I've been thinking over my ideas from earlier some more and made some decisions:
The majority of the map will of course be in adventure mode
There will be small places throughout the world you can set up bases in while in survival mode
There may occasionally be other survival areas in the form of a dungeon or some sort of material farming/mining area of sorts
There will be a new type of area called a zone/region. Zones are fairly sized open world areas that house many different types of things. They will be the intersection where you will find the dungeon entrances at, where you will find a town in, and what the overworld is connected to
Each zone will likely have a map item with it (assuming I can get things to line up properly in a single map) so you can see where you are and different points of interest you can go to
Dungeons, overworld, and possibly towns will still be sectioned off from each other like normal
The player base is very likely staying. However I'm likely going to make it so that you only get 1 Terra Restore per tier instead of there sometimes being up to 3. This is so that I can focus on a single more exciting and worthwhile restoration, it makes more sense story wise especially as a "conclusion" to each region of the map, makes it so you don't have to travel back to your main base as much, etc.
I'm also now considering the idea of possibly removing the classes in favor of going out and finding abilities instead. There are some downsides to having classes right now:
Balancing their different degrees of stats and their abilities could be tricky, especially if I added in even more in the future which I would of liked to
Since they exist I don't really want to throw any other new abilities here and there the player's way. The player already has a sword, a pickaxe, double jump, a potion, food, a fishing rod, and torches to handle. Not to mention the two abilities that each class eventually gets - All of that and your hotbar is already full
It gives the player slightly less freedom (at least in a way) to choose what they want to do as they are forced into a "framework"
If I removed classes I could instead have it so that you have to explore, find, and learn abilities throughout the world. I could make it so that you can choose whatever 2 different abilities you want to use at once. And I could throw new abilities your way here and there to keep things interesting instead of staying with the same abilities throughout the majority of the map.
The only thing is I'm currently not sure how I would handle what happens to the player's stats when they level up, which was previously pre-determined by their class. Giving the player the ability to choose some stats to up whenever they level would be very tricky to make interesting and also to balance. This is where that class framework was actually really nice. I'm still not 100% sure what I'm going to do with all of that
I'm also considering changing up how fury works in the map. Right now fury works this way:
You can melee mobs to gain fury to use on abilties
Over time that fury goes away if you don't deal any melee damage
If you hit 100% fury you go into an overfury mode where you gain buffs, abilities cost less to cast, and your fury drains over time
This current system helps push players to go in and hit enemies in order to use abilities to help survive instead of just running away which I like
However I've been considering changing it so that:
Instead of starting at 0% fury, you would start at 100% instead (which would remove the whole overfury mode system)
Fury would slowly recharge over time, to charge it faster you can melee mobs like before. Perhaps it could recharge even faster if there are no hostile mobs nearby
With these tweaks I feel like I could expand on things in a few ways, such as:
Currently the double jump ability has no penalty to use. You can spam it over and over, you just need to make sure you hit the ground first of course for it to reset. The thing that has always bugged me with it is that it could be abused to easily just run past or avoid mobs. As such I always wanted to assign a fury cost to the ability, but that comes with it's own problem. There are going to be platforming sections to the map which rely on the double jump ability, and of course having to melee mobs in order to complete such things would be extremely tedious and poorly designed. The above would fix such a thing and any other potential future items that follow a similar route
I could add a system where sprinting uses fury, and if you run out of fury you will gain slowness negating any more sprinting you do (Similar to running low on hunger, but when do you honestly ever go to 3 hunger bars)
I could add in consumable items like bombs which cost fury to use
I could have gear which makes your fury recharge faster over time
I could have gear which adds to the max amount of fury you have
Honestly if I make such a change I might almost want to even rename it to something else, like energy or stamina. I feel like making such a change would be worth it, and could even make combat more tacticful. Anyway lemme know what you think!
I think I can agree with the decisions you made regarding last weeks ideas.
I don't think removing classes would be a good idea since you have already put so much work into the class system, and it would have been a waste of your time to make it then scrap the idea later on.
I don't really have any strong opinions on the potential fury redesign.
I still have a few questions. Are the restoration player powers still part of the plan? How many tiers will there be in the map? What is the encounter system which you talked about earlier
Another quick update on some things with TRR ^^ I got a bit more system tweaking done:
Replaced attack damage & armor attributes with new strength & defense attributes which have new custom scaling
With the new attributes, assuming you're in an area you should be in difficulty wise, each point of strength/defense you get should help you out a fairly decent amount. For example +5 strength could make you deal 35 damage instead of 29. That actually isn't that much of a difference, however, gaining more strength will be way easier than what it would of been like gaining attack damage. In the same tier of items you could find items that could make you double or triple your damage or possibly even more.
Also if you're in an area you shouldn't be in difficulty wise you will run into harsh diminishing returns, as in each point of strength/defense you gain will do little to nothing for you. This could potentially result in you getting killed in 2-3 hits with a bit of extra defense doing nothing to help. Or this could potentially result in you killing everything in 1-2 hits, with any more strength resulting in no extra damage
Attack damage will actually still exist on weapons
Damage taken and damage dealt now gets displayed in the action bar above your hotbar
Classes will stay but only come with 1 ability instead of eventually getting 2. I will likely add some sort of system like a trinket or accessory slot that will allow you to get a 2nd ability of your choosing
Classes/levels slightly changed and rebalanaced
You no longer gain extra speed, luck, etc. of varying amounts based on your class on level up
Instead on level up you now gain strength/defense. Everyone gains the same amount of it per level, regardless of class
Classes will still have base attribute differences such as +25% movement speed. Those attribute differences won't grow though as you level up, however they should still stay relevant throughout the map since they are using %s
Ability damage now slightly scales with strength
Total strength and total defense gets displayed on changing gear along with how much you gained/lost. I may try and have all main attributes get displayed in such a manner at some point in the future
Decided to rename my wording of the "zone/region" area type to "field" (Fits it better at least imo)
Yay classes! And nice Str/Def idea, seems good. It's like a reskin of Armor and Attack Damage which is nice.
Also, I like the frequent updates. Helps ease my anxiety on this map, so keep it up :thumbsup:
Hey, Mithey, I am sorry, the last request to you was not complete. I want to send some of your maps to MCBBS in China, and,
#1. I want to create a download link for China, because many Chinese players can't use your download link.
#2. I want to translate some of your maps.
I hope you can allow me to do it, thank you.
Hey Mithey, just wanted to say I hope you're doing well. Your maps have always been great. I haven't talked here in a long time, but I have been checking in, and I always enjoy reading the progress updates. We're all wishing you the best of luck!
TRR looks excellent. Chunk Restore's "leveling" system was pretty neat, but it never really got the time it needed to develop! Strength/attack stats would be a cool expansion of this system, if implemented right.
Do you feel like you've been receiving meaningful feedback on all the cool new systems and features for TRR you've been bringing up? If not, it's important to note that new ideas for map systems by themselves are pretty neutral - when you tell us about a new system for your map, the default reaction is "cool" and hype-building. More often than not, it's the execution that lets us really judge your map's systems and give better positive/negative feedback.
The Meaning of Life, the Universe, and Everything.
I played your a hole new world. It was AMAZING. Note that I am saying that from the point of landscape, mobs, systems and cutscenes because it was not your orignal story. I was afraid that the it would be complex with classes but that was not the case. Best thing is that classes had benefits like jumping to high areas (cloud) and ignite tnt to access special areas (bomby). I loved the potion of rejvunction. 3 uses made it worthwhile. Menu enabled you to switch armor without filling your inventory. Loved the idea of having legendary lucky blocks to increase level and like the idea of having a load room.
I just finished Terra Restore 1 100%. It always has been one of my favorite maps, but I could only watch it on youtube, because my computer was pretty sucky. I watched the map in the series by Beef and Pause, but they never ended it, so I actually never saw the last 5 wools.
Then, few months ago, a youtuber who disappeared fr years, Setosorcerer, came back to youtube and just few weeks ago he started streaming CTMs maps, with the third map being Terra Restore 1: I started watching, but after an episode where they did rainbow road, I suddenly remembered that I never saw the end, so I thought about playing the map myself.
The problem was still the computer, but as a coincidence, my old computer, which already was dying, basically became unusable, which "forced" me to buy a new one ;D
So here I am: after receiving (and fixed issues) my computer, I started playing the map and, after a week, it is done.
This is still one of the best maps Minecraft ever had. I hope you will continue to create and making map making better as a whole.
So, I know this is pretty bad to say this when you're far in development already, but I think by now I would've revoked my vote into continuing Chunk Restore.
Now don't get me wrong, I'm excited as hell to play TRR, especially with all of the cool stuff you've added to it. However, I should've thought about my vote before because you basically have to start over on a whole new project from scratch, and Chunk Restore was already a good map, probably one of your best ones due to it's bite sized adventures and sections.
And since this project is extremely big and it's a one man mission (Which is extremely hard to make and takes way to much time to do so without a small team. I kind of wish you would hire people who are willing to help you), it takes a lot of time and effort, and it's hard to be patient when something this cool takes this long.
Anyway that's my opinion on it. You can always keep creating TRR but I hope by the end you either get a group of people to help you or find a way to make the next sections faster to make.
Hey Mithey I don't know if you're aware or not but there is a 'new' thing implemented in minecraft. It is called armorstand maker tool. It is something that runs only with command blocks (so no modpacks required) and you can do a lot of decoration and such with it. If you don't know it I suggest you checking it out. Hope you like it.😎
It's not an update, it are command blocks that allow you to change armorstands (make them invisible, point at someone, have arms, float, ...). I know it isn't exactly new but it isn't old either. I never said it was a changelog so please don't write such hurtful things. The folowing link is only an example of things you can do with it. You can for example make them float, invisible and hold an arrow in their hand to make it look like a floating arrow.
The Meaning of Life, the Universe, and Everything.
I am really sorry to tell you but using armour stands have been used in that manner since I don't know when (I joined when 1.11.2 was out). Just use entitydata on an armor stand to get a lot of text but they are self explanatory. Mithey's maps also use them a lot but they are invisible most of the time and he likes to use mobs for characters.
Take for exaple: 1) You have built a large zombie statue and you want a large custom sword to go through it's body, you can summon an armor stand with noGravity:1 and showArms:1 and invisible:1 and retexture an item to a giant sword and put it in armour stand's hand and teleport it forward.
2) This one is simpler. When you beat Exiel in CR, you see green sparkles in your home in Aquaess. Those are actually particles under an invisible armor stand. Turn on lava base at that time and the invisible armor stand will light on fire (kind of funny).
3)You can use them as detectors. Set up an armor stand with a unique tag and use it to detect players using r selector
You can go to jragon's channel to learn commands before 1.13
Nice to see that you are so informed about this. Did you know they added a book to this 'datapack' which would make it very simple and faster. Basically you don't use commands anymore, just to spawn in the book. The book allows you to change a lot of features of the armorstand (like all the ones you mentioned and more). If you haven't heard of it I suggest you check it out😎.
The Meaning of Life, the Universe, and Everything.
Thank you for the compliment. About the book, I know about it. I saw it on hermitcraft. It was made by someone using datapcks. I have totally no idea how it works. I dont how are mathematical operations performed in Minecraft. What I know is datapcks allow you to create incredible things. The book is like an in-game generator. There are many generators out there like mob, tool etc. Link for armor stand generator : https://haselkern.com/Minecraft-ArmorStand/