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TheVoxelBox posted a message on The VoxelBox Mega-Release Topic!Posted in: Maps
Welcome to the VoxelBox's Release topic. This is the one stop repository for all content released from The VoxelBox creative minecraft server.
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Recently we have been doing a huge push to release old content from our servers in preparation for the next phase in our server's evolution. We decided to space out these releases and thus we have been doing one release a day from March 31st through to June 1st.
And as if all these releases weren't enough, every single one of them is free for all uses! Boil 'em, Mash 'em, stick them in a stew, whatever you want!
WorldGuard (Or anything to stop Ice melting, fire spreading and leaves decaying) and MCPatcher (connected textures) required for proper viewing!
Currently on Day 62 of 62.
Day 62:
Explore the center of our spawn, which changed from time to time. This specific piece features Deamon5550 and his signiture Heat Ray brush.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: SoulSoda
Region: Spawn
Day 61:
A perfect pack of fantasy creatures for you to add to your collection, plus a few special ones added in!
Texture Pack: Palceon
Download: world
Additional Images: album
Texture Pack: Palceon
Lead Architects: Golfmaster44, Legostothemax
Region: Torrif
Day 60:
Ithea is a region based off of old architecture with primarily low technology. The timeframe ranges from ancient all the way to pre-19th century. The lack of technology in the Palceon Pack is a particular challenge that Ithea conquers quite well. Come take a look!
Texture Pack: Palceon
Download: world
Additional Images: album
Texture Pack: Palceon
Lead Architects: Starjik, JJ1Forces, Vyryl, Kurashin
Region: Ithea
Day 58:
Deep Space blowout sale! Buy none, get all FREE!
Texture Pack: Deep Space
Download: world
Additional Images: album
Texture Pack: Deep Space
Lead Architects: SpecterCody, Space_e, ZhangRen, AzulCaballero, and Plusnine
Region: Deep Space
Day 58:
The Achilles fleet is designed for stealth. The dark colors and impressive warp drives can get any astro-explorer out of any sticky situation. Ranging from mothership to cruise-carrier, the variety this fleet has to offer is top-of-the-line. Perfect for any space-goer who wants to travel in style.
Texture Pack: Deep Space
Download: world schematic
Additional Images: album
Texture Pack: Deep Space
Lead Architects: SpecterCody, SpecterCod, and GhostCody
Region: Deep Space
Day 57:
This pack contains the ports from our spawn of Deep Space, Kathos, Skol, Thysus, and Zah! Enjoy exploring these bite sized regions!
Texture Pack: Palceon
Download: Deep Space Kathos Skol Thysus Zah
Additional Images: album
Texture Pack: Palceon
Lead Architects: Space_e, DukeVindzor, CrayonCranium, Jomeaga, Kesaro, Rct3Shadow, Narolas, Evaderbaker, and Sounas
Region: Spawn
Day 56:
Description: Emulating the classical architecture of an earlier age, but perpetuating a sleek, modern style, the Mechanicsburg Theater hosts some of the most spectacular sophisticated events for the upper class of the city. Don suits, ties, and dresses while hosting formal affairs in this building, for only the fanciest of clothing can match the supreme detail and design of the architecture.
Texture Pack: Modern
Download: world schematic
Additional Images: album
Texture Pack: Modern
Lead Architects: KupoKupo and Featherblade
Region: Mechanicsburg
Day 55:
Description: Msk stands for [REDACTED]. A light theme for the region is high fantasy, but the builds range from steampunk to nature centric with perfect transitions. Msk is sure to offer a jaw-dropping experience. Perhaps you could create your own hobbit home in one of the spectacular trees?
Texture Pack: Palceon
Download: world
Texture Pack: Palceon
Lead Architects: Cogle, Srrwb, Killjaden, _brent, Kavukamari, Annomatia, Jinzha, Andybz17, Wyvill, and Well_Starbursts
Region: Msk
Day 54:
Emulating the classical architecture of an earlier age, but perpetuating a sleek, modern style, the Space Titanic hosts some of the most spectacular sophisticated events for the upper class of Deep Space. Don suits, ties, and dresses while hosting formal affairs in this building, for only the fanciest of clothing can match the supreme detail and design of the architecture.
Texture Pack: Deep Space
Download: world schematic
Texture Pack: Palceon
Lead Architects: Mexxy
Region: Deep Space
Day 53:
Steampunk steampunk steampunk steampunk steampunk. It's cool come look.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: AndyBz17 and Wyvill
Region: Msk
Day 52:
Located under Castle Altz's protective gaze, the village of ___ emits a lively atmosphere that protects players from the cold outside. The folk architecture standing out against the cold is reminiscent of the happiest of winter days.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Annomatia and Jinzha
Region: Msk
Day 51:
Overlooking the Kingdom of Erl, Catle Altz stands unmoving amidst the frigid Alpine climate. Inviting players into its interior, Altz is filled with lively scenery contrasting the stark temperature it resides in.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Annomatia and Jinzha
Region: Msk
Day 50:
Skol sports a more nordic and generally cold type of fantasy theme. Much of the region includes ice and snow capped mountains with dense pine forests; a perfect adventure for a landscape fanatic. Try to uncover the history of Skol, or create a story of your own! If you want some more details on the region, check out the wiki link below!
Texture Pack: Palceon
Download: world
Additional Images: album
Texture Pack: Palceon
Lead Architects: Narolas, SpectorCody, and TheAppleMachine
Region: Skol
Day 49:
During a trek through the lands of Kathos, one may stumble upon this little town in the middle of the dark forest. Overgrowing with produce and bubbling with activity, this town is brightly welcoming to any weary traveler. Come stay in one of the colored houses and take part in their harvest of wheat and other produce. Perhaps the player would like to make this town their home, or continue along their way into the dark woods fully prepared from the brief stay at this rustic village.
Texture Pack: Palceon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: KChamber and Weanut
Region: Kathos
Day 48:
Red Dragon
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Golfmaster44
Region: Torrif
Day 47:
Perched atop a lone sea cliff, the castle of Maritamus is available for any player to reside. Enjoy the fantastical ocean views from the many balconies, or enjoy a stroll within the lush walls of the palace. With only one door, Maritamus is also one of the best sea fortresses ever built, and will protect even the most feared of kings. With plenty of room for all royal needs, make this palace home, and be crowned in grandeur.
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Sounas and Doublenum
Region: Kathos
Day 46:
The Atlantis Resort is on a tropical island called Paradise Island, completely owned by the one resort, and they have built it up to fit with it's name. Based on the real life resort in the Bahamas, the island features gigantic waterpark, a fantastic marina with all kinds of yachts docked in it, a huge hotel, pools everywhere, and an overall atmosphere of paradise.
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: jmarcus0410 and DreamRx
Region: Quair
Day 45:
The enormous hub of Deep Space, operating as the center of all points of space-travel, this station is equipped with rails that will take you all over the galaxy. While you’re not traveling, why not take a tour of the full interiors of Celtel? You never know what you may find.
Download: world schematic
Additional Images: album
Texture Pack: Deep Space
Lead Architects: coldevil123
Region: Deep Space
Day 44:
Mont Maree is an English/French town in the epicenter of Babiole, Puerto San Padre and Heimsburg. On its own island, Mont Maree's main attraction is the Cathedral, in the middle of the town. It is the smallest town in Ithea, yet one of the most populated. There are many houses in Mont Maree, full of families and heritage! Many travelers visit the town for religious purposes
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Golfmaster44
Region: Ithea
Day 43.5:
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: SpecterCody
Region: Aegea
Day 43:
Pachaug is a small town built on wooden rafts and logs that float on top of a large reef colony. The people living in Pachaug all fish and dive as part of their lifestyle. The ancestors of the people in Pachaug were said to have been born on boats, and lived and died aboard them.
Download: world schematic
Additional Images: album
Texture Pack: Palceon
Lead Architects: Avianto
Region: Aegea
Day 42:
Kharangapur is an ancient city of Kathos, located east of Ankara Singh, and bordering the eastern wastes. It is nestled within the Khangara mountain range, and around a scenic lake.
Download: world schematic
Texture Pack: Palceon
Lead Architects: evaderbaker and xKRICHx
Region: Kathos
Day 41:
The Zerg Mothership, complete with peripheral drones and cruisers, houses an entire crew. Efficient in terms of energy, fuel, and navigable in even the toughest terrain, take flight in an organic ship and explore the wild that is Deep Space.
Download: schematic
Texture Pack: Deep Space
Lead Architects: Built in the Gallium Shipyards
Region: Deep Space
Day 40:
The people of Kathos created the perfect castle to complement the warm, sunny coasts of their lands. Solaria, as its name suggests, utilizes warm colors and textures to their full advantage. Dripping with lush foliage and situated on the rocky shores outstretched over the ocean, Solaria emulates a breezy, calm, and quaint vibe, contrary to its immense size. This castle is perfect for the ruler who would just like to have a beach vacation in this luxurious, spacious, realm. With full interiors and a view that could last a lifetime, Solaria brings the seas of Kathos into any world.
Download: world schematic
Texture Pack: Palceon
Lead Architects: Evaderbaker
Region: Kathos
Day 39:
Protected by the natural walls of the mountain, travelers are rendered awestruck by the sheer size and power this building has. As they creep onto the stone dock, Cielo awaits them as its fountains endlessly flow, its walls filled with designs, and its pillars holding up not only the magnificent roof, but seemingly the mountain itself.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: jmarcus0410
Region: Aegea
Day 38:
Space mushrooms space mushrooms space mushrooms space mushrooms space mushrooms.
Download: world schematic
Aditional Images: album
Texture Pack: Deep Space
Region: Deep Space
Contributing Builders (to varying degrees): FelixMoog, Thimble_Tack, Starjik, Lunaomi, RyanM16, Da_Dumples, Carnivaling, thedeadlybutter, Mumfrey, Space_e, Giltwist, Kuraishin, Kesaro, ayyy, WillowLeif, SekerAsar, 2brostudio, Sloan, Dr_Obvious, TheCryoknight, WriterV, anden3, Nordwolf, Rowanos, Bonus1981, KCHAMBER, nillas12, proinprogress, Shinigami97, Gellyyx1, kaleidoscope780, Legostothemax, Sleetwolf, Gab0607, Wingman2468, Gilgamesh99, Snowsquid, nidhux, Catray76, ProGamerGov, skysworld, Sw1Ftx16
Day 37:
The Carinthia fall leaf colored trees in the Ithian mountains attracts visitors from around the world. Many of the surrounding mountains show plenty of color. Carinthia has a highly detailed cathedral atop the firey-colored hill overlooking a quaint village below. Players will love exploring the calming scenery and nostalgic time period.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Vyryl
Region: Ithea
Day 36:
There are no records of when Ankara Singh was built, but some speculate that it is the oldest standing structure in Kathos. The city was built by the people of the Khangar Valley to honor their gods, and to protect them from marauders and other nations. The city has grown in its influence, spreading its culture throughout the continent.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Evaderbaker
Region: Kathos
Day 35:
Huge flora and fauna can be found on this massive continent on TVB’s Holocene. With the recent discovery of the Language of the Beast, deciphered from ancient temples that scatter the land, scholars are racing to learn to talk with the creatures we once thought to be mindless or savages. As negotiation with the beasts becomes possible, Kingdoms and Cartels will race to settle the wild lands.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Rosedragon and SoulSoda
Region: Meridia
Day 34:
Zah. The epitome of terraforming prowess. With its goal of 100% hand-made biomes and terraforming, Zah is eye-candy for the aspiring landscape artist, but it isn’t all terraforming. Zah’s range of realistic cities and travel systems are sure to please any explorer! If you want some more details on the region, check out the wiki link below!
Download: world
Aditional Images: album
Texture Pack: Palceon
Region: Zah
Lead Architects: Gavjenks, Kesaro and Rct3Shadow
Day 33:
Take a journey through the awe-inspiring fantasy that will sweep you off your feet in Almari. Giant leaves, enchanted caves, and a tree village that will keep you climbing for hours are some of the many highly detailed structures found hidden within this eden.
Download: world schematic
Aditional Images: album
Texture Pack: Tanviir
Lead Architects: SpecterCody and TheAppleMachine
Region: Meridia
Day 32:
Visit the quaint village where all of your external worries fade away in the sunlight. Chip in with a hard day's work farming where, or trade in the market square. Adonia is hardworking and lively, and the sweat of a player's brow is all that's wanted in exchange for the freshest bread made this side of the voxelriver.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: RyanM16 and TheAppleMachine
Region: Msk
Day 31:
Columbia floats above the North Msk continent and is comprised of neoclassical buildings built in the earlier days of Holocene. While reactors, propellers and balloons are present throughout the city, its ability to float is due to quantum levitation which allows objects to be suspended indefinitely. Explore the "New Eden" and travel around minecraft in style.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Wyvill
Region: Msk
Hey look! This project ended up on TIME magazine online!
And PCGamer as well!
Day 30:
With towering skyscrapers overlooking tulips on The Mediocre Mile, Opening Day baseball at Squiggly Field, and a stunning Decade Park beginning to bloom — springtime in Ciscago buzzes with energy and excitement. Whether you're visiting Ciscago for business or pleasure, you can expect to find world-class dining, attractions, entertainment, and hotels and accommodations here in the largest and most-visited city in the Voxel-Midwest.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Kurashin
Region: The Wild West
Day 29:
Big Blue has seen many places, fought in many battles, and carried through with the poise and grace of models years newer. Big Blue, though settled down with Big Red and Baby Green, would once again take to the vacuum of space as it did in its younger days. A sleek design, and plenty of room for a whole colony of space-goers, Big Blue will let the pilot travel in comfort and style.
Download: schematic
Aditional Images: album
Texture Pack: Deep Space
Lead Architects: Built in the Gallium Shipyards
Region: Deep Space
Day 28:
From hilltop to watery valley, discover the fantastical scenery of Kellmoor, the hobbit village of Holocene. A player may try to jump to the top of the fully climbable lantern tree, claim a hobbit hole as their own, or look up in awe at the colossal trees overhead. At night, enjoy a different view entirely with bio-luminescent flora and lanterns softly glowing. At any time of day, Kellmoor is certain to take one's breath away.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Cogle
Region: Msk
Day 27:
Stepping foot in Hanai is like entering a place where old meets new in this asian fusion mix. After years of rice production, Hanai began to develop industry. Not long after, the streets were bustling with trade, commerce and construction. While rice production is still a large source of income, trade and tourism are rapidly taking over. With plenty to offer with bright colors and bustling activity, become a tourist as others have before.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: SpecterCody
Region: Trinith
Day 26:
Saarwerden is a quaint colonial village in the region of Zah. Built among fortifications, this town relies largely upon travelers and wayfarers. Some of the locals say that hot geysers around the town are enchanted, but future residents have bigger plans for the geysers as a renewable resource used for energy.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Nordwolf
Region: Zah
Day 25:
Saint Lucca Is a beautiful cliff side town on the coast of Zah. Its is erected of mainly sandstone and clay brick, with the addition of white pillars for contrast and structure. Although it is true to its pallet, Saint Lucca incorporates many colors and themes to create an overall lively and dynamic environment. The town is mainly located far above the water on towering cliffs, allowing for daring overhangs, and an overall amazing feel.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Hythacg
Region: Zah
Day 24:
The seat of the Zah empire is situated in the arid heights of Azuun. Here, an ancient palace and court from which the lands are managed are surrounded by a scattered mountain fortress in a place protected from the desert winds. To the east, the businesses, residences, and farms of the capital city provide resources to defend against siege and to provide for the needs of the citizens of the empire.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Kesaro, Rct3Shadow
Region: Zah
Day 23:
Founded soon after the discovery of the Lemuria Lowlands, Panostia began as a small outpost dedicated to operating a two-tiered lock system built for the safe navigation of ships between the standard voxel oceans and the waters of the Lowlands. Architecture and funding for the original venture was an investment of Squid Dispensation Technologies. The company was naturally interested in the project. Panostia was seen as a profitable source of income that simultaneously offered exciting new opportunities for squid-related research in the unique marine geological region that is the Lemurian Falls.
Download: world schematic
Aditional Images: album
Texture Pack: Pangea
Lead Architects: Gavjenks
Region: Pangea
Day 22:
Visit a place where people and nature can come together in a harmonious and sustainable manner. Lomigua is a mission settlement touching the Voxel Sea, extending into the jungle. It is a place where one's mind, body and soul can be rejuvinated and where a player can access to the wonders of the thick and wild jungle in their own backyard.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Kesaro, Rct3Shadow, Gavjenks
Region: Zah
Day 21:
Step right up to the town of Przland! Made with elements that can be gathered in nature, and built to resemble a place in which a player can live, Przland represents a realistic town with fantasy elements. Located on its own island in the middle of the Voxel Sea, have a private getaway in a mountainous masterpiece.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: przerwap, Thimble_Tack
Region: Przland
Day 20:
Thysus is focused on the economic realism of medieval Europe with some fantasy injected. The region is split into hamlets, towns, and cities. Packed with easter eggs, Thysus has loads of secrets. Can you find them all? If you want some more details on the region, check out the wiki link below!
Download: world
Aditional Images: album album album album album
Texture Pack: Palceon
Region: Thysus
Lead Architects: Jomeaga, CrayonCranium, TheGuyWhoCanFly, and DukeVindzor
Day 19:
If adventure is what a player craves, explore the island of Raider's Shelf. Packed full of pirate-looted ships, nooks and crannies to seek, and a town only the toughest pirate can survive in, take in the wild, tropical beauty of a place Blackbeard himself would love to retire.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Wyvill
Region: KonoKopa
Day 18:
Welcome to Mystvale! Aptly named, for anyone who's seen the beautiful Mystvale Valley knows about the magical mist that hangs in the air overnight and in the morning. The Native Pangeans were the original inhabitants and the ones who named this majestic city for that very mist. The player is greeted by warmth and beauty amidst the cool weather, where the magic of Mystvale can be found in the detailed structures and the whispers of a past server's life.
Download: world schematic
Aditional Images: album
Texture Pack: Pangea
Lead Architects: SpecterCody
Region: Pangea
Day 17:
A sanctuary of well being that draws on an array of ancient cultures at Mona Leo. Experience the unparalleled luxury and comfort amid the mystic desert charm. Be inspired by glorious decor that channels one of holocene's most ancient and revered cultures.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Kesaro
Region: Zah
Day 16:
Tucked within the crevises of the mountain above, reachable only from the rocks below is Talos, the mystical underground city. Though deserted for a long time, the buildings and structures seem to hold themselves with tenacity, waiting for someone to come along and uncover their secrets. As the players walk along the dark paths, their attention may be diverted by the crystal-like flowering figures dotting the area. If the player is special enough, the crystals may be lit, choosing the one who may save the city from desertion once agan.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Avianto
Region: Aegea
Day 15:
More mobile than your average space station, and more stylish as well, the Arkorian Eye takes the best part of a mothership and a space station and rolls them into one sleek pachage. Equipped with complementary vessels, all of your needs will be met while piloting the Eye into unexplored galaxies and nebulas.
Download: schematic
Aditional Images: album
Texture Pack: Deep Space
Lead Architects: Arkotika
Region: Deep Space
Day 14:
Puerto San Padre is a beautiful town in the land of Ithea. Take in the lush landscape, and feel the warm breeze floating in from the coast. Stroll among the colorful buildings and get lost in the mazelike passages. Don't forget to explore it at night, where its beauty shows through the streetlights and stars above.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: vyryl, Babyvoeding
Region: Ithea
Day 13:
Xtherec is a beautiful island in the land of Thysus. Take in the lush landscape and feel the warm breeze that powers the windmills. Take part in harvesting the local grains, grown in the purest of soil and water. Spend a day laying on the beaches or swimming in the waves. This island is perfect for any player needing a breath of fresh air.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: CrayonCranium
Region: Thysus
Day 12:
Set in an eerie, isolated part of Thysus, the dark stage is draped in drop cloths, and seemingly lit by a single candle.The houses, wrapped in Victorian garb face us, at first motionless, as if posing for a portrait.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: KChamber and Weanut
Region: Thysus
Day 11:
A representation of Elsa's Ice Castle from Disney's animated movie, Frozen. Explore the climbable mountain and the full interiors, and maybe recreate "Let It Go" ?
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Cogle
Region: Frozen
Day 10:
A gem of the North Shore, miles of white sand beach that includes everything from beautiful dunes to maritime forests. There are more than seven miles of trails. Visiting the Estate is like stepping back in time and get a glimpse of what the super-rich used to live like. Hard to believe that such a Estate was only a Summer home.
Download: schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: IamaNinja221, Doublenum, and TheGuyWhoCanFly
Region: Thysus
Day 9:
Mjolnir Mall. Some say it’s the best mall minecraft has ever seen, complete with fully interiorized stores, modern architecture, and spacious areas to stroll around while shopping. This shopping center is a perfect addition to any modern city, and perfect for making the impulse purchase or two!
Download: world schematic
Aditional Images: album
Texture Pack: Modern Pack
Region: Mechanicsburg
Lead Architect: StewartTillyer
Day 8:
Salheim is a hardworking village in the middle of the Thysus forest. Aptly named for its main export, Salheim features salt deposits from which the locals gather to trade with importing cities. With a mix of labor and generosity, a player can explore the docks, village, or forest of Salheim to fufill his adventerous desires, or partake in the export of salt, a valuble resource to the land of Thysus.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Moorkeken_D
Region: Thysus
Day 7:
Not even in space can one escape the mighty grasp of religion. This traveling cathedral is perfect for those to stop by and confess their sins while traveling across the galaxy. Its fine detail welcomes any weary space pioneer with open arms against the lonely void. It comes equipped with complimentary missionary cruisers and top-of-the-line warp drives to spread the joy of Space-God everywhere.
Download: schematic
Aditional Images: album
Texture Pack: Deep Space
Lead Architects: Mayor_Maynot
Region: Deep Space
Day 6:
Valora with its angular features and natural color scheme make it the perfect fortress for a mountain-king. The blue flags blow in the wind, matching the sky, and the grandiose figure of the castle stands unmoved among the high mountains. With plenty of interior space, its owner can make this white palace as militant or as luxurious as they want.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: Avianto
Region: Aegea
Day 5:
On the coast of Thysus lies a joyous town, brimming with activity. Being one of the leading ports in Thysus, there's always something that a player can do while exploring Brynshire. Take a stroll on the upper and lower docks, or creep into the ancient church where mysteries are locked away. Climb the hill up to the mayor's villa, or take one of the balloons to a place far far away. Highly detailed, and excellent for the collector of fantasy, Brynshire is the perfect for the adventurer in every player.
Download: world schematic-default schematic-palceon
Aditional Images: album
Texture Pack: Default
Lead Architects: Hythacg, Da_Dumples, DreamRx
Region: Thysus
Day 4:
Hovering in the vacuum of space, the aptly named “Void Hotel and Bar” provide a good night’s sleep and a fun place to quench thirst on a players long travel across Deep Space. Fully interiored in every room, the player has their pick of comfy beds to choose from. The bar, named “Into the Slightly Pink Abyss” is the perfect place for players to relax after a hard day’s work of space exploration.
Download: schematic
Aditional Images: album
Texture Pack: Deep Space
Lead Architects: Arkotika
Region: Deep Space
Day 3.5:
Arrodil is a small trading city nestled in a valley within the mountains. Not terribly populated, the mountains are known for their natural beauty, and the town takes every precaution to reflect their beauty. Warm and inviting, come explore the lower houses and interact with the locals, or take the trek up to the tallest tower for a view that will take your breath away.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: evaderbaker
Region: Kathos
Day 3:
Towering high above the sea below, among waterfalls and swaying palm trees lies Darios, the city of wonder. Domed and detailed in only the finest blocks, and fingerprinted with different designs on each building, this city is perfect for the lover of luxury and fantasm. Stroll along the tiers and gaze up at the buildings kissing the sky as waterfalls roar around you. Each building has plenty of space for interiors, where the player can create a luxurious home of their own.
Download: world schematic
Aditional Images: album
Texture Pack: Palceon
Lead Architects: vyryl, RyanM16, jmarcus0410
Region: Aegea
Day 2:
Tanviir, the world of high fantasy. Spend hours exploring colossus after colossus, as you feel your game, and heart, stop in awe. Highly integrated into the landscape, this world will blind you with its lightly colored builds, only to bring you back down with its earthly elements such as intricate water features and almost religious use of flora. This world is perfect for the lover of high fantasy, as well as anyone who is new to building. If you want some more details on the region, check out the wiki link below!
Download: world
Aditional Images: album
Texture Pack: Tanviir
Region: Tanviir
Lead Architects: JiiJiii, Thimble_Tack, Daniel_Carmi
Day 1:
Amidst the harsh white mountaintops stands the cathedral, somber and rigid. The local townsfolk put their hearts and souls into making their cathedral, and it shows in the meticulous details and the enormous size. Its spires stretch towards the heavens, and the fully made interior is the perfect place to confess your sins to the lonely mountains.
Download: schematic
Texture Pack: Palceon
Region: Aegea
Creator: Jmarcus0410
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Vechs posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)Posted in: Maps..
Hi guys, Vechs here! I started making custom stuff for Minecraft back in 2010, and the Super Hostile series is my best-known contribution to Minecraft fans everywhere!
The main objective of my maps (aka custom Minecraft worlds) is to find and complete the Victory Monument. This is a structure with slots on it for blocks. To win a Super Hostile map, you must place each of the requested blocks in the appropriate slot on the Victory Monument. There are 16 colors of wool blocks to find, and also in older maps, the 3 material blocks, of iron, gold, and diamond.
CTM stands for Complete the Monument, which is the genre my Super Hostile series created. Unlike Adventure maps, which typically have very rigid rules and restrictions, CTM maps are about playing Minecraft in a mostly normal fashion, but with a goal to work towards.
For the most part, Super Hostile is like playing Minecraft normally, but it's more difficult and you have a long-term goal to work towards. Also you may find yourself in some unusual terrain. Oh, and the map is designed to kill you, so keep that in mind.
Going forward, Super Hostile maps made after 2020 now also require a custom modpack, which can be found here:
Currently Under Construction:
Super Hostile: Vexelvania (working title)
Latest Release:
Super Hostile: Spellbound Caves II
CLICK HERE TO DOWNLOAD PUBLIC (Available Now!)
The new official home of Super Hostile is here! Download the maps at:https://vechsdavion.com/
Support Super Hostile directly here!
And lastly, here is a bunch of legal stuff. The short version is: feel free to make videos about my maps, watching people play helps me make better maps; please don't rip-off my work and claim it as your own; and please don't upload my work to other websites.
Users are free (and encouraged) to create videos of the MAPS and share the videos online, using websites such as YouTube. Users are also free to include advertisements and monetize their videos of my maps. Watching people play my maps is by far the best way for me to learn how to make better maps. If you have made video's or LP's (Let's Play series) of my maps, then thank you very much!
TERMS AND CONDITIONS
MAP (MAPS, plural) - Data that interfaces with the Minecraft client to extend, add, change or remove game content.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MAP. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MAP despite use of MOJANG code.
USER - End user of the map, person installing the map.
THESE MAPS ARE PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THESE MAPS TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THESE MAPS. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THESE MAPS FALL ON THE USER.
Use of these MAPS to be installed, manually or automatically, is given to the USER without restriction.
These MAPS may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of these MAPS must have advance written permission from the OWNER. ANY attempts to make money off of these MAPS (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
These MAPS are provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of these MAPS require advance written permission of the OWNER and may be subject to certain terms.
"Super Hostile", "Victory Monument", "Super Docile", "Hostile Trails", the "Vechs'" brand and "Race for Wool" are Trademarked ™(2011) by the author. The MAPS herein and the character "Vechs" are Copyright ?(2011) and are the intellectual property of the author (Vechs) -
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eleazzaar posted a message on 32x LITHOS - Default-Style, Detailed & Complete - 1.5x - 1.15x and beyond!
Lithos has a Twitter account. Follow LithosTextures if you want to download the latest version of Lithos:Core and related packs as soon as they are released. You won't find cute cat pictures or pictures of my meals.
- Completely replaces all Default Textures
- Familiar default-style appearance, but with attractive Detail
- Lots of Random, Alternate Textures (without MCPatcher or Optifine!)
- Random Mobs for most common mobs (MCPatcher or Optifine required)
- Many subtle 3D improvements
- Mod Support: 62 mods --the most common blocks of the most common mods
- Consistent, easy to use GUI
- Easy to read Font
- Early Snapshot support
Click here if the Curse download widgets did not appear.
The Goals for Lithos
Obviousness, Consistency, Beauty- Everything should be instantly recognisable to those familiar with default textures, or with the things in real life.
- Construction blocks should be very similar in color and brightness to default blocks, so color-schemes work the same way in default and Lithos.
- Each texture should be as appealing as possible, while the whole pack has a consistent style.
Feedback and Criticism is Encouraged!
- by Dack105 food icons from Stock32: beef_cooked, beef_raw, blaze_powder, cake, chicken_cooked, chicken_raw, comparator, compass, cookie, fireworks, nether_wart, porkchop_cooked, porkchop_raw, potato_baked, potato_poisonous, potato, pumpkin_pie, reeds, repeater, saddle
- by ghost2 HD Art Pack, (Default Paintings Scaled Up)
- by sevenfour: water from Ornate5
- by Platinum20: Extended Workbench textures
- Everything else copyright 2013 by J. W. Bjerk. All rights reserved
- Also thanks to Markacashion for assistance with lots of mod support.
- No redistribution. For personal use only, with the following exceptions:
- Using Lithos in screenshots and videos (including monetized) is allowed and encouraged, as long as you credit Lithos and link to: http://www.minecraftforum.net/topic/1827343-32x-lithos/
- Derivative use is allowed and encouraged under some circumstances for making Lithos-style textures for mods. PM me for more details.
- These usage rules apply to using part of Lithos as much as the entire pack.
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The_Sketch posted a message on [CTM] [Collection] Sketch's Journey of Creation Series ("The Painter" fully released!)A CTM map series by The Sketch
Last Updated: 5/1/15-----Don't have time to make a bunch of changes to the OP right now (whenever Ihave a lot of time on my hands I think I'll just remake the thread from scratch),but I went ahead and added the area names to the progress bar for The
Pillars of Creation.----
Generally, these rules are present for every map of any size on this thread. Rule boards are included in game for each map, so make sure to check those out in case of possible exceptions.
1) Find and complete the Monument. (The Monument itself varies from map to map.)
2) Survive in any way you can think of. This means you can break/place blocks, craft, etc.
3) Always play on Easy or higher difficulty. Never Peaceful.
4) Objectives for the Monument must be found in chests, not crafted or dyed (except for ore blocks, which may be found in the landscape or crafted).
5) Wool for the Monument may be used for other purposes besides being used on the Monument.
6) Do not create a portal to the Nether. Using preexisting portals is fine.
7) Do not leave or attempt to leave the map boundaries. This includes going on the map ceiling.
8) Do not break or place Ender Chests. Use only the ones provided.
This is where you can find all of the full-blown, full-size CTM maps that have been completed, are in progress, or are simply figments of my imagination at this point. Minimaps and advent maps are below this.
Brought into a realm of raging war and set off with nothing but questions in your head, your endeavor to create a painting for the Gods themselves will require you to navigate, loot, and fight through a variety of war-torn, infested environments. But is this simply a deadly commissioning, or is there something else being hid from you?
Difficulty: Progressive
Type: Linear-Branching (5 Intersections)
Objectives: 20 (16 wool + 4 ore blocks)
Minecraft Version: 1.7.5
Pictures:The first intersection. This is where your journey takes off.
The war-torn Pinnacle Cavern, separating two opposing forces...
The Throne of Ashes, a civilization swarming with those who have fallen before you...
The Hellbent Bastion, a sanctuary for the ruthless armies of hell.------
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Download (for MC 1.7.5)
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(No screenshot yet!)
As a lone traveler, a simple mountain climbing expedition ends up turning into an extraordinary, danger-filled conquest. Travel through massive, diverse areas and battle gruesome creatures and environments as you attempt to uncover the secrets held by the foundational origin of the world.
Difficulty: TBA (Likely will be more difficult than The Painter)
Type: Linear-Branching, Themed Intersections
Objectives: 16 wool. Ore blocks not required.
Minecraft Version: TBA
This map is currently being built. Updates to come!
Estimated release: Hah, you think I'm giving you this after what happened with The Painter?
Progress Meter: (This will be updated as map development occurs.)Finished -
In Progress -
Not Started -
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Spawn: Breaking Rust
Monument: The Pillars of Creation
Intersection One: Memories of Life
Ruins of the Somber
The Ravenous Battlement
Coastal Monolith
Intersection Two: Last of the Light
Dust and Decay
Tribal Warfare
Gears of Misery
Ruptured Alcazar
"Intersection" Three: The Grand Ebon Pass
The Bitterest Echoes
The Crimson Plague
The Boiling Gorge
The Grand Ebon Pass: Exit (Transition)
Intersection Four: Remnants of Humanity
Empyrean Dynasty
Pinnacle Kingdom
Crumbling Acropolis
Intersection Five: Center of Existence
Gardens of Sacrilege
[name undecided]
Theory of Everything
These are two-wool hardcore maps meant to be a quick, fun challenge. As long as the tradition continues, there will be a random amount of these created every year.
2013:
#1:#1: BLASTING ABYSS
This massive cavern roars and rumbles under the pressure of the earth above, sending fragments of itself spiraling down the looming pits to a fated demise. You'll have to be aware of your surroundings and quick on your feet if you want to avoid being taken down with them.
This map is fairly easy with the right approach and should only take about 5 minutes to complete.
Download#2:#2: DECAYING HOLD
Left to rust and rot, the once unconquerable sanctuary now remains forgotten and abandoned, shrouded behind the dense jungle. Ever-growing foliage gradually consumes the fortress as it lies fully exposed to the elements.
This map is on the more difficult side, clocking in at about 10 minutes.
Download#3#3: GATE OF THE VOID
Hanging from the very edge of the earth itself, these walkways and platforms rest underneath the lowest levels of hell. Even the most insignificant misstep can send anyone tumbling into the unforgiving, endless chasm below.
This map is intimidating, but it can be completed without much trouble in 5 to 10 minutes so long as you take your time.
Download#4#4: CORRUPTED COURTYARD
Only accessible from the deepest reaches of the winding halls and castle rooms, this seemingly peaceful safe haven of a garden has slowly been compromised by the terrors moving in from the unknown.
This map is heavily combat based but not overly difficult, taking about 10 minutes to complete.
NOTE: Due to reasons stated in the map, I am unable to convert this map to Hardcore mode. If you want to keep the spirit of the advent maps, set your difficulty to Hard. I've still implemented a game over room (but I think it can be escaped, so just respect it).
Download#5#5: VICTORY RUN
Securing each of the two wools to place on those infamous pedestals has never been easier. Reaching the all-powerful monument in the heart of the ruthless, swirling inferno of death? That's where it gets tough.
At less than 5 minutes, this map is very short and straightforward. However, it's also insanely difficult. Don't be surprised if it takes you close to 50 attempts, or maybe even more.
Download2014:
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#1:#1: FLAMES OF DISASTER ----- A solitary, red-hot spire pierces through the sizzling remnants of the world we once knew. Crumbled and cracked at every edge, it holds on to its life as one of the only structures - natural or man-made - to have survived millennia of the boiling bombardment of flame. ----- This map is medium difficulty and on the lengthy side, taking anywhere from 10-20 minutes to complete. ----- ----- Download (for MC 1.7.10)#2:
#2: PACIFISM ----- The seemingly inviting cavern opening, lush with vines and bright foliage, shrouds the dark forces radiating from deep within the winding stone passageways. The savage creatures within, lusting for blood, have been made invulnerable by the pounding emissions. To reach the system's heart, your only option is to drop your weapons and run... ----- This map is on the very difficult side and covers a lot of ground, but due to the rapid gameplay, a successful attempt should take no more than five minutes. ----- ----- Download (Tested in 1.7.2, but should work in any 1.7 version)#3:
#3: SHATTERED EARTH Haunted and forsaken, the eerie remnants of a once grand dominion sprawl over the boundless void as a mass grave of a wasteland, its towers and obelisks reduced to nothing but rubble and debris. Its hopeless residents spend their days watching, waiting, quietly anticipating the return of their long forgotten king. ----- This map is heavily combat-based with a progressive difficulty and may be the longest advent map so far, with a playtime of at least 15-20 minutes. ----- ----- Download (for MC 1.7.10)
These maps are exactly as they sound: They're miniature, shorter CTM maps between the length of a regular map and an advent map. Usually, they have between three and five objectives and can be completed in just a few hours.A Matter of Time (Strawberry Jam #2 Entry, made in 48 hours)
The world has ended. You, as one of the last surviving human beings, have been sent to collect samples from iterations of the Earth's landscape throughout the course of time and pinpoint the cause of humanity's demise. Maybe you can then put a stop to it...
Difficulty: Easy - Medium
Type: Linear Backtracking (You'll see.)
Objectives: Five (Yellow, blue, green, red, black)
Minecraft Version: 1.6.X
Pictures:
DownloadRedemption (Strawberry Jam #3 Entry, made in 72 hours)
Your eyes pry open. You slowly clamber your way out of bed, but then you noticed it isn't yours. Then you remember: You just died. But what is this place? All you see is lava, obsidian, and darkness; no clouds, angels, or celestial monoliths. You appear to be in some kind of cracked, dusty prison cell.
Quickly, you come to the conclusion that you're in hell. But why? You haven't done anything bad that would have you sent here. Surely there must have been some kind of supernatural mistake. Refusing to remain in the depths of hell, you walk out of your cell and begin to climb...
Embark on a skyward journey to reach the promised land and claim your rightful spot in the heavens, collecting the four symbols of power along the way in order to gain admittance. But be careful; it certainly will not be easy...
----------
Type: Linear
Difficulty: Hard
Objectives: 4 required (black, gray, light gray, white) + 1 bonus (emerald block)
Playtime: 1.5 to 4 hours, depending on skill and playstyle
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Pictures:
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NOTE: Due to a weird bug, this map MUST be played in Minecraft version 1.7.2 or 1.6.X. I think.
Download
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This map was made in 72 hours, so the gameplay may not be perfectly balanced. Nonetheless, it should still provide a few hours of fun gameplay! Go check it out!All in a Nutshell (Strawberry Jam #4 Entry, made in 72 hours)
The verdant ruins of the Sodden Scaffolds... The blazing heat of Ember Canyon... The bitter cold of the Arctic Maelstrom, the architecture of Aevum Halls and the Ion Tower, the rumbling depths of Rubble to Ash, and the magnificent contrast of the Falls of Yin and Yang...
...It's all here. All in a nutshell. Every condition, every environment, every landscape. All of them lie quietly, ready to erupt. All of them await your soft footsteps.
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Map Theme: Abridgement (Kind of a stretch, but while I was planning I forgot that the map name and theme aren't the same thing.)
Objectives: 12 - All Discs
Map Type: Linear-Branching - 4 Intersections
Difficulty: Progressive
Minecraft Version: 1.7.X
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Screenshots:
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Download v2 (for MC 1.7.5):
Here
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This has been my most ambitious mapmaking project yet, and although it may be a bit unbalanced (as I didn't have time to test, just fly through), I am still incredibly satisfied with everything I've managed to get done in just three short days.
If you like the maps on this thread, feel free to make LPs, leave comments, or hit the green arrow in the bottom corner of this post to show your support! Every bit helps! -
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TimbuckTato posted a message on EnviroMine (DISCONTINUED) - A little bit of realism New physics, Temperature, Hydration and more!--------------------------------------------------------------------------------------------------------TABLE OF CONTENTS----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------WEBSITE--------------------------------------------------------------------------------------------------------For all up to date information and the official download links and other info please visit here.--------------------------------------------------------------------------------------------------------MOD OVERVIEW--------------------------------------------------------------------------------------------------------EnviroMine is all about environmental realism whether it be physics, body temperature, thirst, clean air or even keeping a sane mind in Mincraft’s labyrinth of dark caves, it will test your survival skills and endurance.
Features:
- Temperature
- Hydration
- Air Quality
- Sanity
- Gases
- Food Spoiling
- 99% Customisable
- Much more…
--------------------------------------------------------------------------------------------------------
WIKI
--------------------------------------------------------------------------------------------------------The wiki hold more detailed descriptions and information of the features and can be found here.--------------------------------------------------------------------------------------------------------CREDITS--------------------------------------------------------------------------------------------------------Developers:
- TimbuckTato - Co-Founder, Models & Textures
- Funwayguy - Co-Founder, Lead Programmer
- GenDeathrow - Assistant Programmer.
- thislooksfun - Assistant Programmer.
- Iron Army (SiylissTV)
- Epic Nation (CyaNideEPiC)
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
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AidoP_MM posted a message on [TOOL] MC Model Maker - Design custom block models for minecraft 1.8+Posted in: Minecraft Tools--Currently on Hold!--
~UPDATED TO 0.1.3!~
Welcome to the Official Forum Page of MC Model Maker! MC Model Maker is a tool for Minecraft designed to make 3D models for the new resource pack format, meaning no mods are needed! It is recommended you visit here to learn to use the model format to get your models working how you want them. MC Model Maker requires that you have Java 0.6+ installed and are running either Mac OSX, Windows or Linux.
Pictures:
Feature list:
- Works on PC, Mac and Linux
- Free
- 3D Viewer on PC and Linux *Needs java 6 on Mac*
- Allows exporting of Resource Packs or a single JSON file
- Change the colours of the selection boxes, including alpha values.
- Choose up to 100 custom textures, including import to the background of the editor
- Preview the Raw JSON Export
- Up to 100 Voxels
- Toggle Ambient Occlusion and Change the particle texture of your block
- Add comments per voxel
- Toggle face culling
- Toggle faces
- Force Voxel - Allows "Invalid dimensions" like a thickness of zero or inverted blocks.
Download:
Source available on GitHub.
All downloads use dropbox.
Version 0.1.3 -Fixed the link!
Version 0.1.2
Version 0.1.1
Version 0.1.0
Version 0.0.3
Guide:
Visit here for the text guide!
or Download the PDF, with pictures!
Known Bugs / To-Do list:
(* = done or in progress)- Get the 3D Viewer to work.
- Add a way to choose images to export into a resource pack.
- Improve the texture handling, especially on the UI
- Random-Offset not working, problem with Minecraft, may have been removed!
Version 0.1.3
-Improved Settings, Alpha values and saving!
-Import!
-Should have fixed the 3D Viewer. *Requires Java 6 on Mac.*
-Remove faces!
-Rewrote texture handling, now have up to 100 textures and choose texture per Voxel and face.
-Small improvements and bug fixes.
Version 0.1.2
-Fixed clicking not working sometimes.
-Added a 3D Viewer *Not working correctly*
Version 0.1.1
-Export to Raw JSON, an item Resource Pack, or block Resource Pack
-Fixed cullface
-Import images into the background of your UV Grid easier
-Force Voxel : Forces the voxel to export, even if it is invalid. (For a thickness of 0)
-Settings! Change the colour of the Editing colour and Previous Voxel Colour
-Framerate options of Unlimited or Limited. Limited is supposedly set to 60FPS but may run slower, even on faster machines!
Version 0.1.0
-Add comments
-Change texture per face, including particle texture
-Face Culling
-Fixed UV and Voxel selection, including new controls
-Updated to work with 14w27a+
-Cleaner code -Preview Button
-Improved Reset Button, and default cube.
-Prettier UI.
-Better UI Loading, should be slightly faster.
-Ability to load block texture into UV Grid
-New Website
-Splashes!
Version 0.0.3:
-Added the ability to import! (Sadly UV details do not currently import)
-Added Model Options.
-Probably fixed some bugs...
Version 0.0.2:
-Fixed Upside down Y Axis.
Version 0.0.1:
-Initial release.
Banner Images:
Warning!
MC Model Maker is still in Beta Development.
So please post bug reports and suggestions!
Thanks for reading,
-AidoP -
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Ri5ux posted a message on EULA Revisited: an Updated Q&A From MojangHey Mojang, I know you couldn't care less, but you just lost a user.Posted in: Discussion -
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Wedhro posted a message on [14w17a] Custom World Generation Presets! (Post your Best ones here)I'm a sucker for realism in games and of course Minecraft worlds are far from looking realistic, also I'd like more variety and a more difficult survival experience so I introduce you to...Posted in: Customised Worlds
Smooth Hilly World
- Rolling hills and huge (but not unrealistically so) mountain ranges smoothly sloping into the sea to make the landscape more pleasant and difficult to travel;
- smaller biomes and more unpredictable terrain height for variety;
- almost no lava/water ponds to make growing vegetables and creating Nether portals harder;
- very rare ore veins scattered across full map's height (with the only exception of diamond which is only found beyond sea level) - the more useful an ore is, the fewer you'll find - prepare to rely on stone tools and leather armor for most of the time and forget about strip mining;
- lot of gravel underground, beware of cave-ins;
- lot of monster spawners;
- maybe more "ocean" (i.e. ocean + flooded biomes) than usual, but I couldn't test it thoroughly.
- Prepare to see flat "extreme hills", "ocean" mountains and sea "forests": terrain height is almost independent from biomes so weird things happen (for example, in the second pic those greenish naked hills are actually an Ocean biome and the sand hills on the right end is a Beach);
- almost no sand beaches (most of the time they will be below or above sea level), I couldn't find a way to make them look nice and flat without making the whole word flat (I blame that on Anvil);
- almost no steep cliffs, overhangs and "crazy" terrain;
- quite resource intensive but still barely playable on older machines.
{"coordinateScale":85.49296,"heightScale":1.0,"lowerLimitScale":270.0,"upperLimitScale":270.0,"depthNoiseScaleX":29.154928,"depthNoiseScaleZ":29.154928,"depthNoiseScaleExponent":20.0,"mainNoiseScaleX":951.5141,"mainNoiseScaleY":282.6338,"mainNoiseScaleZ":951.5141,"baseSize":8.43662,"stretchY":11.979438,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":0.98591554,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":100,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":100,"useLavaLakes":true,"lavaLakeChance":100,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":3,"riverSize":5,"dirtSize":25,"dirtCount":0,"dirtMinHeight":64,"dirtMaxHeight":80,"gravelSize":25,"gravelCount":15,"gravelMinHeight":0,"gravelMaxHeight":73,"graniteSize":50,"graniteCount":3,"graniteMinHeight":0,"graniteMaxHeight":41,"dioriteSize":50,"dioriteCount":3,"dioriteMinHeight":77,"dioriteMaxHeight":255,"andesiteSize":50,"andesiteCount":3,"andesiteMinHeight":26,"andesiteMaxHeight":95,"coalSize":6,"coalCount":1,"coalMinHeight":0,"coalMaxHeight":255,"ironSize":2,"ironCount":1,"ironMinHeight":0,"ironMaxHeight":255,"goldSize":5,"goldCount":1,"goldMinHeight":0,"goldMaxHeight":255,"redstoneSize":4,"redstoneCount":1,"redstoneMinHeight":0,"redstoneMaxHeight":255,"diamondSize":1,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":59,"lapisSize":3,"lapisCount":1,"lapisCenterHeight":127,"lapisSpread":127}
Preset for smooth hills with normal biome size, ore distribution and water/lava:
{"coordinateScale":85.0,"heightScale":1.0,"lowerLimitScale":270.0,"upperLimitScale":270.0,"depthNoiseScaleX":30.0,"depthNoiseScaleZ":30.0,"depthNoiseScaleExponent":20.0,"mainNoiseScaleX":950.0,"mainNoiseScaleY":280.0,"mainNoiseScaleZ":950.0,"baseSize":8.4,"stretchY":12.0,"biomeDepthWeight":1.0,"biomeDepthOffset":0.0,"biomeScaleWeight":1.0,"biomeScaleOffset":1.0,"seaLevel":63,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useMonuments":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":4,"riverSize":4,"dirtSize":33,"dirtCount":10,"dirtMinHeight":0,"dirtMaxHeight":256,"gravelSize":33,"gravelCount":8,"gravelMinHeight":0,"gravelMaxHeight":256,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
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Lord_Pancake posted a message on EdgecraftThis map is meant for singleplayer.Resourcepack Troubleshooting
This resourcepack requires Optifine or McPatcher
If you're using Optifine make sure that underneath Options -> Video Settings -> Quality that Connected Textures are set to Fancy and Custom Colors are On.
Loading multiple resourcepacks may cause issues. If you see some funk and have done everything above then make sure the Edgecraft resourcepack is the only one loaded.
Making Maps
Optifine and McPatcher are needed to use the resourcepack because they both have CTM (Connected Textures Mod). CTM allows for each block face to be uniquely textured, this allows each block to have it's own shadow properties. Some blocks are textured to look like they're in shadow, others in light, and others to look like the transition between light and shadow. When placed in the right order they give the illusion of light.
This tutorial map shows which block does what in the resourcepack
[Download Tutorial Map]
If you create your own Edgecraft themed level it is a good idea to use McEdit.
Here are some McEdit schematics that you can use to populate your own level.
[Download McEdit Schematics]
In McEdit you can use the selection tool to find out where to accurately place shadows.
It doesn't always need to be 100% accurate though. Use artistic license!
If you're populating your skyline with the same building and are tired of them looking all the same you can use this trick to quickly mirror your building.
-Create a selection of your building of choice
-Import your selection
-Press "G" to mirror it
-Press "E" to rotate it
Now that we mirrored the building we need to mirror the shadow blocks as well, right now they are swapped. To do this you can use Link Removedcreated by Wannywanson. If you're swapping blocks without the McEdit filter you can use an intermediary block instead, I used dirt.
-Replace Iron ore with Dirt
-Replace Gold ore with Iron Ore
-Replace Dirt with Gold Ore
You will need to do this for all shadow blocks that were mirrored.
Feel free to make your own Lets Play videos, custom maps, speedruns, custom resorucepacks, smart movement maps, whatever you want! Just be sure to link back to this page. -
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Lord_Pancake posted a message on EdgecraftYeah, sorry for the delay. I've been busy, I just got the chance to finish it up this summer.Posted in: Maps - To post a comment, please login.
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I'll keep an eye on this, thanks!
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Shotbow used plugins though, so it's cool to see this done vanilla. It's also cool to see supporters of the creator telling us where we can find and meet the creator, and also to see the creator in one of the first comments.
Well done, Magib!
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And my point: It'd be really really nice (also really really different from the way most EULAs work, I know) if the big servers didn't have to scale down because Mojang suddenly decides they want to enforce their EULA now. There's a nice balance where things are with the big servers where they float on "donations" and their stores, allowing people who don't actually want to spend anything to play on the server with those who felt like paying for stuff.
Now, do what Mojang did and forget the EULA for a while. Disregard whether this community is legal or not, and think about it. This server is acting just like a "F2P" MMO game with microtransactions. If the big server in question is a minigame server, now think about this: were it not for Mojang's disregard for their own EULA, would this kind of experience be available anywhere? Think of trying to develop, [i]and then market[/i] a F2P MMO where all the players do is play one of a few unrelated minigames with other people.
The community, through Minecraft, created a sort of semi-game that can be played (and enjoyed, as shown by anyone like me) without paying anything, because there are players out there who did pay. Their reasons for paying are about to get trimmed down to the goodness of their hearts, and servers, as you've said, are probably going to have to scale down because of this.
There goes the MMO aspect; there goes quite a bit of publicity, which takes away some of the new players coming in who didn't hear about the server; there goes further development, in order to keep things small, and then servers just aren't the same anymore.
[I had a bit more here, but then accidentally hit the mouse button for going back a page and lost it. Ugh.]
Yes! There is. Bigger servers usually have the funds to pay for further development. This means that bigger servers will have more minigames, or more overall general content, than smaller servers. For quite a lot of people, that makes the bigger servers more fun. Scaling down a server does not come without consequences.
I'd hope that older and/or smarter players could complain "to the masses" about a server charging hundreds of dollars for diamonds, putting the server in deep trouble. Likewise, I'd hope the older or smarter players would know what the real value of diamonds or other gear is on other servers.
Whether it's ripping people off with server power, or it's ripping people off with server entry, I feel like we're dealing with extremely similar situations. Both have a high possibility of brief success, followed by utter failure as soon as the scammers get to the wrong people.
The children that I mentioned that fall so much more easily for scams like this will, of course, not be the only people who come across the scam. Sure, the children will will be able to see through the "new" scam, but it'll probably catch enough people that Mojang will still get letters from parents wanting their money back. That's my take on things, anyway.
I hope I'm making sense right now, I'm rather tired.
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Or how about if you're someone like me? I've spent no money on the Shotbow Network, but I'm still a server regular. You seem to have this idea that these huge servers had awful free content, and were only out to rip people off. If that was the case, these servers would not get nearly as much support as they do.
I agree with and have stated myself all but this part:
I agree with you about the Mojang hate bit, but:
I feel like (Note, I'm speaking while having zero experience hosting or running servers) priority access is not going to be enough of an incentive to get people to put money into a server. While it does sound nicer than a subscription fee, the number of "donors" on current servers is not all that high (Just speaking from experience playing on servers).
EDIT: Oh, and I also don't feel like huge server developers, who spent months developing great new content, wanting to have enough money to keep running their server and developing new content are greedy
Most people have been talking about small children when discussing this particular topic. I could see server owners lying outright, saying their server provides several excellent experiences that it actually doesn't, claiming to have lots of players, and just generally lying about how much fun these children would have if they'd only pay some ridiculous server entry fee. We're talking about children who were gullible enough to pay hundreds of dollars for diamonds here. Even something as simple as something along the lines of
"All/only the cool/mature/rich people play here!"
Could persuade the same kind of small child who bought a diamond sword with their parents' money to buy entry to a server with their parents' money. Marketing is quite a versatile and effective force.
Agree? Disagree?
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I love how you just made another statement like that without actually backing it up with facts and citations. "It is in fact" doesn't really count. Am I supposed to take your word for this now?
But yes, I do see your point there, and I wondered about that myself, in fact. Yours is indeed a much much smaller case, anyway. I posted that, not really in total agreement with it, but just to see what people had to say about this person's comment.
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It kind of further confuses my stance on things, by bringing server software back into question.
Other than that, though, I can say I agree with a few of the points in here, and I think it's a good argument anyways.
You guys can feel free to pick it apart, agree with it, disagree with it, or ignore it as you see fit. I don't really have a response to it right now.
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Things I realize:
-Mojang is within their rights to protect their IP (duh)
-There are servers out there that charge ridiculous sums for ridiculous things (but see below for further thoughts)
-The rules of the EULA didn't technically get worse, they got better
~That doesn't make them what I'd like them to be now, either
-There are plugin developers who have spent months and months (no exaggeration there, either) developing completely unique content for their mingame servers. This content may or may not have any sort of relationship with Minecraft's core features
~Said content still requires Minecraft to run, in the end (what an unfortunate predicament that seems to be now)
-We don't get the final say in what Mojang does with their EULA. Mojang does.
Things I wish other people would realize:
-Not every server is a Survival Multiplayer server
-Not all Survival servers charge you for things like diamonds
~Those that do most certainly cannot have a dedicated following committed to them
-The EULA isn't changing much. The "new EULA" is not what people should be blaming. Both the new and the old EULA disallowed microtransactions and other forms of moneymaking from servers
-We DO NOT want the old EULA back. It was worse than this one. People need to quit asking for it to come back. When people say this, they really should be asking for Mojang to go back to not enforcing their EULA, or for them to go to a newer, better EULA
-Big servers are not going to be unaffected by the "new" EULA. They will not offer the same kits and gameplay that they did in the past when everyone has access to it. Some of the balance in the "buy/unlock-able" kits was their rarity. When that's gone, either everyone will choose the best kit (and then there goes varied gameplay), or some kits will die to keep things balanced. Same will probably go for other "paid features"
Bad arguments that are FOR the EULA:
"People have already paid for the game, why would we want to pay again for certain features of the game?"
or "Yay, no more 'Pay-to-win' servers! I hated those."
Response: At least with most servers as they are now, you can get on them and play some portion of their content for free. Most minigame servers that are decent will only charge you for certain (balanced) kits. That means they're not charging you for any basic parts of the game, and you can at least have some fun playing on the server without spending any money. When people start using one of Mojang's legal alternatives, though, you'll have to pay before you're able to access any of the server's features. Mojang's solution to "Pay-to-win" servers is to make them "Pay-to-play-at-all" servers.
"This will help solve all those complaints Mojang was getting for people charging ridiculous amounts of cash for things you should get for free."
Response: Sure, this will probably fix that issue. The new issue I could see arising from the changes to the EULA is servers legally charging ridiculous amounts of cash for people to now get into their scam server, which they promise the small children will be the most epic server they've ever been on, if they'd only steal their parent's card and pay them $200 per month. The server is then unplayable because of the amount of ad-spam upon logging in. They're fixing one problem, and opening their doors wide for a different problem that's actually legal this time.
"[This thing I've heard a couple of times about $1 subscription fees still working for servers that get millions of users monthly if 90% of the community "gets mad" and doesn't subscribe]"
Response: You speak of a 90% decrease in the population of a huge community like it's nothing. These people may either go find another smaller server (populating it more, which may or may not be a good thing), or they may quit Minecraft altogether, seeing that most other servers now charge a subscription fee. What percent of Minecraft's overall fanbase will leave Minecraft altogether, do you think? On another note, these huge servers tend to get tons and tons of traffic where people are there to simply try out the server. "Millions of users" doesn't refer to the number of dedicated users, a number which will probably drop if these huge servers start charging subscription fees, no matter how cheap. People keep calling these servers "Pay-to-win," but if you actually had to pay to win, like you would if you had to pay a subscription fee, these servers wouldn't get nearly as much support as they do now.
Bad arguments AGAINST the EULA:
"This new EULA will change everything for the worst!"
Response: This is a bit drastic. Like I said, this will fix some problems within the community, and create others. That's kind of how things work. Once again, it's not the "New EULA" that's to blame here, if we can even blame a EULA for our problems. Many people have said, and I tend to agree with them, that our main problem here stems from Mojang allowing people to break their EULA for so long in the first place. The "old" EULA was not any better than the "new" EULA. If I had to choose one or the other, I'd choose the "new" one. We can't blame the EULA changes for anything at all. The EULA has only gotten better. The only problem most servers now face is enforcement of the EULA.
"Mojang doesn't have the manpower to enforce this."
Response: You don't think, with millions of copies of their game sold, that Mojang has the means to acquire the manpower? Mojang has said many times that they do indeed have the power to enforce this, and that they most definitely plan on it.
Final notes:
People against the EULA:
Please realize that this is not the end of the world, or of Minecraft. The community will go on, even if it shrinks substantially. Realize that the old EULA was not better and quit asking for it back. That has been my main source of irritation in the arguments against the EULA. Please know that this is not a war, and you don't need to lose your cool over words that small people type at their keyboard.
People for the EULA:
You've pulled me into a state of neutrality, here. Please do try to keep an open mind though (obviously I'm not speaking to all of you). Please realize that just because a legal document says something is illegal doesn't mean said thing is a totally horrible thing to be put to the torch. Please realize that the EULA does not affect only the "bad apples" and that not every server that has microtransactions is survival and will be charging players for a diamond sword. Please realize that if minigame servers had been ripping people off, they wouldn't have gotten as much support as they did.
Keep up the good discussion, people, and do away with the bad, please. Please note that I'm not trying to condescend with any of my statements above. All I'm trying to do here is point out flaws in both sides of the arguments, in order to improve and refine things on both sides.
Thanks for reading, to those who did. Have a nice day, all.
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This. This is great. I laughed.
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This one has over 800 and is still growing rapidly. It makes me happy to see that people do really care about this, and about the Minecraft community in general, enough to keep this debate going for 800 posts.
Thank you all for not being a dead community.
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Wow.
Er, so let me just preface this by saying I know ~nothing about legal stuff like a lot of you are mentioning above. If I make a blunder not obvious to anyone who doesn't know the ins-and-outs of game EULAs and other legal stuff, or of hosting and running a massive server, please note that I am included in that group (I fully expect to get chewed out regardless, but whatever).
So Mojang's making controversial changes to the EULA. They've been a pretty decent company for quite some time, slowly but surely making millions off of ~$27 per copy of Minecraft. I suppose we were due for something like this a while ago, eh? I'm not trying to sound too completely cynical here, but we do live in a world where EA exists. I think I'll present my opinions on things with a sort of story from the perspective of me, your regular MC user.
I have no money of my own to speak of. I live with my parents. I'm a teenager (you get no exact age here). I have no job. The server (or server network, I should say) in question is the Shotbow Network. I've been playing on the Shotbow Network for I've no idea how long now (It's been a while). It's a server that I consider quite similar to many popular servers, and I'm sure quite a few people have heard of MineZ, which is a zombie survival game, based on DayZ, a mod for Arma II, and now a standalone game. The Shotbow Network is the original home of MineZ.
Shotbow uses a currency of "experience." As one might expect, you can use experience to unlock kits, classes, and other helpful items, etc. that are useful in-game. You earn experience by winning or doing well in any of the server's many games. You can, of course, also buy experience from an online shop. I'd feel justified calling it a "Pay-to-win" server, except I've done quite a bit of winning on this server, and it hasn't seen a dime of my money. Shotbow also accepts donations, and recognizes donors by giving them a rank based on how much they donated, and giving them extra perks. Please note that when I say "extra," I mean something that most players are able to and absolutely okay with doing without. These are things that I've gone without for as long as I've been with the server, and I haven't been deterred by not having these things. I know that if and when I work up enough "earned" experience, I will be able to "buy" these things without having spent any real money at all, and that actually keeps me playing sometimes.
In all my time with this server, I'm still constantly being amazed by what the server developers are able to do. These people are quite literally revolutionizing all that Minecraft is, and it has been an absolute joy to experience it all firsthand. These people have spent and would love to continue spending dozens upon dozens of hours pouring creativity and ingenuity into plugins that completely change most if not all of Minecraft's core gameplay mechanics. These guys are a few of the many, myself included, that like to think of Minecraft as more of a game engine than a game, to be expanded on and fleshed out by people with the will and ability to take Minecraft and bend it to new ideas, and take it in new directions. I have the utmost respect for the developers of the Shotbow Network.
So there's a problem here. In fact, if I've understood all I've read correctly, there has been a problem concerning the legality of all of this for quite some time. My problem with the old EULA (as far as I understood the old EULA, that is) was the bit about "not making money off of what Mojang made." [Caution, opinions abound!] My response to this would be something like "Mojang, you've already made all the money you'd ever be able to make off of your own game by charging these developers $27 for your game. Every single one of the people that had fun on these peoples' server (hopefully) also paid you $27 each for your game, your assets, your files. All the people who donated to the developers' server were not donating because they liked your assets of your game. They already donated to you for that. They were paying because of the extras, the plugins that the developers spent months of their time developing. Yes, the plugins would be nothing without your game. True, they are technically making money off of your game, since they wouldn't be making money here if your game had never been created, but the donors already paid for your game. You already got their money, why do you need to be jealous when someone gets paid for hard work they put into your game that you didn't? Ugh."
At the same time, I can understand such a rule, as a sort of "No, this is mine, you can't take it and profit from it D:" kind of thing, but when I think of all of the hours spent developing awesome games that Mojang would most certainly never develop themselves, I quickly dismiss this thought process. The absolute fact is that servers like the Shotbow Network CANNOT exist without paid help. At the moment of writing, the Network has 1,861 Minecraft players logged in, enjoying unique and creative content that the Shotbow developers developed. Understandably, Shotbow has 10,000 total available slots for especially busy days.
The Shotbow Network has to pay to support 10,000 player slots, support running a ton of plugins for more than 10 unique minigames, and for the ability to keep each minigame lobby, and each minigame session, separate. Can you think of how much that would cost? I can't, since I know almost nothing about hosting servers. I don't have any clue how any of this is done, or even whether you have to pay for some of the things listed above, just to give a sort of disclaimer here in the middle of things. What I do know is that the Shotbow developers are now genuinely concerned about whether or not they'll be able to keep supporting the server with the new EULA rules.
Mojang has decided to get a bit more specific with their EULA, and basically change the rules to this:
"...if the stuff you sell affects gameplay, we’re not cool with it."
Speaking in terms of the Shotbow Network, still, this means that all those Platinum donors who donated 100 dollars to Shotbow to fund future development and say thanks, will now get nothing in return, since it's illegal to "give [donors] preferential treatment for donating." This instantly knocks out buying kits as well, since those affect gameplay. To add to this "You cannot charge real-world cash for in-game currency." It's hilarious to me that Mojang has allowed "tickets" into servers- paid entry. This means that even a basic survival server that doesn't change Mojangs beloved and protected game files and assets in the slightest is perfectly allowed to charge players for entry, making money directly off of Mojang's game. I realize that the EULA has changed so the rule is more specific than "don't make money from our game" now, but I still find this odd.
So, with Mojang's other suggestion of advertising in servers, this leaves Shotbow with just a few options. The Network can continue to abuse the EULA and host a great community of great games and many satisfied players. In this case, Mojang still profits from selling copies of their original game, and things continue happily as usual for Shtobow unless and until Mojang actually decides to enforce their EULA this time. Another option is to stop selling experience, and stop giving benefits to those who wish to contribute to development. Shotbow will surely die off with this option; there aren't all that many donors even now, with donor benefits. The compromise option is to keep experience as an incentive to keep playing on Shotbow (or get rid of the system and allow everyone access to everything. I don't know which option is better), and hope to pull in enough money through loyal donors and ad-spam, and/or hope enough people are willing to pay an entry fee to access a server they've been accessing for free for months already that the community doesn't shrink to a size much much smaller than it is now.
I'm still not finished, though. The Shotbow Network can take a backseat now.
I understand why Mojang is doing this. I get that there are literal Pay-to-win *survival* servers that charge unsuspecting kids for things they should and could get for free on other servers. This is indeed awful. If you asked me about it though, and you weren't the parent of a victim, I might mention that there's a bit of a lesson to be learned in allowing a small child to have unsupervised freedom in any sort of online interaction reality, even if Minecraft is supposed to be a kid-friendly game. [Once again, opinions a'plenty!] People need to understand that Mojang are not the people who run the servers out there, and if they were charged money because they somehow managed to let their kid have uncontrolled freedom on the internet *AND* access to their credit card info, they should take it up with their kid and their parenting style. Of course, this still doesn't excuse those who are actually doing the scamming, and I'd love to see all of them punished, but distributing equal "justice" among all servers, in my opinion, is most certainly NOT the answer.
Another topic for discussion is (or has been, at least) how this all affects modders/mapmakers/resource pack developers. Since all that most of these kinds of "offline" developers ask for is a donation, all that I'd like to know now is whether these rules only apply to servers, or if they apply to these "offline" modifications as well.
So I think I've come to the end of my opinions here. I'm just going to point out once more that I have no idea as to the specifics of things like how Shotbow handles their plugins (whether they use Bukkit, etc.), and how most game EULAs work. I also don't know how Mojang is handling such specifics as whether custom-coded plugins that use Bukkit count as "their property" or whatever. Most of this post is hastily-assembled, mostly-formed opinions based on what all I've had the chance to read so far on this topic. Note that the current time for me is 3:30 AM. Based on this, please excuse any blunderingly obvious grammatical errors or logical fallacies I may have missed or been ignorant to in the process of writing this.
Thanks for reading.
(I hate these, but this is a loong post, so here:)
TL;DR/Summary of thoughts- EULA changes are complicated. Controversial EULA changes are agonizing. Controversial EULA changes that have the potential to dismember some popular, well-meaning, and precious communities are heartbreaking, especially when the changes are well-meaning themselves.