 7 months since your last one. Thanks in advance, once again.
I hope mithey is alright :<
Not to worry, everyone. Mithey just uploaded a new map on Minecraft Maps: A Hole New World.
Heya hey, just a super quick update I uploaded a new map called A Hole New World here. It's an around 3 hour long adventure/RPG map inspired by a book called A Hole New World. If you run into and issues or anything just lemme know, and I hope you enjoy!
It's nice to finally get another bigger map released. I'll try and get another map out there before the end of the month, but no promises
Just made my day:D 👍
Also, how did you make Exiel do more knockback?
Perseverance always pays. Sooner or later.
Dear Mithey,
It's been half a decade since I have played your maps and I'm always astounded by not only the gameplay you have provided for the community, but also the fond memories that those maps created for me.
I remember when I was young, I discovered a site called MinecraftMaps where I found several maps - Tales of Nira 1, 2 and 3. When I first played it, I wasn't expecting this map to be at such high quality. There is nothing else quite like your maps - the aesthetics are marvelous, the theme is magnificent, the gameplay, music and so much more
These maps deserve to be games on their own and I would really be willing to see a Tales of Nira franchise going on; these maps are the most prominent RPGs in my childhood. Then there's Emberforge Keep and eventually both Terra Restore maps.
Later this will be more exaggerating but please hear me out if you have not cringed from above. Terra Restore 1 is one of the maps that have a huge impact of me. I was not expecting that simply commands blocks can give Minecraft so much justice, better than I think mods will ever do. Whenever I completed the map, I would just redownload it just to play over, and over again. I have replayed so much that I lost count of how many times that is.
Then there's the announcement of Terra Restore 2, which I was really hyped for its full completed version. I tried to hold myself down to wait for the full version to be out, but I couldn't hold it and downloaded what's the latest version on MinecraftForum now. Terra Restore 2 was another map that made a huge impact on me. It seemed like a massive upgrade from the first Terra Restore and I love every part of it. The story is the most impressive part, so impressive that it has impacted me to start creative writing, began by writing with your characters and world. It's very awkward to read it for now, but I remembered having fun writing it and it had been one of the memorable events in my childhood.
I'm really grateful of what you have provided to the community. I did not realize how content creators impacted people so much until just now. Because of your impressive mapmaking skill , I attempted to build a map on my own like you do with command blocks, but failed since I was too young to understand it. However, now I am developing games using Unity and as time flows I realized it as my passion and creating games has thus become my life goal. I'm also grateful that it is you who inspire me to creative writing. It is now one of my proudest hobby to have. To think if you hadn't made those maps , I wouldn't be who I am today, and that my 40+ characters wouldn't exist today.
Last but not least, good luck and please take good care of yourself while working your projects. I recently discovered that you're making Terra Restore Reborn and I'm thrilled to be getting into the Nira lore again. Although I like your old maps more, please do not be discouraged making your maps; I can tell that your skill is using commands are improving each new map you released. I understand that you have to make maps for a certain Youtuber to earn a living, and I completely respect that. Please do not give up your passion and forget what's moved you so far until this day!
Farewell, and thank you so much, Mithey!
P/s: Please give us more friendly Exiel I beg you T-T
By: Dusk
Okay, I've played through the map and I quite enjoyed it. Here's my experience-
Pros
i) Gui system reduced inventory clogging
ii) The rejvunction potion was FANTASTIC
iii) the class system was pretty neat, back row archer (Jen)? Front row risky warrior (Pat)? Tactical combatant who uses environment for advantage (Cloud, me)? Or a tank (Bomby) ?
iv) exploration was awarded with level upgrades, while selling them at shops to avoid under-leveling
Cons
i) only 1 weapon allowed at a time; It is good to have a sword type and an axe type weapon for different opponents
ii) The lucky block essence collection was a bit too repetitive, it would have been better if used sparingly.
iii) area specific equipment really isn't avavailable
iv) Unlike CR where future was uncertain, this one is a little bit too straightforward
Bug
Not a major one, but all your chests and spawnpoints move when right clicked. In 1.14 nitwit villagers shake their heads in disagreement upon attempting to trade
Advice
In your main map, temporary power-ups for specific areas and unlockable abilities would be a nice addition. Although, only one ability should allowed on top of class
Perseverance always pays. Sooner or later.
it's nice
Hey Mithey, will the coming 1.15 bug fix update help you out in any way on future maps with commands, or with world-building in general?
Your map "A Hole New World" is such amazing,but it's still a pity that many Chinese couldn't enjoy your map.So may I make a introduction to www.mcbbs.net?I'll write your username and your download link in the introduction.
Hello~
Can I use your map on a multiplayer server
I think it deserves 5 stars!!!!
I'll mark you as the author.
Hope for your reply!
.
Heya hey everyone, it's been a while, and it's time for a proper update on things. It's been an interesting year let's just say, and I've had plenty of time to think things over. I believe it's time for some things to change.
This has been a rather difficult decision to make, but I am going to try to work on Terra Restore Reborn once again, and this time full time. I don't know how long I'll be able to last working on it full time, but I'll see what I can do about that with time. I can at least say I have more money now saved up than what I had back when I was working on Terra Restore 2. This has always been something I've wanted to work on, so time to give it a proper go.
The map will be made on Minecraft. Hytale is far too out in the future than what I expected. And thinking of how much time I'd have to spend relearning how to make maps on there, building up another system, perfecting things, having to adjust the Terra Restore world, among other things just doesn't make it worth it. I obviously might still do something on Hytale at some point, but that's the future and likely well over a year away.
It might be some time yet before the first release. I've actually went ahead and started over on the map again, however I am still using the old lobby and starting village. The map is still planned to be similar to what I've mentioned before though.
Over time I've been working on building up a system to make better maps, and increase the options/flexibility I have. You can see a slightly dated version of this system in the A Hole New World map, which was actually kind of a nice test run. There are still some things I need to figure out and tweak with the system, which is the main thing I'm currently working on.
Some notable differences between this system and the one used in A Hole New World:
*Custom health system - Instead of using the normal Minecraft hearts the map will instead display your health via a boss bar at the top of the screen. The health system works almost identical to the normal Minecraft health system, while allowing for quite a bit more customization.
Previously with enemy abilities I had to use different levels of the instant damage + resistance status effects, or arrows with different damage values, to actually damage the player since there is still no /damage command. This was always tedious to do to get the damage values right, especially while trying to balance different difficulties. On top of that the player could actually bypass the ability damage if they were currently immune to damage. (if you just got hit you're immune to damage for like 1/2 a second) This is no longer an issue and I can easily make an ability take away 10 health from you or whatever.
*Spirit system - As mentioned before spirit is a new resource which is essentially mana. Abilities that you use require spirit to work. Spirit slowly regenerates over time, but also regenerates with each melee hit. Fury is not a system in this map.
*New food system - Hunger has been removed from the game and you can no longer starve to death. You can now eat food at any point which will give you health regeneration. Eating more than one food doesn't stack that effect. How long the regeneration effect lasts and how much it heals is determined by the stats on the food. The current available food gives you regeneration for 30 seconds. Food is now meant to be more of a slow but long healing effect, where as your potion is meant to be a fast on demand heal. You will continue to heal over time regardless of if you eat food or not, but it will be noticeably slower without it.
*Stamina system - Sprinting now depletes a new resource called stamina. Stamina is displayed where your Minecraft levels is normally at. On running out of stamina you physically can't sprint anymore until you regain enough stamina. This is to make combat a bit more tactical, and to potentially make the world slightly more immersive by slowing down the player a bit instead of having them sprinting everywhere all the time. It could also be used in different ways for racing minigames and such. This one is more so a bit of an experiment, so it might get removed in the future.
*Better translation support - All text in the map is now located inside the resource pack. In previous maps I made it so you could probably get away without using the map's resource pack, but this time I'm having it as a firm requirement. (especially so that doesn't limit me)
*Damage display system - Damage you deal and take now gets displayed.
*Enemy health handling system - This one is a bit more technical, but I now have greater control over what happens when an enemy hits a certain amount of health. For example I can now easily make it so an enemy enters a "2nd phase" when it hits 1/2 health, or I can detect when an enemy has run out of health points and make it do something special on dying. I might even make it in the future so that if you stealth hit an enemy (hit it before it detects you) it does double damage, or stuns the enemy, or something.
*Loot drops system - Again mostly more technical stuff, but I now have more options and ease of use over loot drops. One such thing being item drops now display their name over the item before you even pick them up.
*Custom natural mob spawning system - I can specify what types of mobs can spawn, where, how many there are, and that sort of thing.
There are a number of other differences too but you get the point. I'll probably get a video up at some point showing some of them off. I'm pretty happy with the system right now, I just need to clean up some things then I'll be back at working on the intro tutorial area. After the tutorial area bit I just need to setup a number of cutscenes introducing the story and world up to where you meet Vuco. From there it should be good for a small initial version release, and from there the actual open world development of the map will begin which I'm excited for. Anyway that's about all for right now at least. ^^
I did notice a few things. Iron golems, slimes, and magma cubes now actually use their attack damage attribute, which was a pain back in the day. Also think I read you can now place blocks on top of farmland without breaking the farmland. And also the new spectate command looks amazing for cutscenes. Higher frame rate cutscenes, no more seeing other player's heads during them, and everyone can now share the same camera viewport which makes things a lot easier.
You can upload my maps to other language sites other than English if you want, just make sure you add credit.
Sure, go for it.
Nice to hear about progress on your' projects, Mithey. With Hytale being 2 years away, I fully understand why you've decided to develop TRR in Minecraft. I have a couple of questions though. Firstly, could you tell what major changes you've made with TRR when compared with the last post you made on it? Secondly, will there be any restoration events in the first version? Thanks in advance.
Hey,Mithey! God, I haven't seen you for so long! You sent a new map! This map deeply shocked me! This is a RPG game! I can't wait to show this map to more people! So... I want to move this map to mcbbs! I will use the download link of this website. Mcbbs is a minecraft Chinese Forum similar to minecraft forum. Can I do this?
Terra Restore2:https://www.mcbbs.net/thread-771248-1-1.html
Hey, Mithey. I'm wondering if you could give an estimate as to when TRR's first version will be released. I hope this doesn't come of as too pushy, I just would be interested you would be able to finish it before the end of the year.