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    posted a message on How to successfully design a building (pretty much any style)
    If you ever wanted to make stuff like this



    But somehow keep building stuff like this



    Then you need a better design. You don't need to major in architecture to be able to create a nice looking structure.

    What you will need
    • Paper
    • Pencil
    • Land
    • Worldedit(optional)
    • Creative(recommended)
    And most important of all, critical thinking.

    Ok, let's get started!
    First, what you want to do is come up with a name for your project. Naming you project will give you a better understanding of what you want in the project. For me, I'm designing a restaurant, so I will call my project McDouglas'.

    Now, we create a program. In architecture, a program identifies needs the contractor wants, either the amount of rooms an office needs or adjacencies, like the reception desk and the front door. Because we are our own contractor, this process is easier.
    here is an an example for McDouglas

    Needs(ordered from most needed to least needed)
    • Main door
    • Two fire exits
    • Kitchen
    • Storage room
    • Order area
    • Express dining area
    • Drive-thru
    • Long-term dining area
    • Two Trash cans
    • Drinking fountain
    • Bathroom
    Adjacencies
    • Main door must be near order area
    • One fire exit must be in kitchen
    • One fire exit must be in dining area
    • Kitchen must be near storage area
    • Storage area must have backdoor
    • Order area must be near kitchen and dining area
    • Express dining area must be near drinking fountain, order area and fire exit
    • Drive-thru windows must be near kitchen
    • Long-term dining must be near bathrooms, order area and fire exit
    • One trash can must be near express dining area
    • One trash can must be near long-term dining area
    • Drinking fountain must be near order area and express dining
    • Bathroom must be near dining area

    Next, you will need to take in the size of you lot as a consideration for limitations. As you can see, my lot is small and compact, meaning I cannot build a large building like my hospital.



    Next, we will start to begin our first loose diagram of the structure. You do not need to design the whole thing, just a certain part to get the feel expressed. When designing, remember to keep the following things in mind:

    Pubic and private areas
    Public areas should be well lit and open to promote traffic in those areas. For example, the dining area in McDouglas should be lit. The public area should also be seen from windows leading to the exterior and walkways.

    Private areas should be hidden from view, darker that the rest of the area and a bit more crowded to discourage traffic. For example, the kitchen in McDouglas should be dark, and perhaps even lower in elevation. The private areas can still be seen, just not as greatly as public areas.


    Daylight/view
    In minecraft, lighting helps keep away unwanted mobs and such. Sunlight should act a a temporary light. Make sure to include skylights to let more light in the center of buildings.

    View is pretty self explanatory. The more glass you have in recognizable patterns, the better the view will look.

    Equipment/furnishings
    Furniture does not just mean couches and seats. It can also mean anything not in the architects original design. Too much furniture and a room feels too crowded. Too less and it feels empty.


    Color/material
    If a wall is too bland, adding some color will make it better. Avoid color opposites

    Purple and yellow
    Blue and orange
    Green and red
    White and black
    And remember that anything goes well with dark gray :D

    Once you get the basic design done, you can then start building, right? No. Now, you must find where exactly every space goes. To do this, you could use a bubble chart, but I personally like massing Massing is a way to express a general idea about shape. Massing generally disregards colo(u)r.


    Example of McDouglas' massed
    Posted in: Creative Mode
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    posted a message on More drastically changing difficulty levels
    Quote from pinballboy7

    Double damage would make some mobs able to kill you in 2-3 hits.
    Is that a bad thing?
    Posted in: Suggestions
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    posted a message on What do you do when your bored in minecraft?
    If I'm bored with creative, i'll go to survival
    If I'm bored with survival, i'll go to creative.
    Posted in: Discussion
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    posted a message on Should the arrow knockback be lowered?
    Quote from murphmaster01

    No. Thats bad game design. Build around normal, for the everyman. make him think twice before engaging a skele because they are hard to kill, but dont destroy him for trying anyways. The fact that you never see armored mobs on normal is bull. I have to play hard for that one reason. Because the occasional mini boss is kind fun and makes me worry about my surroundings.

    You should not be able to walk through normal. Normal should at least require paying attention slightly. Honestly this is the same as people who complain about not being able to melee creepers anymore because of "lag". certain mobs should require certain strategies. not just run at it and spam click. and anyone who has killed a few spiders has access to a bow.
    I won't be pretentious and say 'well you're wrong, minecraft should be like this becasue i'm the arbiter of minecraft's ideologies now.' Instead, i'll just say that people who play normal now do it because they don't want to live in constant fear that the zombie mafia will destroy them (I've seen it happen, with full enchanted diamond armor). They want to thrive. You yourself said you are a hard difficulty player and you want minecraft to be even harder, and I agree, hard mode should be hard, but when you say '(para-phrased) Normal should give players the constant fear of light levels below 7 because I like this and I want my opinion to weigh more' makes me draw the line. You don't play on normal anyways, why do you care?
    Posted in: Recent Updates and Snapshots
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    posted a message on Your worst grief?
    Quote from Someguyfromcrowd

    How about the worst grief we've ever pulled?

    I once put a sign on someone's house that said "SOMEGUY IS BEST"

    I know, I'm a horrible person
    Not even AvO is that messed up.
    Posted in: Discussion
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    posted a message on Your worst grief?
    Admin of the server stole all my private stuff and put it in the middle of spawn.
    Posted in: Discussion
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    posted a message on More drastically changing difficulty levels
    Quote from murphmaster01

    No. Normal should be a challenge for an average player. Hard should be nigh impossible except for really good players with strategy.
    Do whatever with easy, make the player almost invincible.
    Maybe not a challenge, but a never-ending series of small difficulties?
    Posted in: Suggestions
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    posted a message on Mob Difficulty Increases with Distance From Spawn.
    so mobs just outside of the farlands will be invincible, right?
    Posted in: Suggestions
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    posted a message on Should the arrow knockback be lowered?
    Quote from murphmaster01

    That's unfortunate. I agree that it should be tweaked for easy, but normal is already far too easy so this is good.
    Normal is, well, normal, most people who play normal like it this way, because if they didn't, they'd all switch over to hard and be hard difficulty players.

    And why can't we put all the hard stuff in hard without it trickling down into normal or easy?
    Posted in: Recent Updates and Snapshots
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    posted a message on Finally my calls have been heard.
    Quote from vadagar

    they should add random events like zombie attacks (massive, cause village ones are small) volcanoes, dragons, orc raids, pirates, earth quakes, meteors, even a full scale apocalypse....anything to make the game a true survival experience :P
    Please, no RPG stuff.
    Posted in: Recent Updates and Snapshots
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    posted a message on More drastically changing difficulty levels
    Quote from Pencilshavings5

    Dangit, screwed up. 50%-75% more damage.
    Oh. Seems reasonable.
    Posted in: Suggestions
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    posted a message on Should the arrow knockback be lowered?
    Quote from murphmaster01

    I replied in the thread. But this new feature already does scale with difficulty as you keep saying to do.
    Actually there's barely even any scaling.
    Quote from Kholdstare

    I don't see what all the bickering is about if you can just shoot the skeleton from far away. Dinnerbone did exactly what he said he would: make skeletons harder to melee.

    I haven't seen the snapshot, so if the difficulty scaling isn't all that noticeable and you can't touch a skeleton in melee even on easy, then I agree that their attack speed should be decreased on Easy and maybe Normal. HOWEVER, there doesn't seem to be a problem with the knockback.
    Well, we have two variables here, knockback and fire rate, we can lower any one of them to make the skeletons more reasonable, but because mojang has a tendency to not change thing they already did, like fire rate, reducing knockback is our best option.
    Posted in: Recent Updates and Snapshots
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    posted a message on More drastically changing difficulty levels
    Quote from Pencilshavings5

    Probably a 75% chance of doing 50%-75% damage.
    50%-75% of what?
    Posted in: Suggestions
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    posted a message on More drastically changing difficulty levels
    Quote from unitedsquadron3

    It seems good now. Support.
    Cool.
    Posted in: Suggestions
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    posted a message on Well, speaking of terrain... this world has 2 years of world generation history!
    Quote from videomixer99

    Where did you read this TVFlea? I would like to see. Anyway, shroom spread was added in Beta 1.6, and I am not sure when shrooms were introduced.
    Some obscure minecraft website.
    Posted in: Discussion
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