How did you handle the seed changes from version to version of Minecraft? I see a dry grass zone with buildings that probably changed or will change a lot...
How did you handle the seed changes from version to version of Minecraft? I see a dry grass zone with buildings that probably changed or will change a lot...
There was only one seed change that affected the map, and that was around alpha/beta time. There was a small 2km x 2km section with chunk errors all around the edge that stayed for a very long time. After that point I used the land generation mod to create a big square map that stretched for 6km in each direction. That was a big world about 900 MB in size. Later, the errors were edited out with SPC/WorldGen. The current map is 3k in each direction (9 km^2) as the extra chunks were removed.
The biggest problem was that because of the age of the map (pre-biomes update) the whole central region was set as a tundra biome and it snowed constantly. It's only recently that I used WorldPainter to change the biomes to fit the map. WorldPainter was also used to remove the edges of the map and turn it into a peninsula.
Not related, but here's some updates on the big cathedral-style build:
There was only one seed change that affected the map, and that was around alpha/beta time. There was a small 2km x 2km section with chunk errors all around the edge that stayed for a very long time. After that point I used the land generation mod to create a big square map that stretched for 6km in each direction. That was a big world about 900 MB in size. Later, the errors were edited out with SPC/WorldGen. The current map is 3k in each direction (9 km^2) as the extra chunks were removed.
The biggest problem was that because of the age of the map (pre-biomes update) the whole central region was set as a tundra biome and it snowed constantly. It's only recently that I used WorldPainter to change the biomes to fit the map. WorldPainter was also used to remove the edges of the map and turn it into a peninsula.
Not related, but here's some updates on the big cathedral-style build:
But... Is'nt it so when there's an update the seeds change and the biomes in the worlds change? (So can become swamps with ugly trees and grass, or deserts with no rain, or snow biomes with snowfalls...) It happenes a lot to me. "Arboris: The Heart of the Sky" (the almost abandoned project of my signature) got turned into a snow biome in one of the lastest updates time after i moved it onto a completely empty "normal" world.
...
...
...
Sorry, let's turn the Off-topic mode OFF.
...
...
...
What did you use to make the terrain?
Also this is so frecking awesome.
Here you go
The terrain is almost all natural; the central part of the map was generated during alpha, and the edges during beta. I used WorldEdit to smooth the chunk errors between the two versions' chunks.
I used WorldPainter to sink the edges of the map and turn them into ocean, so the whole area is a large peninsula (7x7 regions, or 13 square km). There are three areas of the map that have significantly edited terrain:
The Large lake with nearby hills was made by blocking up two ends of a natural valley and flooding it with WorldEdit
The Cathedral/Tower's base terrain was build up using WorldEdit
A large mountain, which isn't in any of these screenshots
A costal region with rocky outcrops, which I think there are a few shots of
I should really get around to making videos of how I did some of this stuff if people are interested.
There was only one seed change that affected the map, and that was around alpha/beta time. There was a small 2km x 2km section with chunk errors all around the edge that stayed for a very long time. After that point I used the land generation mod to create a big square map that stretched for 6km in each direction. That was a big world about 900 MB in size. Later, the errors were edited out with SPC/WorldGen. The current map is 3k in each direction (9 km^2) as the extra chunks were removed.
The biggest problem was that because of the age of the map (pre-biomes update) the whole central region was set as a tundra biome and it snowed constantly. It's only recently that I used WorldPainter to change the biomes to fit the map. WorldPainter was also used to remove the edges of the map and turn it into a peninsula.
Not related, but here's some updates on the big cathedral-style build:
But... Is'nt it so when there's an update the seeds change and the biomes in the worlds change? (So can become swamps with ugly trees and grass, or deserts with no rain, or snow biomes with snowfalls...) It happenes a lot to me. "Arboris: The Heart of the Sky" (the almost abandoned project of my signature) got turned into a snow biome in one of the lastest updates time after i moved it onto a completely empty "normal" world.
...
...
...
Sorry, let's turn the Off-topic mode OFF.
...
...
...
OMG YOUR MAP IS AWESOME!!! I WANT A DOWNLOAD!!!
Only one build to finish and one to start now, then it's just roads and rivers to connect it all together.
Screenshots incoming...
The terrain is almost all natural; the central part of the map was generated during alpha, and the edges during beta. I used WorldEdit to smooth the chunk errors between the two versions' chunks.
I used WorldPainter to sink the edges of the map and turn them into ocean, so the whole area is a large peninsula (7x7 regions, or 13 square km). There are three areas of the map that have significantly edited terrain: