(By 'another' I mean we've all likely seen these before, not that I did a previous remodel or had a thread about it.)
I call this project "Sprucehold' which is a way-creative manner of saying that I located a Stronghold below some cold biomes with lots of spruce trees.
OK, so as many others have before, I found a Stronghold partially in a ravine that also intersected with caves and so many chambers of the stronghold that passed through the air blocks didn't appear to generate, so when I first found it, the initial image was a bunch of floating doorways and iron bars in a ravine and a broken fountain dumping water into the ravine. (and I didn't get a screenshot.)
I decided to make a project of repairing/remodeling the Stronghold in Creative Mode.
My process (roughly):
- look at parts that did generate and try to extrapolate what might have fit between.
-fill in the gaps to make rooms/passages/stairs that are intact and interconnected.
-where the intact rooms makes a confusing and redundant floorplan, add/move/demolish walls/floors/ceilings/doors to consolidate and/or separate into more usable plan.
-lighting design.
-For rooms that already have a function (Library, a Hold, Portal Room...) make slight improvements (mostly switching blocks to clean stone brick and lighting)
-for rooms that have no obvious function, try to think of what a person might use the space for, taking cues from what is nearby.
-use signs and color-coding to aid navigation.
So far I added an entrance to the surface, refurbished the fountain room near the entry, refurbished the end portal rooom, added an adjacent Enderman auditorium (temple??)...
And taking a cue from a badly damaged lower floor interrupted by caves where mushrooms were growing, I converted a wing of the Stronghold to Soup Company offices.
Why does a company that makes soup have their headquarters underground in a semi-restored Stronghold?
Availability of mushrooms and cheap rent? The nearby bubbling lava lakes sorta sound like soup boiling?
There are still a LOT of other chambers.
Right now, I'm working on another wing of the Stronghold where two libraries and a bunch of stairs and 6-way rooms nearly touch an underground lake.
I worked on the remodeling of two grand libraries. Though they lie in the same direction in relation to the other chambers of the Stronghold, the two libraries had different entrances in different corridors. So, in the library closest to the main entrance (from the surface) I put a small tunnel that links to an intersection/room near the 2nd library, connecting the two. One of the intersection/rooms between the two libraries led to two staircases which *both* led down to the same empty corridor. Illogical, right? But, that corridor was only a few blocks away from an underground lake. What if the stairs 'wanted' to go to the lake? I broke through that wall.
I considered what the significance of libraries connecting to corridor and lake could be. Well, paper. The lake/grotto is underground still water. With some dirt/light, it could be a place to grow sugarcane which can be used to make paper, which the libabrie suse, or at least previously used. So, I dressed up the undergound lake with some greenery, dirt, sugarcane and lighting.
Ideas for future:
I think the proximity of the abandone mineshaft in the area which one doorway of a 4-way intersection appears to lead out to suggests maybe the stronghold could have a forge or blacksmith for processing mined materials/ores.
Maybe there could also be an area to store precious ores/gems. I've been thinking about how to treat some of the other Stronghold chambers. For example, there are about 5 of the 'jail' rooms. One of them is a holding cell for Soup Nazis inside the Soup Company HQ, but there are still way more jails than needed. I thought maybe instead of jails some of them could be dressed vaults or safe deposit rooms.
Also, there are still a nuber of other chambers. Large and small spaces, including a few more 'jails'.
I am considering that the proximity of The End portal could indicate the stronghold is a place for diplomatic relations between The End and The Overworld. So maybe there's some embassy or consulate within the Stronghold?
The attached screenshots show the exit/entrance between the ravine/mine and the Stronghold as well as the Forge/Blacksmith in a nearby room.
There are still a number of areas available for restoration/remodeling. I am fairly sure that ones along the main navitagtion route to the portal room will contain a National Bank of The End and a Consulate of The End.
There's a collection of lower rooms near a double 'jail' room accessible by stairs and I'm thinking that could make a sort of military styled facility like barracks and/ or a brig or training areas. Probably for an Overworld force posted within the Stronghold.
But there are several more areas. There's a laregarea under the Soup Company HQ which *could* become farms, but which connects to caves and could also have other use. There's another lower chamber or large room (which could be re-subdivided) along the main navigation path. Maybe that could be a special residence? There's also a collection of rooms/passages in the same 'wing' of the Stronghold as the portal room, but which are below and not connected to that area. As current navigation goes, those unfinished chambers are farthest from the entrance.
I would suggest the addition of underground gardens and decorative water structures for these rooms.
One room for manufacture banners and terracotta (artesany) could also look good.
I like those ideas. For some of my other builds (villages, bases, etc.) I included spaces for dyeing. In one base there is an area of stall/diorama type dispalys for different biomes explored and it brings a lot of natural outside elements to the base.
The webs that come from library clean-up or from the spiders in the abandoned mine would mean there's a nearby source of string that someone could be crafting banners.
I've considered a beet farm, because Soup Company might expand from their mushroom flavor, and if they have beets, then they can craft red dye and use it for banners and carpets.
Some very interesting adaptions / remodels pictured… nicely done
It would be intriguing to see what you do with a nether fortress & blaze spawners…
While this isn't a style of play I'm likely to adopt wholesale, but one I'll keep in mind as it's potential as a diversion from my usual style seems high.
THX for showcasing your work.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Cool! Thank you for sharing this, I got the link off your signature. I need to work on something like this.
There's more work I could do on this project, as far as adding more detail, though it's largely intact and established now. But right now, I'm playing in my snapshot worlds and have been saving my existing 1.12.2 worlds for when there's an official release and I can more safely update them.
I watch a lot of "transformation" videos on Youtube. Mine aren't quite "epic" as some, but I find them really fun to work on all the same.
I do recommend others try, either in Survival or Creative gamemode. (Obviously Creative probably makes it safer and quicker.) Like others share in their videos, it helps if one breaks the larger projects into steps or sections.
If we are going to do "creative", we may as well do "no holds barred-break out all the stops-where is my WorldPainter/ MCEdit?" For most of my builds, I tend to have long-term goals I never actually get to for various reasons, but then I have intermediate, "Well to hit this long goal, I need a quarry, I need a furnace, I need dye" steps that have me work on the support structures. In general, I'd rather level a village and rebuild it in the same style, but "functional" rather than the derpy way the generation AI builds it. The same would go for a Stronghold. The cool thing with Minecraft for me is I don't run out of stuff I want to do. I just don't get it done before my wife has me start another new seed, or there's a version release forcing a map wipe.
I think it's pretty common to start with the villages, because they can be broken down into some pretty small builds and the materials to upgrade or transform builds of that scale can be acquired in Survival in quantities needed. The Pyramids are probably manageable in Survival. I have seen a Hermit rennovate the Mansion and Ocean Monument in Hermitcraft SMP series (takes about an entire season). The Stronghold could be done in Survival, so long as one can deal with the SilverfishMonster Eggs.
A Nether Fortress make-over though...that would be a pretty serious challenge in survival. Heights. Huge Mass. Lava Everywhere. Blaze Spawners. Wither Skeletons. Darkness/Fog.
That one I've only seen done in Creative gamemode.
Still, pretty detailed nether hubs and farms get built on some servers, so a survival transformation of the Fortress could be possible.
All projects to work on once 1.13 is released and I hope we can stay the same map. My wife loves the "starting out" part, but that's pretty rough on sustained builds.
(By 'another' I mean we've all likely seen these before, not that I did a previous remodel or had a thread about it.)
I call this project "Sprucehold' which is a way-creative manner of saying that I located a Stronghold below some cold biomes with lots of spruce trees.
OK, so as many others have before, I found a Stronghold partially in a ravine that also intersected with caves and so many chambers of the stronghold that passed through the air blocks didn't appear to generate, so when I first found it, the initial image was a bunch of floating doorways and iron bars in a ravine and a broken fountain dumping water into the ravine. (and I didn't get a screenshot.)
I decided to make a project of repairing/remodeling the Stronghold in Creative Mode.
My process (roughly):
- look at parts that did generate and try to extrapolate what might have fit between.
-fill in the gaps to make rooms/passages/stairs that are intact and interconnected.
-where the intact rooms makes a confusing and redundant floorplan, add/move/demolish walls/floors/ceilings/doors to consolidate and/or separate into more usable plan.
-lighting design.
-For rooms that already have a function (Library, a Hold, Portal Room...) make slight improvements (mostly switching blocks to clean stone brick and lighting)
-for rooms that have no obvious function, try to think of what a person might use the space for, taking cues from what is nearby.
-use signs and color-coding to aid navigation.
So far I added an entrance to the surface, refurbished the fountain room near the entry, refurbished the end portal rooom, added an adjacent Enderman auditorium (temple??)...
And taking a cue from a badly damaged lower floor interrupted by caves where mushrooms were growing, I converted a wing of the Stronghold to Soup Company offices.
Why does a company that makes soup have their headquarters underground in a semi-restored Stronghold?
Availability of mushrooms and cheap rent? The nearby bubbling lava lakes sorta sound like soup boiling?
There are still a LOT of other chambers.
Right now, I'm working on another wing of the Stronghold where two libraries and a bunch of stairs and 6-way rooms nearly touch an underground lake.
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations
Update to WIP:
I worked on the remodeling of two grand libraries. Though they lie in the same direction in relation to the other chambers of the Stronghold, the two libraries had different entrances in different corridors. So, in the library closest to the main entrance (from the surface) I put a small tunnel that links to an intersection/room near the 2nd library, connecting the two. One of the intersection/rooms between the two libraries led to two staircases which *both* led down to the same empty corridor. Illogical, right? But, that corridor was only a few blocks away from an underground lake. What if the stairs 'wanted' to go to the lake? I broke through that wall.
I considered what the significance of libraries connecting to corridor and lake could be. Well, paper. The lake/grotto is underground still water. With some dirt/light, it could be a place to grow sugarcane which can be used to make paper, which the libabrie suse, or at least previously used. So, I dressed up the undergound lake with some greenery, dirt, sugarcane and lighting.
Ideas for future:
I think the proximity of the abandone mineshaft in the area which one doorway of a 4-way intersection appears to lead out to suggests maybe the stronghold could have a forge or blacksmith for processing mined materials/ores.
Maybe there could also be an area to store precious ores/gems. I've been thinking about how to treat some of the other Stronghold chambers. For example, there are about 5 of the 'jail' rooms. One of them is a holding cell for Soup Nazis inside the Soup Company HQ, but there are still way more jails than needed. I thought maybe instead of jails some of them could be dressed vaults or safe deposit rooms.
Also, there are still a nuber of other chambers. Large and small spaces, including a few more 'jails'.
I am considering that the proximity of The End portal could indicate the stronghold is a place for diplomatic relations between The End and The Overworld. So maybe there's some embassy or consulate within the Stronghold?
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations
Update to WIP:
The attached screenshots show the exit/entrance between the ravine/mine and the Stronghold as well as the Forge/Blacksmith in a nearby room.
There are still a number of areas available for restoration/remodeling. I am fairly sure that ones along the main navitagtion route to the portal room will contain a National Bank of The End and a Consulate of The End.
There's a collection of lower rooms near a double 'jail' room accessible by stairs and I'm thinking that could make a sort of military styled facility like barracks and/ or a brig or training areas. Probably for an Overworld force posted within the Stronghold.
But there are several more areas. There's a laregarea under the Soup Company HQ which *could* become farms, but which connects to caves and could also have other use. There's another lower chamber or large room (which could be re-subdivided) along the main navigation path. Maybe that could be a special residence? There's also a collection of rooms/passages in the same 'wing' of the Stronghold as the portal room, but which are below and not connected to that area. As current navigation goes, those unfinished chambers are farthest from the entrance.
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations
I like those ideas. For some of my other builds (villages, bases, etc.) I included spaces for dyeing. In one base there is an area of stall/diorama type dispalys for different biomes explored and it brings a lot of natural outside elements to the base.
The webs that come from library clean-up or from the spiders in the abandoned mine would mean there's a nearby source of string that someone could be crafting banners.
I've considered a beet farm, because Soup Company might expand from their mushroom flavor, and if they have beets, then they can craft red dye and use it for banners and carpets.
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations
WIP Update:
Though not all rooms are finalized and furnished, the following do have designated spaces:
Entrance
intersections, hallways & staircases
lighting access closets & crawlspaces
Fountain Room
Pillar Rooms with added garden/water features x3
Grand Library x2
-Library Storeroom
-Connecting Tunnel
Grotto
Jail
National Bank of The End
-Vault
-Storeroom x2
-Security Office
Consulate of The End
End Portal Chamber
End Auditorium
Club The End (a nightclub)
-Restroom
Private Residence
Forge
Weaver
Brewery
Military Post
-Barracks
-Brig/Military Prison
-Armory
-Training area
Soup Company Headquarters
-Reception
-Company Housing
-Employee Lounge
-Office
-Conference Room
-Giant Mushroom Room
-Red Mushroom farm
-Brown Mushroom farm
-Soup Kitchen
-Jail for Soup Nazis
--Warden's Office
-Supply Closet
-Bathroom
-Warehouse
Farm Level
-Beetroot Farm
-additonal farm space
-vacant rooms x3
Vacant Room
The attached screenshots picture Club The End
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations
Some very interesting adaptions / remodels pictured… nicely done
It would be intriguing to see what you do with a nether fortress & blaze spawners…
While this isn't a style of play I'm likely to adopt wholesale, but one I'll keep in mind as it's potential as a diversion from my usual style seems high.
THX for showcasing your work.
Cool! Thank you for sharing this, I got the link off your signature. I need to work on something like this.
There's more work I could do on this project, as far as adding more detail, though it's largely intact and established now. But right now, I'm playing in my snapshot worlds and have been saving my existing 1.12.2 worlds for when there's an official release and I can more safely update them.
I watch a lot of "transformation" videos on Youtube. Mine aren't quite "epic" as some, but I find them really fun to work on all the same.
I do recommend others try, either in Survival or Creative gamemode. (Obviously Creative probably makes it safer and quicker.) Like others share in their videos, it helps if one breaks the larger projects into steps or sections.
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations
It is way too easy for me to do things in creative. If I were to go that route, I'd have to go full-on JeraCraft:
https://www.youtube.com/channel/UCV8XYKE0Y1eQDSzbJFUbj5A
If we are going to do "creative", we may as well do "no holds barred-break out all the stops-where is my WorldPainter/ MCEdit?" For most of my builds, I tend to have long-term goals I never actually get to for various reasons, but then I have intermediate, "Well to hit this long goal, I need a quarry, I need a furnace, I need dye" steps that have me work on the support structures. In general, I'd rather level a village and rebuild it in the same style, but "functional" rather than the derpy way the generation AI builds it. The same would go for a Stronghold. The cool thing with Minecraft for me is I don't run out of stuff I want to do. I just don't get it done before my wife has me start another new seed, or there's a version release forcing a map wipe.
Exactly what I meant by "epic".
I think it's pretty common to start with the villages, because they can be broken down into some pretty small builds and the materials to upgrade or transform builds of that scale can be acquired in Survival in quantities needed. The Pyramids are probably manageable in Survival. I have seen a Hermit rennovate the Mansion and Ocean Monument in Hermitcraft SMP series (takes about an entire season). The Stronghold could be done in Survival, so long as one can deal with the SilverfishMonster Eggs.
A Nether Fortress make-over though...that would be a pretty serious challenge in survival. Heights. Huge Mass. Lava Everywhere. Blaze Spawners. Wither Skeletons. Darkness/Fog.
That one I've only seen done in Creative gamemode.
Still, pretty detailed nether hubs and farms get built on some servers, so a survival transformation of the Fortress could be possible.
Stronghold Transformation
Dungeons to Monster Shelters
Discuss Woodland Mansion Transformations
All projects to work on once 1.13 is released and I hope we can stay the same map. My wife loves the "starting out" part, but that's pretty rough on sustained builds.