I wanted to figure out how your were doing all that you were in this map so I went into gamemode 3, but couldn't find any hidden commandblock rooms. The next thing I tried is teleporting to 0 100 0 which worked. Are you using a color-coded block-array? Also, I've been looking into the ways you've used function commands. It is absolutely genius. I had no idea you were this smart. Are you generating all of the lands in the same location via those cloning blocks (still can't remember the name of those purple blocks)? Also, I've been trying to figure out how you've done the item graphics changes. I'd really like to know, but I'm sure peaking through your files for a while longer will also reward me with an answer. All in all, besides how much I loved playing the map, the actual mechanics were masterful. Congratulations.
EDIT: I figured out that you are just conserving space, not putting all the lands in the same spot. Smart idea. Also, it seems you are using some sort of nbt to make the item retextures work. I didn't know this was possible. I'll have to look into that. (It would really help if you just explained it to me though )
The four parts of spawn is memory, misc command blocks, core system command blocks, and current area command blocks. All the areas in Chunk Restore are loaded in using structure blocks in the same general location. (Exact location is mostly based on what season it is) The visual item changes for food, armor, and a few other things are done using the CIT (Custom Item Textures) part of the Optifine mod. Other visual item changes are based off of damage values of items like diamond hoes. It's all done in the resource pack really ^^
Is the new map going to have the same sort of open background that Chunk Restore had? For example, the buttons in Chunk Restore leading to the next area had nothing behind them, and it made the map feel a lot less connected. The flaming "X" blocks in TR2 ,however, gave the illusion that you were just entering another area, not being teleported to a completely different place, or how in TR1 you just walked right into the next area. It helped with everything fitting together. It's almost like Chunk Restore got too complicated and lost one of the key elements of the game which was everything fitting together into a solid, connected world. Which of those building strategies will be used in the new game?
Is the new map going to have the same sort of open background that Chunk Restore had? For example, the buttons in Chunk Restore leading to the next area had nothing behind them, and it made the map feel a lot less connected. The flaming "X" blocks in TR2 ,however, gave the illusion that you were just entering another area, not being teleported to a completely different place, or how in TR1 you just walked right into the next area. It helped with everything fitting together. It's almost like Chunk Restore got too complicated and lost one of the key elements of the game which was everything fitting together into a solid, connected world. Which of those building strategies will be used in the new game?
I do believe that Mithey said that he was not going to use the Chunk Restore area transition, especially since the "Chunk" type areas aren't going to be used here.
Is the new map going to have the same sort of open background that Chunk Restore had? For example, the buttons in Chunk Restore leading to the next area had nothing behind them, and it made the map feel a lot less connected. The flaming "X" blocks in TR2 ,however, gave the illusion that you were just entering another area, not being teleported to a completely different place, or how in TR1 you just walked right into the next area. It helped with everything fitting together. It's almost like Chunk Restore got too complicated and lost one of the key elements of the game which was everything fitting together into a solid, connected world. Which of those building strategies will be used in the new game?
The world is going to be like the original Terra Restore 2 in terms of area transitions. I might even experiment with area transitions that don't require you to click a button at all and don't even teleport you, you just walk into the new area and the command blocks for the area get loaded in.
Wow i didn't get here for so long, glad to know that there will be a remake of TR 2 I loved this map ^^ Could you make a tiny update of Chunk restore so the people know you aren't working on it anymore ?
Oh btw if you can create a Discord so we can follow your project that could be great =D
Yeah I need to re-organize a lot of my main post again here xD
I probably won't use Discord, but I would like to try and start using Twitter more for quick updates on things. I do want to start doing some small teaser videos again on my YouTube there too. I know not a lot of people visit the map section part of these forums anymore is all
I'm really REALLY EXCITED for the TR2 Remake. So many new features being added!
Do you have an estimated date when the first section will be playable?
Best case scenario probably like 4 weeks, however even if it's ready in 4 weeks I still need to wait for 1.13 to fully come out and for Optifine to get updated to 1.13
Won't that transition act as a lag spike? A lot of clone - move commands activating at same time. Anyway I trust you are going to find a way around (your chunk restore had less lag than my survival world). Also, how do you get chunk restore to not unload chunks of the area you were in and you will also only get teleported if all chunks were loaded? All of your maps have been awesome and feels like Terra restore reborn would be too.
I do like the idea of having an Adventure Mode Map, but I think having some parts of it be in Survival Mode (Like Dungeons or maybe the Player Base even) would increase the fun of the map. I remember playing TR1 with my friends and we had a blast and the survival aspect of the map was useful as we had the ability to build walls and mini holds in dungeons.
Maybe you could do this for the Player Base, like allowing for players to build their own houses possibly, or their own monuments or pixel art.
It's just an idea, but I'd like to see a survival part of the map a thing and not just a solid runthrough of adventure mode
Won't that transition act as a lag spike? A lot of clone - move commands activating at same time. Anyway I trust you are going to find a way around (your chunk restore had less lag than my survival world). Also, how do you get chunk restore to not unload chunks of the area you were in and you will also only get teleported if all chunks were loaded? All of your maps have been awesome and feels like Terra restore reborn would be too.
There will be like a 2 second lag spike between area transitions due to datapack switching, but you probably won't even notice it. Not 100% sure what you mean by the 2nd question, but the chunks get unloaded with a fill command, then structure blocks spawn in the new area, and then the player gets teleported into it
I do like the idea of having an Adventure Mode Map, but I think having some parts of it be in Survival Mode (Like Dungeons or maybe the Player Base even) would increase the fun of the map. I remember playing TR1 with my friends and we had a blast and the survival aspect of the map was useful as we had the ability to build walls and mini holds in dungeons.
Maybe you could do this for the Player Base, like allowing for players to build their own houses possibly, or their own monuments or pixel art.
It's just an idea, but I'd like to see a survival part of the map a thing and not just a solid runthrough of adventure mode
The whole map will likely be in adventure mode, but I will likely at times have special temporary blocks and a pickaxe that can be used in specific areas to essentially mimic survival mode. Having a structure you can build in the player base is a possiblity, but we will see ^^ Having puzzles using blocks at times could be interesting too
It's been a little bit since the last update post for Terra Restore Reborn so here you all go
I finished up the Village of Beginnings (visually at least) and it turned out pretty well I think. I still need to do up some of the command related stuff for the area, but then that whole area should be done.
I've been mainly chopping away at all the systems lately and getting my todo list back down in preparation for working on the first real dungeon area. I went ahead and did some clean up with the main system to make sure everything stays consistent. Every map that I make from here on out will likely be using the same system so I'm doing my best to make sure everything is organized. I might even go back and update some of my smaller maps to 1.13 in the future. There is hardly any command blocks what so ever in spawn this time, I must say functions make maintaining and updating code super easy and no where near as tedious as when all the commands are inside command blocks.
The systems that I've been implementing lately include the area loading, item, food, chest, treasure tracker, entity, and entity modifying systems. They are pretty similar to the way they were before in previous maps but I made a few changes to some of them...
*On logging in you will be teleported to the last spawnpoint set, unless there were no spawnpoints set while you were offline
*Opening chests will now automatically give you all the items inside it and will display to you in chat what you got. The chest will also appear visually opened so you know you already got the chest before
*Void chests now have an additional swirly particle on opening and displays the item above the chest along with it's name
*Items are now almost always given out via functions. Basically this just means that I only need to modify one single function file whenever I want to modify an item, instead of having to go to all the chests in the map and replacing the items inside. It should help keep things way more consistent and maintainable
*Likewise with the above, all the items in all the chests in each area are now in a single function file
The entity modifying system is actually new, and is something I always wanted to do. Basically every entity/mob in the map gets modified as soon as it spawns in or when a player enters a new area. The entities get modified to whatever way I want them to be in that area. For example I could make all naturally spawning skeletons in the first area not have bows when they spawn in. The system shouldn't be laggy at all either, as it only runs once per entity. This also again lets me keep things consistent and easily modifiable. It also lets me do things like having rare natural spawned mobs, like perhaps a golden pig which drops more food than normal
Aside from that I updated the main post slightly, notably I added in the current rough development progress % for the map which is now roughly:
Initial organization - 100% Done
Core map system - 100% done
Lobby - 100% done
Classes - 100% done
Intro cutscene - 100% done
Intro town - 90% done
First dungeon - 0% done
Player base - 0% done
Other systems - 50% done
Testing/tweaking/finalizing - 0% done
Next on the list is to finish as many other systems as I can including the leap/double jump, shop, save/load, detection, day/weather, potion, fishing, encounter, and advancement systems. After that is done and the Village of Beginnings is finished off I can finally tackle the first area which is going to be really interesting, and possibly a fair bit different design wise compared to the original. Anyway that's all for now ^^
Wow that's very little command blocks. The power of functions must be very powerful.
I'm very glad that they are helping you speed up the process of map building. I'm really excited for the first playable section, I'm aching to get my friends to play this.
Now for the Player Base, are we gonna be like allowed to be in Survival Mode? Like to make crop or animal farms. That would be very useful.
Also maybe it would be cool to have a random loot table for loot. This would make replayability better definitely because then you wouldn't know what loot you'd be getting.
Hey, Mithey. I want to ask a question that doesn't relate to Terra Restore Reborn. Why did you delete a lot of the videos on your channel? Two I remember watching that aren't there anymore are a speed build of Mount Emberance, and you working on the Islands of Nalu in TR2. Could I know why you deleted them off your your channel? If you personally would prefer not to answer, I won't ask again.
Also, will you have information boxes with the area name, estimated play time, inspirations etc.?
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Will there be another official soundtrack for Terra Restore Reborn (like the Terra Restore 1 official soundtrack with all the songs in the map in 1 single video)?
Yeah, please post the soundtrack if you make one. The music is what really got me into TR1, especially in the ice tower level. It was fantastic.
Also, looking at your picture of the command blocks, what is the big tower of blocks with redstone on them? I've seen them all over the place in adventure maps but don't really know what they're for
I don't mean to bother you, but could you explain to me how you used the ChunkRestoreItem custom nbt tag to retexture things? I've been snooping around and whenever I try to use custom nbt tags, minecraft decides to completely ignore them and promptly remove them. Whether or not you help me though, I'd like you to know that everyone, including myself, loves how much work you have put into your projects. You've done a great job.
Figured I'd do up another update on things here since it's been a bit! I'm still working on getting all of the other systems done (hopefully should be done within a few days) but I made quite a bit of progress.
Some note worthy things being:
Day/weather system implemented - Each time it hits day or night it has a chance of raining. Also each morning it displays the current day (No season or year this time)
Shop system implemented - Considered doing up some sort of fancy menu system this time but ultimately thought the Chunk Restore system with items out on display around the shop works better
Save/load system implemented - This time you basically just right click a structure block and hit save, transfer the structure file over to your new world, and hit the load button.
I added in a proper RPG like exp bar and level system again. Unlike Chunk Restore however you won't get exp from killing mobs. (Due to how grindy that can be or how you can abuse it) Instead you will get exp from other things such as encounters, quests, achievements, challenges, bosses, Terra Crystals, (Renamed Crystal Shards yet again to Terra Crystals) etc.
Double jump ability added in - Similar to the Chicken's Courage map flap ability but only makes you go upwards once
Enemy detection system added in - Same as the Chunk Restore one but with a couple of changes. Enemies will now spot you easier if you are in front of them rather than behind them. Sneaking around now reduces the range at which they can spot you by 50%. I might make it so sprinting increases the range in the future too
Mob patrol system implemented
Custom potion system implemented - You have a single potion which you can use up to 3 times before it runs out. On hitting a spawnpoint or dying the potion will be refilled. In the future I will likely make it so you can customize what effect you get out of the potion
Monster spawner system implemented - One new thing to note is when you die some nearby spawners will regenerate as an additional penalty for dying
Updated right click detection to use raycasting instead of just proximity. Basically this just means that I can now have multiple right clickable things side by side instead of them being required to be far enough apart. The new system isn't perfect but it's good enough.
The systems that I have left to do up:
Respawning food system (Like the apples on the trees from Chunk Restore)
Fishing system
Enemy custom ability system
Encounter system
Advancement system
Adjustable amount of natural mob spawns system
I hopefully should be done of all that quite soon, anyway that's all for now! ^^
Wow that's very little command blocks. The power of functions must be very powerful.
I'm very glad that they are helping you speed up the process of map building. I'm really excited for the first playable section, I'm aching to get my friends to play this.
Now for the Player Base, are we gonna be like allowed to be in Survival Mode? Like to make crop or animal farms. That would be very useful.
Also maybe it would be cool to have a random loot table for loot. This would make replayability better definitely because then you wouldn't know what loot you'd be getting.
You won't ever be in survival mode this time. Some sort of farm system at the base is a possibility in the future though, like as a reward from using a Terra Restore.
I could maybe do random loot for things like food and such at times, but I can't really do it for weapons/armor easily with the new gear equipping system
Hey, Mithey. I want to ask a question that doesn't relate to Terra Restore Reborn. Why did you delete a lot of the videos on your channel? Two I remember watching that aren't there anymore are a speed build of Mount Emberance, and you working on the Islands of Nalu in TR2. Could I know why you deleted them off your your channel? If you personally would prefer not to answer, I won't ask again.
Also, will you have information boxes with the area name, estimated play time, inspirations etc.?
Basically wasn't too happy with the quality of the videos is all really ^^
Info boxes probably won't be a thing, but information like that will pop up when you enter an area
Will there be another official soundtrack for Terra Restore Reborn (like the Terra Restore 1 official soundtrack with all the songs in the map in 1 single video)?
I'd like to at some point, but that will of course have to wait until the whole map is done
Yeah, please post the soundtrack if you make one. The music is what really got me into TR1, especially in the ice tower level. It was fantastic.
Also, looking at your picture of the command blocks, what is the big tower of blocks with redstone on them? I've seen them all over the place in adventure maps but don't really know what they're for
The tower of lapis blocks in my maps is what I use for memory. Each block can be a specific block type to signal a different memory state for a certain thing, like if you've beaten a boss before or not.
I don't mean to bother you, but could you explain to me how you used the ChunkRestoreItem custom nbt tag to retexture things? I've been snooping around and whenever I try to use custom nbt tags, minecraft decides to completely ignore them and promptly remove them. Whether or not you help me though, I'd like you to know that everyone, including myself, loves how much work you have put into your projects. You've done a great job.
Doing something like "give @s minecraft:apple 1 0 {ChunkRestoreItem:Name}" should work. The only time Minecraft should remove NBT that you've added in is if they are a block and you end up placing them
I had gotten burned out of Minecraft for a while, but came back and thought "hmm, which of these pending maps should I do?" and remembered Terra Restore 2.
Even unfinished, this was the best decision I could have made. I'm currently at the big neutral city which presumably has the third intersection and am just blown away. I could gush for ages about this amazing map but I'll focus on feedback.
It was cool seeing how the "terra restore" element extended beyond the original restoring of buildings subtly with the chests full of flower pots, paintings, and other rebuilding materials, as well as the posts clearly made for putting torches on, etc. I found it refreshing how I left the dungeons nicer than I found them, rather than so full of explosion holes from creepers they're unrecognizable.
With that this map felt like a beautiful hybrid of creative building, CTM, and open world adventure map.
It's overall worked really well. I think the only problems I had was custom mobs for some reason despawning with Optifine so I had to turn that off, and the zone transition buttons bugging out once or twice.Oh and the special vehicles like the "bullet pig" and ghast balloons. They're cool ideas. Maybe fake them with cutscenes if the bug's still not fixed?
As I explore this neutral city I just love the attention to detail and love you put into this map. Unique interiors with monsters going about their day, everything just feels so lively and wholesome.
I am going to really miss this map when I finish it and I wanted to thank you for reigniting my love for Minecraft.
I did it! That's the most somber I've been towards a map ending in ages. I'm glad in my reminiscing I went to the old areas, because I found a whopping 3 minigames I had missed! Fun stuff!
"Oh man what a wonderful, huge, friendly city" he said obliviously...
So cruel, yet so effective.
What a cliffhanger to leave it on, too. I didn't encounter any other bugs in the last few areas so not much to say on that front. I got to see all the areas, fully upgraded the awesome castle, I'd say I'm done.
Thank you once again for the most incredible and memorable map I've ever played since, well, Terra Restore 1!
Whether you continue this story or work on other things all I can say is stay awesome!
The four parts of spawn is memory, misc command blocks, core system command blocks, and current area command blocks. All the areas in Chunk Restore are loaded in using structure blocks in the same general location. (Exact location is mostly based on what season it is) The visual item changes for food, armor, and a few other things are done using the CIT (Custom Item Textures) part of the Optifine mod. Other visual item changes are based off of damage values of items like diamond hoes. It's all done in the resource pack really ^^
Is the new map going to have the same sort of open background that Chunk Restore had? For example, the buttons in Chunk Restore leading to the next area had nothing behind them, and it made the map feel a lot less connected. The flaming "X" blocks in TR2 ,however, gave the illusion that you were just entering another area, not being teleported to a completely different place, or how in TR1 you just walked right into the next area. It helped with everything fitting together. It's almost like Chunk Restore got too complicated and lost one of the key elements of the game which was everything fitting together into a solid, connected world. Which of those building strategies will be used in the new game?
I do believe that Mithey said that he was not going to use the Chunk Restore area transition, especially since the "Chunk" type areas aren't going to be used here.
I'm really REALLY EXCITED for the TR2 Remake. So many new features being added!
Do you have an estimated date when the first section will be playable?
The world is going to be like the original Terra Restore 2 in terms of area transitions. I might even experiment with area transitions that don't require you to click a button at all and don't even teleport you, you just walk into the new area and the command blocks for the area get loaded in.
Yeah I need to re-organize a lot of my main post again here xD
I probably won't use Discord, but I would like to try and start using Twitter more for quick updates on things. I do want to start doing some small teaser videos again on my YouTube there too. I know not a lot of people visit the map section part of these forums anymore is all
Best case scenario probably like 4 weeks, however even if it's ready in 4 weeks I still need to wait for 1.13 to fully come out and for Optifine to get updated to 1.13
Won't that transition act as a lag spike? A lot of clone - move commands activating at same time. Anyway I trust you are going to find a way around (your chunk restore had less lag than my survival world). Also, how do you get chunk restore to not unload chunks of the area you were in and you will also only get teleported if all chunks were loaded? All of your maps have been awesome and feels like Terra restore reborn would be too.
Perseverance always pays. Sooner or later.
Hey Mithey,
I do like the idea of having an Adventure Mode Map, but I think having some parts of it be in Survival Mode (Like Dungeons or maybe the Player Base even) would increase the fun of the map. I remember playing TR1 with my friends and we had a blast and the survival aspect of the map was useful as we had the ability to build walls and mini holds in dungeons.
Maybe you could do this for the Player Base, like allowing for players to build their own houses possibly, or their own monuments or pixel art.
It's just an idea, but I'd like to see a survival part of the map a thing and not just a solid runthrough of adventure mode
There will be like a 2 second lag spike between area transitions due to datapack switching, but you probably won't even notice it. Not 100% sure what you mean by the 2nd question, but the chunks get unloaded with a fill command, then structure blocks spawn in the new area, and then the player gets teleported into it
The whole map will likely be in adventure mode, but I will likely at times have special temporary blocks and a pickaxe that can be used in specific areas to essentially mimic survival mode. Having a structure you can build in the player base is a possiblity, but we will see ^^ Having puzzles using blocks at times could be interesting too
It's been a little bit since the last update post for Terra Restore Reborn so here you all go
I finished up the Village of Beginnings (visually at least) and it turned out pretty well I think. I still need to do up some of the command related stuff for the area, but then that whole area should be done.
I've been mainly chopping away at all the systems lately and getting my todo list back down in preparation for working on the first real dungeon area. I went ahead and did some clean up with the main system to make sure everything stays consistent. Every map that I make from here on out will likely be using the same system so I'm doing my best to make sure everything is organized. I might even go back and update some of my smaller maps to 1.13 in the future. There is hardly any command blocks what so ever in spawn this time, I must say functions make maintaining and updating code super easy and no where near as tedious as when all the commands are inside command blocks.
The systems that I've been implementing lately include the area loading, item, food, chest, treasure tracker, entity, and entity modifying systems. They are pretty similar to the way they were before in previous maps but I made a few changes to some of them...
*On logging in you will be teleported to the last spawnpoint set, unless there were no spawnpoints set while you were offline
*Opening chests will now automatically give you all the items inside it and will display to you in chat what you got. The chest will also appear visually opened so you know you already got the chest before
*Void chests now have an additional swirly particle on opening and displays the item above the chest along with it's name
*Items are now almost always given out via functions. Basically this just means that I only need to modify one single function file whenever I want to modify an item, instead of having to go to all the chests in the map and replacing the items inside. It should help keep things way more consistent and maintainable
*Likewise with the above, all the items in all the chests in each area are now in a single function file
The entity modifying system is actually new, and is something I always wanted to do. Basically every entity/mob in the map gets modified as soon as it spawns in or when a player enters a new area. The entities get modified to whatever way I want them to be in that area. For example I could make all naturally spawning skeletons in the first area not have bows when they spawn in. The system shouldn't be laggy at all either, as it only runs once per entity. This also again lets me keep things consistent and easily modifiable. It also lets me do things like having rare natural spawned mobs, like perhaps a golden pig which drops more food than normal
Aside from that I updated the main post slightly, notably I added in the current rough development progress % for the map which is now roughly:
Next on the list is to finish as many other systems as I can including the leap/double jump, shop, save/load, detection, day/weather, potion, fishing, encounter, and advancement systems. After that is done and the Village of Beginnings is finished off I can finally tackle the first area which is going to be really interesting, and possibly a fair bit different design wise compared to the original. Anyway that's all for now ^^
Yayyyyy an update!
Wow that's very little command blocks. The power of functions must be very powerful.
I'm very glad that they are helping you speed up the process of map building. I'm really excited for the first playable section, I'm aching to get my friends to play this.
Now for the Player Base, are we gonna be like allowed to be in Survival Mode? Like to make crop or animal farms. That would be very useful.
Also maybe it would be cool to have a random loot table for loot. This would make replayability better definitely because then you wouldn't know what loot you'd be getting.
Hey, Mithey. I want to ask a question that doesn't relate to Terra Restore Reborn. Why did you delete a lot of the videos on your channel? Two I remember watching that aren't there anymore are a speed build of Mount Emberance, and you working on the Islands of Nalu in TR2. Could I know why you deleted them off your your channel? If you personally would prefer not to answer, I won't ask again.
Also, will you have information boxes with the area name, estimated play time, inspirations etc.?
Will there be another official soundtrack for Terra Restore Reborn (like the Terra Restore 1 official soundtrack with all the songs in the map in 1 single video)?
Yeah, please post the soundtrack if you make one. The music is what really got me into TR1, especially in the ice tower level. It was fantastic.
Also, looking at your picture of the command blocks, what is the big tower of blocks with redstone on them? I've seen them all over the place in adventure maps but don't really know what they're for
I don't mean to bother you, but could you explain to me how you used the ChunkRestoreItem custom nbt tag to retexture things? I've been snooping around and whenever I try to use custom nbt tags, minecraft decides to completely ignore them and promptly remove them. Whether or not you help me though, I'd like you to know that everyone, including myself, loves how much work you have put into your projects. You've done a great job.
Figured I'd do up another update on things here since it's been a bit! I'm still working on getting all of the other systems done (hopefully should be done within a few days) but I made quite a bit of progress.
Some note worthy things being:
The systems that I have left to do up:
I hopefully should be done of all that quite soon, anyway that's all for now! ^^
You won't ever be in survival mode this time. Some sort of farm system at the base is a possibility in the future though, like as a reward from using a Terra Restore.
I could maybe do random loot for things like food and such at times, but I can't really do it for weapons/armor easily with the new gear equipping system
Basically wasn't too happy with the quality of the videos is all really ^^
Info boxes probably won't be a thing, but information like that will pop up when you enter an area
I'd like to at some point, but that will of course have to wait until the whole map is done
The tower of lapis blocks in my maps is what I use for memory. Each block can be a specific block type to signal a different memory state for a certain thing, like if you've beaten a boss before or not.
Doing something like "give @s minecraft:apple 1 0 {ChunkRestoreItem:Name}" should work. The only time Minecraft should remove NBT that you've added in is if they are a block and you end up placing them
Yeet, awesome.
Super excited for anything and everything about this remake. Really really can't wait for 1.13 because that means the first release is coming soon!
How long do you think it will take for the first map download the terra restore remake to come out?
I had gotten burned out of Minecraft for a while, but came back and thought "hmm, which of these pending maps should I do?" and remembered Terra Restore 2.
Even unfinished, this was the best decision I could have made. I'm currently at the big neutral city which presumably has the third intersection and am just blown away. I could gush for ages about this amazing map but I'll focus on feedback.
With that this map felt like a beautiful hybrid of creative building, CTM, and open world adventure map.
It's overall worked really well. I think the only problems I had was custom mobs for some reason despawning with Optifine so I had to turn that off, and the zone transition buttons bugging out once or twice.Oh and the special vehicles like the "bullet pig" and ghast balloons. They're cool ideas. Maybe fake them with cutscenes if the bug's still not fixed?
As I explore this neutral city I just love the attention to detail and love you put into this map. Unique interiors with monsters going about their day, everything just feels so lively and wholesome.
I am going to really miss this map when I finish it and I wanted to thank you for reigniting my love for Minecraft.
I did it! That's the most somber I've been towards a map ending in ages. I'm glad in my reminiscing I went to the old areas, because I found a whopping 3 minigames I had missed! Fun stuff!
"Oh man what a wonderful, huge, friendly city" he said obliviously...
So cruel, yet so effective.
What a cliffhanger to leave it on, too. I didn't encounter any other bugs in the last few areas so not much to say on that front. I got to see all the areas, fully upgraded the awesome castle, I'd say I'm done.
Thank you once again for the most incredible and memorable map I've ever played since, well, Terra Restore 1!
Whether you continue this story or work on other things all I can say is stay awesome!