Wolf Druid Ouity 1461 Share Posted July 2, 2017 Please, please, please. Minecraft is a game about altering your environment and having the freedom to build. Yes, it can get messy, but consider allowing players to build -- and not just in a designated disaster area. I sincerely miss seeing the builds along roads changing day to day as new stores and inns and god knows what else crop up and vanish. Link to post Share on other sites More sharing options...
JustMeMorgan 2066 Share Posted July 2, 2017 AAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH THE HYPPPEEE BOIIISSSSSSSS Thanks to Wrynn for the Update AND DEM PEEPS MAKIN' DEH STOOF Link to post Share on other sites More sharing options...
Danny 2232 Share Posted July 2, 2017 Thanks for the update. The map looks good, even if perhaps slightly over-aestheticised for my liking (too early to say...), but very nice. Only question is re journey from spawn to racial capitals. We know a single road acts as a hotbed of activity enabling roleplay to be found either along that arterial route or at the ends (the cities) of it. What are the plans here? From what I can see a singular main road won't fit in (depending on location of CT), so what's the plan? Please though, as other's have already said, the map needs to free-build. Don't bother boxing free-land into set areas and then regioning everything else, that's pointless and doesn't work. Please, for the love of God, make it all free build with the exception of racial capitals and the roads (and keep these numbers loooowwww, we don't have a player base capable of sustaining so many bloody cities). People don't like it but if you want rp to become less dispersed and actually provide a good experience, it's a necessity. The GM team are more than capable of watching and nurturing the landscape for ****builds and inactivity, it's part of the job. If done right, this could well be LOTC's best map. Link to post Share on other sites More sharing options...
Chryasor 269 Share Posted July 2, 2017 It looks good this far to be honest, i like it. Needs more work of course, a lot more work, but this far it looks good. And of course, as every other **** on this thread i ahve an opinion on how well the biomes seem to be blended together wich isnt that well, there seems like its just straight bordres with no melding part. And of course i also have to say, Mesa, stop it. Link to post Share on other sites More sharing options...
Archbishop 1784 Share Posted July 2, 2017 7 hours ago, Ang said: @A Moongazer There are jungles. They are basically non-existant. Link to post Share on other sites More sharing options...
Wrynn 1349 Author Share Posted July 2, 2017 2 hours ago, A Moongazer said: They are basically non-existant. 0 Adam, I can guarantee myself that there are indeed jungles on the map c: Link to post Share on other sites More sharing options...
Hobbs_Burrows 497 Share Posted July 2, 2017 How it should be: How it will actually be: Looks like the old mistake of hiding each race away into the far corners as far away from each other as possible has been made again. I also really don't like the whole 'desert here, mountains here, forest there' compartmentalising of the map. It means you will never get a Kramoroe for example, a human desert town that had the main road running through it at rooftop level. By removing that aspect of a minecraft map you immediately limit yourself to something very boring. Also, 8000 blocks from top to bottom is pretty huge. Link to post Share on other sites More sharing options...
Danny 2232 Share Posted July 2, 2017 12 minutes ago, Fyrste said: How it should be: Also, 8000 blocks from top to bottom is pretty huge. 0 Above please. City placement is the make-or-break for this. Let's make sure we do it right for this map. 8,000 is bearable on the basis that we keep main cities within a reasonable distance to each other (like Dalek's map has) with the outer areas acting as mega-danger zones, preferably with stepped mob-spawning the further you go. Link to post Share on other sites More sharing options...
Hobbs_Burrows 497 Share Posted July 2, 2017 12 minutes ago, Danny said: Above please. City placement is the make-or-break for this. Let's make sure we do it right for this map. 8,000 is bearable on the basis that we keep main cities within a reasonable distance to each other (like Dalek's map has) with the outer areas acting as mega-danger zones, preferably with stepped mob-spawning the further you go. 1 One thing about Aegis was that outside the tightly-packed cluster of nations in the middle of the map was a seemingly endless wilderness you could explore. That won't quite be repeated since this is worldpainted but the large size of the map can be used to create a similar effect Link to post Share on other sites More sharing options...
Danny 2232 Share Posted July 2, 2017 14 minutes ago, Fyrste said: One thing about Aegis was that outside the tightly-packed cluster of nations in the middle of the map was a seemingly endless wilderness you could explore. That won't quite be repeated since this is worldpainted but the large size of the map can be used to create a similar effect 0 And combined with harsher mob spawning plus threat of a good antagonist as well as increased risk of villainy in such outer areas, players are encouraged to engage at centralised rp hubs but are still given the freedom to.. play Minecraft? Link to post Share on other sites More sharing options...
ForeverGinger 148 Share Posted July 2, 2017 9 minutes ago, Danny said: And combined with harsher mob spawning plus threat of a good antagonist as well as increased risk of villainy in such outer areas, players are encouraged to engage at centralised rp hubs but are still given the freedom to.. play Minecraft? 1 This, please. Ramping up that danger of traveling seems like a great way to subtly centralize RP to main hub areas! Link to post Share on other sites More sharing options...
argonian 14254 Share Posted July 2, 2017 12 hours ago, HurferDurfer1 said: damn u got me dude, cause athera totally didnt have that cancer in the northern part, or late vailor ofc it's **** if you have it all crowded away in a corner, and that defeats the purpose anyway. the whole point of freebuild is to have a dynamic changing world instead of just a pretty museum. you never see anything change organically. occasionally a new city will pop up fully built in a day, but you never see a small village built turn into a town turn into a city and then be destroyed like you used to. you never see forests contract and regrow. none of that. Also, as an unrelated point about 6.0, this map doesn't look like it was designed for playability at all. The trees in the screenshot in the OP are ******* gigantic, and it doesn't even look like it's Malinor. Just randomly oversized trees that would be a real ***** to ever take down(because you're not meant to ever cut any of them down, it's mean to stay exactly identical from start to finish). Link to post Share on other sites More sharing options...
Fishy 2709 Share Posted July 2, 2017 freebuild is for chumps and aegis was a **** map. Link to post Share on other sites More sharing options...
Archbishop 1784 Share Posted July 2, 2017 DO NOT DO FREEBUILD. Most people who agree with freebuild obviously never saw the Athera freebuild areas. Link to post Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.