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A Team Announcement & 6.0 Teasers!


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Greetings Lord of the Craft!


 

Today I'm here to announce a new addition to the LotC staff roster, a team that has been a long time coming. For a bit of history and insight into the Map Development process to understand how it has worked is that either a single individual has spearheaded development ( @shiftnative, who did a fantastic job!) or a member of the administration or staff teams simply stepped up to create a map. An undecided, volatile process that has left us with maps that are less than optimal as we expand into the future, and maps that are torn, broken, and downright griefed at times.

 

Today this changes.

 

The World Development Team


 

In Athera's development Shiftnative employed a team of Map "Developers", a title that was given to the individuals who were passionate about creating maps and content for players. Under his vision and their passion they worked to create a map and explored the ideas they had available to them and tried their hardest to produce a map they believed in. While Athera's success is controversial the Administration has decided that this team needed to be reforged to help us continue to create maps of the quality that the community has come to expect - or even exceed those expectations.

 

The individuals who have been selected for this team so far have shown themselves to be outstanding in their efforts, many have been assisting and continue to assist with the 6.0 development process to this day and are actively talking about ideas and working hard day in and out to create something breathtaking.

 

Starting Roster


This team has no head and is appointed by the Administration based upon the levels of shown passion and ability to create. The starting roster is as follows;

 

@Kilgrim 

Responsible for a large amount of work on 6.0, his skill in worldpainting has created something that many who have seen the map personally have praised. He is an incredible individual who is passionate about the map design process and continues to assist with terrain edits and design.

 

@Ang 

A builder without peer Ang has dedicated long nights and days to working and creating some of the most amazing builds on LotC to date, including our spawn - Cloud Temple. He leads up 6.0's build process as the Build Lead.

 

@Hiebe 

A worldpainter who helped create several maps we use today for Axios, accredited with creating Tahn and helping out with the editing of the other maps. He has helped plan the map from the start and continues to contribute greatly!

 

@SeventhCircle 

A builder who has shown himself more than capable when it comes to creating builds and structures for players to enjoy. Much of the recent event line in the Legacy of Malin is accredited to this individual's persistence, his ideas are infectious, and he's dedicated to the work he does.

 

An honorable mention is @Chaotikal who utilized his skill in World Machine to create the base of 6.0 which has produced one of the most impressive maps I have personally seen to date, and would be among this list if his schedule didn't prevent it.

 

The team is a small, crack team of individuals who collectively can produce something to amaze. We'll be pulling up to two more individuals onto this team in the coming months based off of performance in creating a map for players to enjoy.

 

Responsibilities


So what do they do?

 

The World Development Team is focused on creating maps for players to enjoy while maintaining maps that are currently being lived on. They, together with the Administration, will be listening for feedback when it comes to our maps and taking it into account to create better maps for our server and community. For the most part they are spearheading 6.0 development with the Administration but you might see them in game occasionally fixing up landscars or ruined terrain. This team may also be producing several explorable maps throughout the life cycle of 6.0 to expand onto the new map experience.

 

This team is intended to be small and focused so that it doesn't have a huge footprint on the size of our staff, allowing us to implement this sorely-needed role and allow our map development to be agile and make change quickly.

 

Teasers


Now, I know what you're thinking. "This is cool and all, but what about 6.0?" and don't worry, we've got you covered. Here are a few wonderful shots of Lord of the Craft: 6.0 to tide you over until our next post, which will be coming later in the month.

 

sApaRvE.jpg

forest_e.png

sav_e.png

snow_e.png

 

 

 

That'll be all for now! Happy Roleplaying!

- 501warhead,

LotC Administration

 

 

 

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i have found that the more time the staff team puts into thinking about a map the worse off it is.

 

hopefully they dont think too hard and release it within the year.

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Problem is, the Dev Team and Staff Team is releasing all new changes with this map in Nexus and Rules, screwing over everything. You guys should have done a temp map and introduced these new changes slowly. But nope, had to do the dumb move. and everything that bungo said.

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bro why does the teasers look like absolute garbage, like you're trying to push off what looks to be a shitty map already with good looking shaders

 

i didn't know we were playing in vietnam either, who thought this was going to b a good map

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So it's gonna be another look-don't-touch map?

The desert looks cool from a birds eye view 100 blocks in the air but imagine trying to traverse that in normal minecraft. I hope that's not what the Orcs have to make their home on.

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4 minutes ago, DPM said:

Dang, the orc's always get shafted by poor map design. Look at how brutal that desert is, no detail, just sand and dunes. No trees, no rocks or ruins.

1
 

I am going to re-design the desert and mesa biomes

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12 minutes ago, Fawbole said:

So it's gonna be another look-don't-touch map? Niiiiiice......

 

We've got some plans, just want and see!

 

15 minutes ago, dr.gandalf said:

why giant lily pads and a giant flower tho

 

There's a story behind it! They fit well into the location you'll find them, these are early versions. We've changed a bit :)

 

38 minutes ago, bungo said:

i have found that the more time the staff team puts into thinking about a map the worse off it is.

 

hopefully they dont think too hard and release it within the year.

 

Patience! It's coming along well.

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4 minutes ago, DPM said:

Glad to hear, perhaps you could look into making half the area a savannah desert mix, might give it a fresh face than the typical scorching desert.

0
 

It'll be far more lively

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Shaders look garbage. Doesn't help the map one bit. Nor does it actually give people the proper idea what it looks like. Most people dont play with shaders(I dont, feels out of place for a blocky game like minecraft). also ew, giant lil pads dont look that good.

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36 minutes ago, Imam Faiz Kharadeen said:

bro why does the teasers look like absolute garbage, like you're trying to push off what looks to be a shitty map already with good looking shaders

 

i didn't know we were playing in vietnam either, who thought this was going to b a good map

2
 

We are doing Vietnam war rp i'm def playing Viet Cong soldier and ambushing capitalists in the jungle 

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Just keep in mind that any sort of hilly or, especially, mountainous terrain will not be able to have any development and will be basically wasted space unless you're a Dwarf. Thinking about how something will work once there are players working to do things is pivotal to creating a good map.

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