A Dead Zone is a biome which mimic's either, Forest, Swamp, Taiga, or Jungle areas, carrying all the normal blocks and foliage expected of each respective biome, except with a darker shade afflicting the blocks within the borders.
While within the borders of a Dead Zone however, the sky fades to night irrespective of the time of day, allowing hostile threats to spawn.
A players compass spins erratically as if they descended to the Nether.
Torches,Glowstone or Redstone Lamps cannot be placed in a dead zone.
Players cannot sleep in these biomes as messages of "Monsters Nearby" plagues them.
Crops never grow in a Dead Zone, and the area is devoid of all common livestock - Chickens, Cows, Pigs and such.
Perhaps unique and dangerous mobs spawn in these zones? (Feel free to make suggestions)
Bats spawn naturally here.
All in all, I'd very much like to see a dangerous and potentially creepy setting added, allowing for a real challenge and a means of interesting exploration. Especially if enough changes are added.
Naturally it would be a good idea to make this biome 'variant' a rare occurrence, so that it doesn't interfere with people who need land to build. But still offer experienced players nail biting challenge especially on harder difficulties.
My suggestions here are by no means concrete, so have at it. Create something you'd see as a challenge and one that would make enough bricks be shat that you could build that castle you never got round to building.
Sounds pretty cool to me, but I don't think the current biome system allows for time changing along with light changing so that would have to be changed so that it would always be dark in this biome.
Well there is a new biome coming out known as the black forest, an incredibly dense forest with a thick canopy that makes it dangerous even during the day. If you're looking for a biome that's dangerous 24/7, this might be a potential answer.
Other than that, This sounds like a rehash of the nether. notice the similarities between the two:
-Mobs constantly spawn
-The compass and clock spins wildly
-Players cannot sleep (beds explode in the nether)
-Crops cannot grow (water cannot be placed in the nether)
-No passive mobs
-Unique aggressive mobs not found on the overworld.
The only important new features would be that there's water, and no light, so it's pretty redundant. You'll need a couple of ideas that separate it from the nether.
This would be a nice addition. I would like to point out something that fixes the Black Forest argument a little bit, the forest is just that, a forest. It can be burned away. Easily, I might add. This biome sounds like it would make some amazing map builds, and awesome exploration. Though, DarkSignal, you are correct that it is kind of a re-hash of the Nether. But is that a bad thing? I am not a big fan of the Nether, to be honest. It doesnt serve a big enough reason for me to spend all that time and resources to build a portal just to go get a few ingredients and blocks. Plus, I like exploring, and constantly find challenges for myself to face, this biome would open up dozens of new challenges.
But, the same can be said for the forest. I'm simply saying, it is a great idea. Though it does need a little more... something. Not sure what, though.
This could be cool. I think that every block generated or placed should be grayed out with all the color gone. Any non hostile or neutral mob that is brought in to the dead zone dies. The sky would be grey to and there would be constant grey clouds above. Liquids shouldn't be placed here or generated. It should also be completely flat. Mobs and the player would grey out upon entering the biome, giving the whole thing a colorless feel. Your hot bar and inventory would also turn grey. Basicly, there is no color anywhere in the dead zone. In the center of the flat area is a temple with a boss in it. It could be a figure shaped like the player that is totally grey with no contrast. it would have fifty hearts and attacks you like a zombie, but can climb like a spider, and can fly for short periods of time (like a few seconds). upon killing the boss, he would dropp a enchanted golden apple and color would return to the biome and the temple disappear. the biome would then look like and act like a superflat, removing all the effects of the dead zone. I know this would take a lot of programming, but it would be really cool.
Well there is a new biome coming out known as the black forest, an incredibly dense forest with a thick canopy that makes it dangerous even during the day. If you're looking for a biome that's dangerous 24/7, this might be a potential answer.
Other than that, This sounds like a rehash of the nether. notice the similarities between the two:
-Mobs constantly spawn
-The compass and clock spins wildly
-Players cannot sleep (beds explode in the nether)
-Crops cannot grow (water cannot be placed in the nether)
-No passive mobs
-Unique aggressive mobs not found on the overworld.
The only important new features would be that there's water, and no light, so it's pretty redundant. You'll need a couple of ideas that separate it from the nether.
End *cough cough*
OT: I support, although one chap before me mentioned new Black Forests, which may be this idea in a nutshell.
I had no idea about the Black Forests update, Hopefully this would be the answer to my prayers.
For those who feel this is a rehashed Nether biome, you are indeed correct, but as Jherrick2 mentioned, I feel the Nether is too bland and it's only my opinion though, I just get sick of being in a big red lava cave with very few interesting landscapes or areas to explore. To be honest I only visit the Nether these days to get Blaze Rods, and that's it... I don't go spelunking for adventure or seeking out a challenge there.
I figured changing an existing Biome would require less work than making a new one, so my idea was just make "Hard mode" biomes to serve as player challenges. I didn't need to be a forest, I just felt a forest carried a good atmosphere.
I don't know about you guys, but when I wander through an endless forest biome at night with no torches, it gets pretty hectic. It's dark and all the landmarks are obscured by shadows and trees, and all around you the sounds of monsters get louder and louder as they approach. The atmosphere is already there in the game! It just needs tweaking to flesh it out and present a challenge.
I'm not sure about this, currently the only "corrupted lands of darkness" in Minecraft is the Nether and the end, and the conditions this biome brings is similar to the Nether(Mentioned by Darksignal). What will make this different from the nether apart from fire, lava, and extreme cliffs? What will make this biome unique? Plains biomes have horses and villages, deserts have pyramids and villages, jungle biomes have ocelots and jungle temples, taiga biomes have snow and wolves, tundra biomes also have snow, mushroom biomes have mooshrooms, oceans have... well, oceans are useless anyways. This biome has to have something that will make the player venture into there, just like the reason players risk their lives to go get blaze rods from the nether. Seems interesting though, reminds me of the corruption biome from Terraria.
I'm not sure about this, currently the only "corrupted lands of darkness" in Minecraft is the Nether and the end, and the conditions this biome brings is similar to the Nether(Mentioned by Darksignal). What will make this different from the nether apart from fire, lava, and extreme cliffs? What will make this biome unique? Plains biomes have horses and villages, deserts have pyramids and villages, jungle biomes have ocelots and jungle temples, taiga biomes have snow and wolves, tundra biomes also have snow, mushroom biomes have mooshrooms, oceans have... well, oceans are useless anyways. This biome has to have something that will make the player venture into there, just like the reason players risk their lives to go get blaze rods from the nether. Seems interesting though, reminds me of the corruption biome from Terraria.
Agreed, some have already suggested a unique dungeon, similar to a stronghold with a risk/reward element tied to it. Other things you could add to the mix could be unique entities which only spawn in a particular bewitched area, specific blocks native to that biome are also a possibility.
I tend not to go into heavy detail with those requirements. It tends to spark arguments and general silliness, and even if the basic fundamental of this idea were taken into account, finer details like Mobs/blocks etc would probably be up to the developer anyhow.
But as I've said before, if you've got an idea to separate it from the "Just another Nether" point folks have brought up, then have at it, New biome ideas tend to be a blank canvas waiting for input.
I like the idea of this, and as someone said about the risk/reward element it would make the biome great because if that wasnt there people would just avoid it.
As you were saying about the sky being dark do you mean something like the sky biome?
This is what the sky biome looks like in the middle of the day.
Is this the sort of thing you were talking about?
Also if you find where the compass detects if its in the nether then you may be able to add some code to make it detect if it was in a specific biome.
Agreed, some have already suggested a unique dungeon, similar to a stronghold with a risk/reward element tied to it. Other things you could add to the mix could be unique entities which only spawn in a particular bewitched area, specific blocks native to that biome are also a possibility.
I tend not to go into heavy detail with those requirements. It tends to spark arguments and general silliness, and even if the basic fundamental of this idea were taken into account, finer details like Mobs/blocks etc would probably be up to the developer anyhow.
But as I've said before, if you've got an idea to separate it from the "Just another Nether" point folks have brought up, then have at it, New biome ideas tend to be a blank canvas waiting for input.
And thanks for taking an interest!
Well instead of presenting the biome as outwardly dangerous like the nether does, you could make the danger more subtle, yet incredibly potent. For setting a proper atmosphere, you could just give the biome a constant overcast without rain, making it dark enough for hostile mobs to spawn (like thunderstorms). Seems to be more natural while maintaining a sense of danger.
Your idea of making plants literally die out was pretty cool too, gives a paranormal feeling to it. you could expand upon that by giving the grass a dark brown color with some dead shrubs and disgusting looking water, like a dead zone in real life (also it turns out crops really don't die out in the nether, they just grow at a slower pace, which is weird).
As for mobs, the easiest thing to do would be to just restrict it to zombies and skeletons, but if you wanted to make the biome more paranoia inducing, you could create a type of mob that doesn't attack directly, but instead stalks you and hides from you until it sees a perfect opportunity to strike (think weeping angels). If no other mobs were allowed to spawn in the dead zone, it would really heighten the sense of paranoia, since the danger is always hidden and could happen at any given moment.
Additional hazards could be something like the anomalies from stalker clear sky: incredibly subtle hazards that don't actively try to kill you, but can appear out of nowhere and can ruin any player who isn't fast enough to avoid/counter the threat.
I like the idea of this, and as someone said about the risk/reward element it would make the biome great because if that wasnt there people would just avoid it.
As you were saying about the sky being dark do you mean something like the sky biome?
This is what the sky biome looks like in the middle of the day.
Is this the sort of thing you were talking about?
Also if you find where the compass detects if its in the nether then you may be able to add some code to make it detect if it was in a specific biome.
Yeah something similar to that in regards to the lighting. Though if this Black Forest is true to it's word, it might be dark enough even during the daylight. I guess we'll just have to wait and see on that part.
Well instead of presenting the biome as outwardly dangerous like the nether does, you could make the danger more subtle, yet incredibly potent. For setting a proper atmosphere, you could just give the biome a constant overcast without rain, making it dark enough for hostile mobs to spawn (like thunderstorms). Seems to be more natural while maintaining a sense of danger.
Your idea of making plants literally die out was pretty cool too, gives a paranormal feeling to it. you could expand upon that by giving the grass a dark brown color with some dead shrubs and disgusting looking water, like a dead zone in real life (also it turns out crops really don't die out in the nether, they just grow at a slower pace, which is weird).
As for mobs, the easiest thing to do would be to just restrict it to zombies and skeletons, but if you wanted to make the biome more paranoia inducing, you could create a type of mob that doesn't attack directly, but instead stalks you and hides from you until it sees a perfect opportunity to strike (think weeping angels). If no other mobs were allowed to spawn in the dead zone, it would really heighten the sense of paranoia, since the danger is always hidden and could happen at any given moment.
Additional hazards could be something like the anomalies from stalker clear sky: incredibly subtle hazards that don't actively try to kill you, but can appear out of nowhere and can ruin any player who isn't fast enough to avoid/counter the threat.
Best I could think of if I'm honest.
I love these ideas. Subtle is always great for building atmosphere, and that's something that a horror setting direly needs to make it feel... well... horrifying, just to give a sense of things that Aren't quite right.
Hell if we could implement a decent fog mechanic into the biome that would also be a nice touch, and deliciously disorientating.
As for the mobs? I think that skeletons and zombies should work fine, I would have liked Spiders thrown into the mix, but yeah, Dead Zones tend to get their namesake from being completely devoid of all life. So if there was a mob suggested much like you said, would probably have to be undead or non corporeal. (Ghosties, etc)
What if the sky color would be similar to the sky color when you summon the wither? When you summon the wither, the sky turns dark red in a certain radius... maybe it could be like that, only, well, gray.
While within the borders of a Dead Zone however, the sky fades to night irrespective of the time of day, allowing hostile threats to spawn.
A players compass spins erratically as if they descended to the Nether.
Torches,Glowstone or Redstone Lamps cannot be placed in a dead zone.
Players cannot sleep in these biomes as messages of "Monsters Nearby" plagues them.
Crops never grow in a Dead Zone, and the area is devoid of all common livestock - Chickens, Cows, Pigs and such.
Perhaps unique and dangerous mobs spawn in these zones? (Feel free to make suggestions)
Bats spawn naturally here.
All in all, I'd very much like to see a dangerous and potentially creepy setting added, allowing for a real challenge and a means of interesting exploration. Especially if enough changes are added.
Naturally it would be a good idea to make this biome 'variant' a rare occurrence, so that it doesn't interfere with people who need land to build. But still offer experienced players nail biting challenge especially on harder difficulties.
My suggestions here are by no means concrete, so have at it. Create something you'd see as a challenge and one that would make enough bricks be shat that you could build that castle you never got round to building.
Thoughts?
Other than that, This sounds like a rehash of the nether. notice the similarities between the two:
-Mobs constantly spawn
-The compass and clock spins wildly
-Players cannot sleep (beds explode in the nether)
-Crops cannot grow (water cannot be placed in the nether)
-No passive mobs
-Unique aggressive mobs not found on the overworld.
The only important new features would be that there's water, and no light, so it's pretty redundant. You'll need a couple of ideas that separate it from the nether.
This would be a nice addition. I would like to point out something that fixes the Black Forest argument a little bit, the forest is just that, a forest. It can be burned away. Easily, I might add. This biome sounds like it would make some amazing map builds, and awesome exploration. Though, DarkSignal, you are correct that it is kind of a re-hash of the Nether. But is that a bad thing? I am not a big fan of the Nether, to be honest. It doesnt serve a big enough reason for me to spend all that time and resources to build a portal just to go get a few ingredients and blocks. Plus, I like exploring, and constantly find challenges for myself to face, this biome would open up dozens of new challenges.
But, the same can be said for the forest. I'm simply saying, it is a great idea. Though it does need a little more... something. Not sure what, though.
Like my content? Give a little +1 for support. I do the same.
End *cough cough*
OT: I support, although one chap before me mentioned new Black Forests, which may be this idea in a nutshell.
For those who feel this is a rehashed Nether biome, you are indeed correct, but as Jherrick2 mentioned, I feel the Nether is too bland and it's only my opinion though, I just get sick of being in a big red lava cave with very few interesting landscapes or areas to explore. To be honest I only visit the Nether these days to get Blaze Rods, and that's it... I don't go spelunking for adventure or seeking out a challenge there.
I figured changing an existing Biome would require less work than making a new one, so my idea was just make "Hard mode" biomes to serve as player challenges. I didn't need to be a forest, I just felt a forest carried a good atmosphere.
I don't know about you guys, but when I wander through an endless forest biome at night with no torches, it gets pretty hectic. It's dark and all the landmarks are obscured by shadows and trees, and all around you the sounds of monsters get louder and louder as they approach. The atmosphere is already there in the game! It just needs tweaking to flesh it out and present a challenge.
By all means keep the ideas coming!
Agreed, some have already suggested a unique dungeon, similar to a stronghold with a risk/reward element tied to it. Other things you could add to the mix could be unique entities which only spawn in a particular bewitched area, specific blocks native to that biome are also a possibility.
I tend not to go into heavy detail with those requirements. It tends to spark arguments and general silliness, and even if the basic fundamental of this idea were taken into account, finer details like Mobs/blocks etc would probably be up to the developer anyhow.
But as I've said before, if you've got an idea to separate it from the "Just another Nether" point folks have brought up, then have at it, New biome ideas tend to be a blank canvas waiting for input.
And thanks for taking an interest!
As you were saying about the sky being dark do you mean something like the sky biome?
This is what the sky biome looks like in the middle of the day.
Is this the sort of thing you were talking about?
Also if you find where the compass detects if its in the nether then you may be able to add some code to make it detect if it was in a specific biome.
Well instead of presenting the biome as outwardly dangerous like the nether does, you could make the danger more subtle, yet incredibly potent. For setting a proper atmosphere, you could just give the biome a constant overcast without rain, making it dark enough for hostile mobs to spawn (like thunderstorms). Seems to be more natural while maintaining a sense of danger.
Your idea of making plants literally die out was pretty cool too, gives a paranormal feeling to it. you could expand upon that by giving the grass a dark brown color with some dead shrubs and disgusting looking water, like a dead zone in real life (also it turns out crops really don't die out in the nether, they just grow at a slower pace, which is weird).
As for mobs, the easiest thing to do would be to just restrict it to zombies and skeletons, but if you wanted to make the biome more paranoia inducing, you could create a type of mob that doesn't attack directly, but instead stalks you and hides from you until it sees a perfect opportunity to strike (think weeping angels). If no other mobs were allowed to spawn in the dead zone, it would really heighten the sense of paranoia, since the danger is always hidden and could happen at any given moment.
Additional hazards could be something like the anomalies from stalker clear sky: incredibly subtle hazards that don't actively try to kill you, but can appear out of nowhere and can ruin any player who isn't fast enough to avoid/counter the threat.
Best I could think of if I'm honest.
Yeah something similar to that in regards to the lighting. Though if this Black Forest is true to it's word, it might be dark enough even during the daylight. I guess we'll just have to wait and see on that part.
I love these ideas. Subtle is always great for building atmosphere, and that's something that a horror setting direly needs to make it feel... well... horrifying, just to give a sense of things that Aren't quite right.
Hell if we could implement a decent fog mechanic into the biome that would also be a nice touch, and deliciously disorientating.
As for the mobs? I think that skeletons and zombies should work fine, I would have liked Spiders thrown into the mix, but yeah, Dead Zones tend to get their namesake from being completely devoid of all life. So if there was a mob suggested much like you said, would probably have to be undead or non corporeal. (Ghosties, etc)