Coming back from a long hiatus, I'll be interested in seeing what this server's like. Cheers.
Coming back from a long hiatus, I'll be interested in seeing what this server's like. Cheers.
Haha all good, I probably ninja'd you without realising or something.
Also french barbecue is an amazing nickname.
NintyStar and Zyngard, both accepted. I'll put your apps in the OP, and when a few more join I'll create the IC.
OOC: Shucks that my character's sleeping and everyone else is awake at 3am in the morning, though... I figure I should write more than "Knight continues to sleep."
Knight's breathing increases heavily as his chest heaves. He breathes in through his nose, snoring away life's stresses and heaves them out again as he breathes out his mouth. He crawls into a smaller ball as a gust of wind reaches him, and he reaches for his behind and scratches it slowly as an itch forms. He continues to sleep in tranquility through the night.
Plugin Experience - Put Yes or No if you have experience and are comfortable using these plugins regularly.
What Moderation Experience do you have?:
What makes you want to work with FairCloudMC?:
You're on the server hanging out with your friends when the chat gets a little heated up. Two players have gotten into an argument about an issue, and won't stop arguing in global chat. There's no other staff online except you, including the discord channel. What do you do?:
You and Builder 'B' are tasked with building a specific build. You both have different build styles and cannot settle on how to design the build. How do you handle the situation?:
Google Doc Application
Google Doc Application
“Grandpa, why do roleplays die?” a young boy asks his wise old ancestor. The man looks to this young child, this innocent capsule of curiosity. It is time that he is told the harsh truths of this world, this forum. It is time that he learns, so he might avoid the heartbreak and pain which so many have suffered.
So, the old man thinks: We shall this day light such a candle as I trust shall never be put out.
This question must be at least as old as the act of roleplaying itself. It is a problem faced by any who are involved in the community, not least of which are those who make the roleplays in the first place. Hours of work is often put into formulating the perfect idea, so to see it lost so easily is not only devastating, but also annoying. Then, we see that the death of a roleplay affects those who are most committed to roleplays, those who write thousands of words to develop their characters and to contribute to a world which, eventually, falls into nothing, often without even a proper ending. Finally this problem reaches the ‘casual’ roleplayers, those who participate with a few sentences, or often even just one - those who do not yet comprehend or commit themselves to character development, eloquent grammar, or beautiful descriptions. The death of roleplays is perhaps most detrimental to this group, as they have the most to gain from a lengthy attachment to a roleplay, and are the least likely to find a new roleplay to join. Therefore, I believe that it is our duty as roleplayers to investigate and understand why a roleplay dies, and how each of us can help it to survive.
In no way do I presume to be an expert on roleplaying, and certainly, I am not the most proficient at creating and maintaining a roleplay. However, in my nearly three years in the forum roleplaying section, I think it reasonable to claim that I am an expert on roleplay death - I certainly have quite a bit of experience with it. So, it is from this experience, and from my contemplation of this experience, that I have derived these observations and conjectures about why roleplays die. I write this article in the hope that it will help someone to create a successful roleplay which does not suffer this morbid fate at any untimely moment.
Now, let us define the terms upon which this article depends:
It is my belief that there are three main categories into which nearly all causes for a roleplay’s death can be lumped. These seem to be defined just as easily by looking at when a roleplay dies. These categories could therefore be labeled Bad Ideas, Bad Execution, and Bad Management. There are some instances of roleplay death which do not fit any of these categories, but those will be included in this article as well, so that the entire situation can be seen and understood.
Bad Ideas are not just the bane of an infant roleplay’s success - they are also amongst the primary qualms which experienced roleplayers have with new members of the community. I dare to suggest now that it is not only these new members who have bad ideas, but also some of the most experienced ones. I, personally, have had countless bad ideas, and I am sure that I will have many more. Therefore, I have done my best to examine my failures, and the failures of others, and have looked to see where an idea can be made better.
I have seen that there is a long scale upon which any roleplay idea falls. At one end lies simplicity, at the other complexity. In an infinitesimally small fraction along this line (so small that even after extensive study I have failed to locate it exactly) lines the realm of interest. This is where any good idea must lie. The remainder of this section will be a quest to narrow our search until we have found that beautiful, promised land.
An idea cannot be empty or near empty. It must have enough flesh so it is more than a ghost, so that it can explain to people why they should choose to participate in this roleplay, and so that it can tell people what to expect. An idea which has had enough thought poured into it will convince potential members that the roleplay has potential to survive, will incite some interest in any reader, and will disarm potential members of any fears about what the roleplay will become. People need to know what they are signing up for.
Likewise, an idea cannot be too detailed. This fleshy beast must be slathered in darkness to obscure its form, to excite mystique and intrigue. People do need to know what they are signing up for, but they also need to have a reason to sign up. If a roleplay has too much information provided, if a world has too much lore and the plot is too clear and single-faceted, then interest will be stymied immediately.
Freedom is one of mankind’s most inherent desires, and creativity is one of the greatest gifts of a roleplayer. Embrace them both, but give this creativity a spark, and this freedom a land in which it can be enjoyed.
Of course, the level of detail is not all that is important for an idea’s success. Ideas must also be original and unique - this is perhaps one of the greatest problems faced on the forum.
On the forum, there are perhaps thirty active members. This estimation might be somewhat high, but I include members who lurk in the shadows, awaiting the appearance of a good roleplay, one which fits their tastes. Each one of these members has tastes, (preferred genres, preferred topics, preferred themes, etc.) and each of these members has a limited amount of time or energy. Therefore, there are only certain types of roleplays and only a certain number of roleplays in each of these types that can succeed. Thankfully, there are already tools to help us learn where these ‘sweetspots’ are hidden.
By looking at the first few pages of the forum, we can immediately discern certain trends. Fantasy and “Superpower” roleplays have historically found success, so it might be assumed that making a roleplay fitting these criteria will automatically increase one’s chances of success. Trust me: many have tried, and many have failed. I believe that if one were to try this tactic right now, they would fail again, as there are already roleplays fitting these categories which are currently experiencing or anticipating some success - see Genetic Destiny, College of Althalos, and Mysteries of the Ancients.
Actually, on an interesting anecdote, I would like to spend a short paragraph examining my personal experience with the College of Althalos and the Mysteries of the Ancients. An interest check for MotA was posted on October 23rd, and for just over a month work was done on creating it behind the scenes. Meanwhile, on November 23rd, CoA was created. It quickly received applicants - there had been a paucity of medieval fantasy roleplays on the forum for about a month or so. Then, four days later, on November 27th, MotA was officially created. Suddenly, there were two medieval fantasy roleplays. Both had somewhat different takes - one somewhat more structured, the other more open-world, both figuratively and literally. Personally, I was in strife, as both appealed to me, but I did not want to commit to two roleplays which were so similar to each other. Being as weak as I am, I eventually succumbed and applied for both. All the same, I do think that the situation would have been better had the roleplays been posted at different times, so they both had a captive audience to draw from.
Now, let us look at a more numerical example of the situation which I am describing. Assume, for a moment, that there are five people on the forums. Here is a brief description of each:
Now, imagine the following scenario:
Hopefully this explains why creating a roleplay which is too similar to a current roleplay is a bad idea.
There is another way in which unoriginality can be bad, and another tool from which we can learn. By looking at the perennial failures, we can see which roleplays will almost certainly fail again. This is especially important for those who are new to the forum, which may be a reason why it is best for experienced roleplayers to create roleplays, and new members to join them. The paradoxes created by an execution of this idea are worthy of another article, but alas, they do not fit into this one.
Finally, one specific note on bad ideas is that High School Roleplays have, on this forum, been destined to failure after failure after failure. I do believe that a good High School Roleplay could be made, but this is not the type of roleplay for beginners to make or participate in, as it only encourages blandness and mundanity. So, please, if nothing new is to be offered on this front, consider High School Roleplays, as a whole, to be bad ideas.
The elimination of bad ideas should be the prime directive of any individual trying to create a roleplay. A good idea will attract attention, and once applicants have been found and accepted, success becomes attainable. However, the route to this prosperity is marked with various obstacles. Creating and orchestrating a roleplay is perhaps the epitome of the Hero’s Journey, and as it is in any journey, one must use one’s tools - or in this case, one’s idea - in an effective manner.
Oh! Woe is to he who squanders a good idea, for ideas are like gems: they must be polished to become invaluable. Many a roleplayer, however, does exactly that: they take what could be a great idea and, unfortunately, fail to put enough effort into developing it. I am as guilty of this as the rest of us.
There are various ways in which an idea can be executed poorly, but perhaps most important is how an OP is written. Too long, and interest can be lost, but too short, and one might fail to convey the depth of an idea. Grammar, spelling, and punctuation mistakes can be the doom of a good idea, as they are the most efficient manner in which a writer can discredit their self. Even using the wrong font might throw off some potential members - coloured or large text is often a warning sign that a roleplay might not be as serious as members are hoping.
The rules outlined in an OP can also dissuade readers from applying. Requirements about post length or grammar may appeal to experienced roleplayers, but would be devastating for those new members who still need to build up their skill. Having too many rules can drive off us free-spirited individuals, and I do believe that one can never have too few rules - after all, roleplaying is an outlet for creativity, and such an outlet should be as multi purposed and wide as can be.
The easiest way to summarize how to execute a roleplay well is to try to find as many applicants as possible. There are various types of roleplayers, and each will find different things appealing in a roleplay. Everyone can benefit from a roleplay, and a roleplay can benefit from (almost) anyone. The trick is to make sure that everyone knows this.
A good execution is like a good advertisement - striking, memorable, intriguing, and with a large audience. But even the most powerful company can be felled by poor management. We need to make sure that the products keep selling.
Let it be said, here and now, for all to see: this is the single most horrible way for a roleplay to die. By this point, work has been put in by all parties: the creator has done their best to generate interest, the readers have worked their hardest to entertain this interest, and the applicants, hopefully now members, have often put in hours of work developing unique, interesting characters, and then placing them into this wonderful world which they are so excited by.
Then the meteorite strikes. The volcano explodes. The WiFi crashes. Something goes wrong. Perhaps the affliction is small and incremental, but invariably it occurs, and it produces a horrible screeching sound of metal on metal, ripping apart the fragments of this fictional universe and sending its Gods into disarray. What really goes wrong?
It is often difficult to know exactly what the problem is, but the problem can usually be found by looking at the actions of the creator, the person whose actions have the most influence over the roleplay itself. Once the roleplay has been launched, it is their job to keep the gears turning and the waves rolling. Often, a roleplay’s death boils down to a lack of interest. Sometimes this is the creator’s fault.
One of the first management acts of a creator is to accept applicants - and one of their first errors can be made here as well. If they accept too freely, they can add the ingredients for chaos or mediocrity. If they accept too strictly, they can dissuade others from applying for fear of rejection, and they can come to rely too heavily on too fragile a group of roleplayers. Both are easy mistakes, because again we search for Goldilocks Zone where everything is just right. With the lack of applicants that most roleplays receive, it is often difficult to be strict, because we feel as though we need all of the members we can find. I would suggest that this is a false presumption, and I will explain why I believe this later in the article.
Another problem a manager can have is that they can allow for too many rotten apples - or, in some cases, they reveal themselves to be one such rotten apple. The fish rots from the head, it is often intoned, and this is true. If a creator allows a toxic environment to fester within their roleplay, or if they make that toxic environment themself, then their roleplay will suffer atrophy as members slowly opt out of a situation which they do not enjoy. Alternatively, a roleplay might become so bogged down in inter-member drama and dispute that it forgets its goals and members lose interest.
Then, there is inactivity, to which many a roleplay has fallen. It is imperative that a creator ensure frequent activity on a roleplay, else interest will be lost and members will disappear. In this world of the internet, we are used to being constantly bombarded with data and facts and news and content. The same must occur on a roleplay to maintain interest.
Make people feel connected to the roleplay, on a deeper level than their application. Engage them in conversations about rules, the plot, characters, or anything else - but don’t become distracted by your newly formed friendship. Focus your connections on the roleplay itself, and in that way you will maintain both your own interest and the interest of the members. Work hard to create a community. If people feel an obligation to each other, they will post. As well, despite popular belief, nagging does work - if someone needs to post, remind them (with friendliness) that they are needed. Never stagnate. Never allow a loss of interest. Keep some hidden details of the plot to reveal in times of trouble. Save your roleplay with your own dying breaths.
But for our collective sanity’s sake, don’t abandon your own roleplay!
I could not count on my hands the number of times that I have seen or been a part of a roleplay which has died due to the loss of its creator. If these creators were bailing when the ship had already sunk, perhaps I would not blame them so unequivocally, but alas, the number of times that a roleplay has been abandoned while there was still roaring interest - it infuriates me!
I was once part of a roleplay which was new, unique, and well-executed. It had a solid core of at least five people, which is exceptional for a roleplay on these forums. It had lasted for over a month, enjoying success after success, and while there had been some hiccups, none had been drastic.
Suddenly, the creator announced that he would be leaving and the roleplay would be closing. That was that. I was devastated.
I wish that I had possessed the audacity to say, “You had heaven in your grasp, and now you have thrown it away!” I wish that the case which I have given was the only time this fate has befallen a roleplay which I have partaken in. I wish that less roleplays died.
I wish that roleplays would stop dying in this one, single way, for truly it is the most detestable manner of death, simply because it is the most avoidable.
If, when making a roleplay, a creator believes that they may, at any point, lose interest in their creation, perhaps it is not the roleplay for that creator to make. Perhaps the idea needs to be changed to make it more interesting in the long term. Alternatively, if a creator ever realizes that they are losing interest in their own roleplay, it is never too late for them to search their soul and find what they need to add to reinvigorate their own interest in the roleplay. Being the creator, they have the power to do this! If ever a creator feels discouraged by a lack of activity, a lack of length in posts, or a lack of anything - do not despair! Fix your issues, do not run from them! If worst comes to worst, and there is no choice but to flee the failing fleet, then throw that torch to those who can save your roleplay. Don’t let a good thing die!
Of course, one cannot presume that a roleplay will prosper, even if it succeeds in each of the various manners of creation and management listed above. Some circumstances are beyond the control of any one creator or roleplayer. Some circumstances are exceptional.
One such circumstance has to do with the fact that, despite what many of us may want to believe, the Minecraft Forums are not dedicated solely to the Minecraft Roleplaying Forum. There are better, more single-goal-oriented website which exist, and which lure away some of the most advanced and ambitious roleplayers. In a way, these Minecraft Forums are a breeding ground, where average folks are turned into roleplaying aficionados. Few of us were experts at roleplaying when we first arrived here, but so many of us have become them, and in the future, so many more will. Then, unfortunately, so many of these birds leave the nest. They fly off to greener pastures, and they leave behind that womb which nourished them. This is perhaps why so many roleplays on this forum die in their prime - they fly too close to the sun, and their wings, those roleplayers who make their roleplays great, take off into the universe, burning hot and golden with promise and prosperity which they will not return to this mortal world.
However, I would deign to offer that there is a certain magic which these forums possess, one which I hope could convince countless others to stay here long after they have ‘outgrown’ their peers. Many would argue that roleplays require large memberships in order to survive and thrive. I would suggest that this is in no way true. I have carried out various roleplays with only one, occasionally two, other people, and these have been quite successful, and quite fun, if not for the forum as a whole, then certainly for those who participated in the roleplay. This intimacy is something which I believe can easily be lost on forums where there are so many active members to drown each other out, or on forums where everyone is so advanced in their writing that no one is there to learn or teach, only to impress and exercise.
The slow, horrifying loss of those god-like roleplayers we all have known and loved is one of the greatest afflictions suffered by roleplays on this forum, and the only way to stop it is to find the beauty in the present. We need to stop looking to the future, and we need to stop anticipating ‘better’ roleplays. Instead, make the roleplays we have even better. If we always leave for better pastures, we never make the most of the pastures which we have.
So, why do roleplays die? They die because they are weak. Why are roleplays weak? They are weak because their components are weak. Weak ideas, weak components, weak members, weak forums. No one ever makes a roleplay with the intent of having it die, but sometimes, somewhere along the line, we lose interest, and we think, It’s okay if this dies. I can do better.
Ironically, we often only need to embetter one thing: ourselves.
To strengthen ourselves, we must strengthen our ability to write, our ability to formulate ideas, our ability to create and manage a roleplay, our ability to recognize the successes and failures of our roleplays, and our ability to fix these failures, and find more successes.
Only the roleplayers themselves can stop the epidemic on this forum, and they - we - are fully capable of doing so.
“Oh,” the little boy finally replied, very confused by his grandfather’s ramblings, which had only produced more questions for him to ask.
If you didn't notice, this thread has been really dead for a long time. So PLEASE stop posting so incessantly as there's not even a point to it anymore.
Seriously. Let me bold it for people who don't understand English: THIS RP IS DEAD, STOP POSTING.
Tell me what you think of each level in the poll above, and how good you
think this idea is overall. If you support, click the green arrow in the
bottom left corner of this post. Thank you!
First, I have been lately noticing people posting their own ideas for my suggestion. There are some pretty cool ones, and I like them a lot! But please, don't let me steal your ideas! Start your own thread instead. I will certainly check them out! This idea is big enough already. : )
Second of all, I want to say that this would be optional, you could have the "old" world type and the "extended" world type. It might also be interesting to see the player select the levels they want in world settings, because this is a mouthful.
Third, I made this suggestion without ever knowing or seeing the "cubic chunks" suggestion. This increases world height too, but also increases world variety.
Fourth, people here don't seem to know how to read. Right below this, there's an explanation HOW THIS DOES NOT LAG. No matter how much I tell people this, they don't even listen. READ THE ENTIRE POST.
Finally, I know that this idea might not be realistic. On the other hand, I do want people to support the idea and continue to polish a mod of this. One fun thing to see would be an adventure map. Because of this, I want to put this idea on the mod suggestions page. But, if for some reason this could be added, I'll keep it here.
What about the lag?
Now I know what you might be thinking. Chunks are loaded in the x and z direction, and are actually 256 blocks high. This would cause major lag, wouldn't it? My proposal is to have each layer load separately, with portals between each layer, meaning occasional portals on the ceiling and floor. The largest layer is in fact only around 256 blocks, and the other layers won't be loaded at the time. This might even cause high performance on small layers that only have around 75 blocks. These portals would be a 3x3 area going straight down, and would about every 10 or so chunks.
A portal to the next layer:
Picture credit: DrWeegee123
Here's my idea:
You might know what this is. It's the normal surface, duh. No changes there.
This is also a level you should be familiar with. The caves haven't really started yet, but there should be plenty of iron and coal lying around.
This is usually around level 20 or 30. This is before some of the rare ores start appearing, and there are monsters swarming the place.
Rare Ore level:
This is the last level you're familiar with. This is around where you get all the diamonds, lapis, redstone, emeralds, gold, etc. At this point, you have to jump through a portal to the next level.
This is where things get interesting. There are giant drop offs that go down hundreds of blocks. Lava would be flowing down the side of these, and ores from the rare ore level may be found in the rock. You would spawn on an area near the edge of the drop. The rock that makes up this drop is mostly stone. There might be huge stalactites hanging from the ceiling, also made out of stone. As the drop continues, there is less lapis and redstone, but more metals like gold, diamond and emerald. These drops continue for 200 or so blocks.
Picture credit: Valiec2019
(with night vision)
This level is basically a huge maze of caves. It doesn't look like a maze, but it is one, winding, dead ending, and constantly forking off. Ores like gold, diamond, and emerald continue to appear, but appear rarely. This level also contains some new materials, such as acanthite ore, which becomes silver ingot when smelted. This cannot be used for any type of tools or armor, but is very valuable for villagers in trade, and can also be smelted from its ingot form into silver dust. Silver is a very conductive material. It will work like redstone, but will travel for 25 blocks instead of 15. Silver dust can also be used in potions to make a potion of cloaking, which make you invisible to mobs, but not to other players. This dust can also be a rare drop from iron golems. This level winds down for another 200 blocks, before you arrive at a portal.
Picture credit: PD101
(This is an example of what silver might look like, but not a model of the actual level)
This is the level where new crystals are found. These include sapphire, aquamarine, and ruby. They are all valuable trading items. This level continues for about 150 blocks
Sapphire is an interesting block. Besides its value in trade, it can be crafted with nine into a sapphire block, which is purely for decoration. Sapphire can also be used in enchanting. Combine a book with sapphire crystal in an anvil and you get a random enchantement (Mostly low level enchants, no OP enchants). Sapphire is also fairly rare. For every 10 redstone, there is one sapphire ore.
Despite being mostly useless, aquamarine has interesting water powers. When crafted with nine aquamarine crystals, you get an aquamarine block. This block is helpful with plants, and plants grow faster when close to it. It isn't too hard to find, about as rare as gold.
This crystal is considered to be a crystal of greed. It's a mix of shiny purple and orange. It's easy to spot in a cave. Villagers will go to ridiculous extent to obtain these in trade. When in block form, mobs of all types will be attracted to it. Cave mobs, such as skeletons, creepers, and zombies, will have glowing purple eyes while seeing this block. It can also be put on the end of pickaxes to make them mine faster than usual. These are called ametrine tipped pickaxes. To craft it, you need your pickaxe of choice with one ametrine crystal on either side. This ametrine is very rare. For every 10 diamonds, there is one ametrine crystal.
Picture credit: DrWeegee123
This level is full of gaping ravines, and is the level of most value to the player. Here, the ores are of the same rarity, but look a little different. Multiple drops come from these compressed ores. Diamond, emerald, and gold ore drop 2-3 per ore. redstone drops 10, lapis drops plenty as well. This level is about 100 blocks.
Picture credit: Valiec2019
Bedrock Planes level:
The bedrock planes level is an open, flat area of bedrock with no ores. There is a low roof of bedrock about 20 blocks above you. Instead of pools of lava, there are entire lakes of a similar substance. Molten iron. If water is poured onto it, the water disappears in a puff of smoke. If you jump in, it kills you in about 2 seconds, but it can be collected with a special type of bucket. This doesn't have much use, but has incredibly long smelting time. Sometimes, you might come across a piece of bedrock that looks a little broken. It's called fragmented bedrock, and can collected with an ametrine tipped diamond pickaxe. Fragmented bedrock cannot be used in any swords or tools, but cannot be blown up or broken by the wither. There is also the fragmented bedrock bucket, which can hold molten iron. The molten iron, besides the smelting time, is a trophy representing the skilled caver. This level stretches about 100 blocks.
Near nether level:
This place seems like the normal caves, but there are traces of netherack, and you can hear the sounds of the nether nearby. You may here the sound of a blaze or screams in the distance, but wherever you mine, you will find nothing. There also may be a few quartz lying around. This level lasts for about 100 blocks.
Picture credit: Valiec2019
This level is made up of giant lava falls and cobblestone, lighting up the caves like a flame in the dark. This level stretches down for about 50 blocks, and looks like a giant ravine. There are still a few traces of bedrock on the walls.
Picture credit: SnailsAttack1
Near void level:
This level is a jaw dropping hole in the minecraft world, a rip in the fabric of the gaming universe. The void is not present here, but has started to “Infect” this level, and there is a weak effect of the void here, around half a heart every 10 seconds. The best and safest way to pass this level would be with a bucket of water and a golden apple. This level lasts about 100 blocks.
Deep world level:
On this level, all ores are twice as common. They are almost everywhere. But the mobs here are twice as powerful. They have more health, and more armor, but nothing else. This dangerous level lasts for around 75 blocks.
Picture credit: Valiec2019
When you get to this level, everything goes eerily quiet. You can place torches, but they emit less light than usual. The caves slope down, curving into an even darker area, which keeps on descending. Night vision potions do not work in this area. There are also new blocks, like dark stone, which takes longer to collect than normal. This level goes for a whopping 250 blocks, convincing the player to turn back and give up.
Abandoned caves level:
If the player has been brave and patient enough, they will receive a reward. Light will begin to shine around the corners. They will encounter the cave villages, an incredibly large network of underground homes, all abandoned. Most chests are empty, but some may have useful loot. This place looks like it was left in a hurry. The caves continue to lower villages, which eventually continue farther underground. This level is about 100 blocks.
As you continue down, you get to an area blocked off by iron bars and wood. This was obviously placed by the cave villagers, but why? This is why they left. If you jump through a portal, you will encounter giant ravines of "mutated" mobs. These mobs are more hostile than usual, and have buffed health as well as speed. Creepers will explode in a slightly larger radius. There are waterfalls of a poisonous, green substance that will kill you if you touch it. This level lasts another 100 blocks.
You spawn where the caves continue down, and there are giant gaping holes that go into the void. The void is as black as night, and there is treasure for the most risking explorer. On the underside of this, just above the void, is plenty of compressed ore everywhere. This includes a new block, supercooled obsidian. This is almost indestructible, but doesn't have much use. There is also heated obsidian, which is easier to break than normal. Combining supercooled and heated obsidian in a crafting table gives you 2 obsidian blocks. The most mysterious thing about this level is for the closely observant only. Ever so often, there may be a trace of endstone, or the faint roar of an enderdragon below...
Picture credit: Herobrine150400
(With night vision)
Far Void level:
This is where the real void begins. Blocks can still be placed, but there is the full effect of the void on you. Legend tells of an ancient race who carved the paths below the void. There is the age-old saying that no one has deciphered. “At middle earth, light shines on”
This is the level below the void. The secret to get here is to drop from a point where x and z can both be divided by 100, and stay in the shaft of light. You will then get the building terrain screen. Below is the forgotten level. This level is pitch black, and the only mobs that spawn are the shadows. The shadows are like normal mobs, but they are completely black with glowing red eyes (Almost like they’re not there). If any of them attack you, you get the blindness effect. At day, the shadow mobs hid. Hurry through, the shadow mobs will come in giant waves of attacks at night, which will surely kill you. This level is around 230 blocks deep.
Picture credit: DrWeegee123
There are only two new blocks on this level. There’s fragmented cobblestone, and also there’s soul obsidian, said to contain the crying spirits of victims who had fallen into the void. It’s slightly easier to mine than normal obsidian. It has a 2 out of 3 chance dropping normal obsidian, and a 1 out of 3 chance of poisoning you for 20 seconds. This level is about 70 blocks.
Picture credit: PD101
Final labyrinth level:
This is the very last level there is. Another cave-like maze stretching over the entire bottom of the world. The walls are made of fragmented bedrock, and the floor is made of normal bedrock. There is a very rare chance you will stumble upon a material called forgotten gemstone. It currently has no use, but represents the fact you are a ridiculously hardcore miner. When broken, a portal appears. Jump through the portal, and you will be teleported back up to the mutation level. Now to get your way back to the surface…
Picture Credit: Valiec2019
This is my idea. I spent quite a while on this, so I would greatly appreciate constructive feedback on what sounds like a good idea.
Also, any pictures on what it could look like will be put in the picture gallery. If they seem good enough and you want them in there, they will be put in there. A banner for this would be amazing.
Anyone who has supported so far!
Thanks for 10000 views and 150+ supporters!!!
Obsidian vs. supercooled obsidian:
Staring at a shadow in the eyes:
Where light shines on:
More pictures coming soon!
Guys, if you keep posting here, I will have no choice but to [censored] and then [censored] those [censored] and [censored] and after I do that I will [censored] until you [censored].
But in all seriousness, PLEASE STOP MAKING NEW APPS. Nothing is happening here. Ever. Period.