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Fimlin

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About Fimlin

  • Birthday 04/11/2000

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  • Discord
    Fimlin#8087
  • Minecraft Username
    Fimlin_

Profile Information

  • Member Title
    The Just
  • Gender
    Male
  • Location
    Over Yonder

Character Profile

  • Character Name
    Azrubêl Arthalion | Fimlin Grandaxe (dec.)
  • Character Race
    Adunian | Mountain Dwarf

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  1. I’m only making a post because mi amigo @Crunchiest_Leaf has, I’ve been essentially gone for a month. I’ve played on this server, or been in some discord affiliated with it since I was 12 years old in 2013. I’ve always had a lot of creative pursuits on the server, and had always been developing wild ambitions for my community and the server alike. I eventually accomplished what I wanted to on the server and left around 2019, with a brief stop by to help build Dark Harbour and the Barrowlands interiors on Almaris dev. Then in 2022, a bunch of my friends made Barrowton, and it was fun for a brief while, I stuck around. In 2024 I had the opportunity to work on map development again, and I thought it was worth my time to make this contribution, after all I had been saving concepts in my head since I was a kid, it seemed like it would be fun to bring my creativity to bear here as an adult for my own community and the server at large. But lo and behold, the same people who desperately cling onto OOC minecraft server power are still here as adults. The blatant lying to the public, backstabbing and gaslighting for personal power remains, and seems to be the priority. I’m out, I don’t come home from work or school eagerly awaiting my chance to deal with this, I had soft-quit about a month ago before the holidays, when I had to cut this activity out in order to lock in for school and never bothered coming back. It’s not worth the time battling with this type of energy just to create stuff, and that became abundantly clear as the map dev cycle wound down, and what took up my discord was constant bureaucratic scheming and stonewalling. -=- I hope you all enjoy what I was able to contribute by outworking the bureaucrats. I pumped many, many, many, many hours into the map; staying up late to match Riverbird’s timezone to go over the paint, building a few hundred trees, painfully carving out the rivers, making custom biome colors, and ‘painting’ the actual ground of a majority of biomes. These trees are still available to be used. -=- To summarize the post I never made about Alduun: For Idunia I dedicated a massively oversized city, delivering on my promise to make the Cathedral larger for every time somebody told me my Aevos cathedral was too big. The souls going up to the seven skies is inspired by a real series of paintings by my grandfather. I built over 70 unique homes in that city in a few week post-work stupor before I realized I got carried away… oops. My second attempt at creating a large-scale, multi-district but centralized city, my magnum opus of place block break block activity, I hope it serves you well. Special thanks to @milkyi, who put in considerable effort polishing/fixing issues in the city while I was briefly away, and also for making the fairgrounds, the original marketplace, and a bunch of features across the tiles. Additional thanks to @IrradiatedGoose/Breadnugget/BreadGoose/IrradiatedNugget for the docks and tunnel by the capital, as well as several gardens and minor details across the city. Many thanks to those who helped with interiors, I had trouble finding the full list but special thanks to Clone_Fives and russijaka specifically for the help.
  2. Map Team Announcement Custom Biome Request Policy Hello everyone, as you all have noticed Azuras is entirely made of custom-made biomes, which has allowed us to introduce a much more colorful environment to the server! This has also allowed us to do away with stained glass and glazed terracotta trees in favor of these new custom biomes. Previously it was announced during prebuild to nation and lair leaders that they and their constituents could get smaller custom biomes of their own choice– within reason and while blending well with the biome around it. It is abundantly clear however that this information did not reach everyone’s ears during the prebuild phase, and thus here is our continued policy for requesting biomes going forward! Keep in mind that this policy goal is striking a balance between maintaining the existing biome aesthetics and promoting player build agency. Therefore the process to fulfill the request is in each case a negotiation, as each request has its own visual and technical context. The Map Team will work with you to try and realize your request, but there are specific requirements detailed below. What blocks can be changed by the plugin? If it is not listed as changeable below, then it cannot be changed! Grass color: this includes grass block, short grass and fern variants, bush, and sugarcane blocks Foliage color: default vines, oak, dark oak, acacia, jungle, mangrove leaves Dry foliage color: leaf litter Water color To re-iterate: moss, firefly bush, flowers, dry grass, birch, spruce, pale oak, azalea, and cherry leaves CANNOT be changed! To make a Map Team request for a custom biome, you must follow the requirements below: PRO permission must be granted. Provide your discord username to ensure the request is properly met. The foliage that is meant to change colors should be isolated by about 8-12 blocks from other foliage blocks that change colors. This means you can intentionally border with foliage blocks that do not change colors in order to hide the biome transition! If the area is not isolated properly, it will create a gradient effect that can prove quite ugly depending on the color switch. The reason for 10-15 blocks is because biome gradients are client-side, thus the number is set at the upper limit of commonly used mods. Example of well-isolated foliage: An exception to this rule is if it’s meant to have a transitory color from the biome color already there for some other aesthetic, so long as it does not affect anything outside the settlement. For example if you wish to have the appearance of part of a tree turning from green to autumn leaves, that is acceptable. For example: If the chosen color creates such an eyesore in its location it will not be permitted unless changed to something that blends better with the environment. (bright neon blue will not be allowed in the black forest area anymore than a dark red would be allowed in the pink azalea biome). This is of course, less of an issue if the area is not easily seen outside the intended area such as a closed courtyard or an interior room. ‘Excessive requests’ as determined by the Map Team will not be accepted, and changing large areas will be subject to extreme scrutiny as to the purpose and resultant visual appeal. Here is an example of a larger tree grove (A red maple tree grove in Norland) that meets the appropriate requirements of having a hue compatible with the surrounding biome: Underground biomes will have less strict requirements since they will not be visible unless intentionally walked into, therefore more stark color options are acceptable as is the change of grass color. However, unlike the custom tree colors, we ask that any cave biome request is only done for caves of significant size or detail, we will not change an entire biome for a 5x5 room underground. These must also be isolated from the surface by 10-15 blocks! Here is an example of a custom cave biome with blue grass: Water colors can also be changed for such cases like sewers, but will also need to be isolated similar to foliage requests. White water, bright yellow water, and vibrant brown colored water are all strictly disallowed for requests regardless of reasoning, adjust accordingly. For example: Grass color changes outside of caves will be denied in most cases, but if you feel like there is genuine good reason and it is well isolated you may still request it. Here are some quick-pick colors for foliage: The hex codes are here: Note that while you can request your own hex code, Minecraft overlays these hex codes over the grayscale leaf block texture, thus there is a limit to how bright colors can be, and all hex codes inputted are intentionally brighter to counteract the grayscale underlay. Hex codes that are exceedingly similar to already existing ones will be denied in favor of the preset ones. For example the white color listed above is at maximum brightness. Please note that these requests can sometimes take a while to find the appropriate color, or to negotiate properly. Additionally, new biomes cannot be activated on the server until after it is restarted, so once the biome is uploaded to the server, you will still have to wait until the next restart before a Map Team member can set the biome! Happy building!
  3. Hello Everyone, with the map finally launched, there is finally the time to write out a post on how it was made, and some of our key map design philosophies we went with on this one. Disclaimer: for purposes of this post “we” refers to the conclusions reached from map-dev discourse, it does not cover the full discussions and the opinions therein but only generalizes the main arguments that formulated the implemented design. Design Philosophy Buildable terrain Perhaps one of the first issues identified with Aevos in the 10.0 discussions was the poor building terrain. Aevos mountains had large portions of approximately 45 degree angle slopes, which are both terrible for building but also not as imposing or useful for digging into as steeper cliffs. They were also placed oddly, not always forming proper valleys and disturbed the flow of terrain and the roads that would later have to be jammed through them. As a result the terrain of the map was made to HEAVILY favour settlement building. You can see through the amount of plateaus that were made, and the steep angles and thin shadow the mountains cast (obviously this is a bit unrealistic but a small price to pay). You’ll notice then that the most difficult to build in terrain features or biome types were also limited in number and size or cut out entirely. Biomes I won’t detail exactly how each biome was decided on and made for brevity, but generally our major concern coming from Aevos biomes had to due with an overload of generally undesirable biomes (even if settled in) such as a large jungle, a massive snowy zone, and the weird giant mushroom fantasy lag machine biome. As a result most larger biomes were made to be temperate, but also themed in such a way that they still provided variety. This produced the Mediterranean/Southern Shore, Western Plains/Forest, Black Forest, Highlands, and Taiga biomes. The more unique biomes were kept to a smaller amount and size in most cases, anticipating that while appreciated for their appearance, they would not be heavily settled. (this assumption turned out to be quite accurate!) **The exceptions to this were Eternal Autumn which was expanded past the island due to its anticipated popularity, and Zion which was left to fill out a sizable portion since most of it is out of the way (and we really liked it.)** Thus we consolidated our more fantastical/exotic biomes into what we have now: Pink Azalea, Goldleaf, Geyserlands/Hotsprings, Volcano, Silverwoods, Azure woods, Crimson Forest/Blisterwoods, and Storm Island. Forests Another complaint we had was how Aevos forests/woods were often too sparse, and tree assets felt out of scale with the player and often were too airy and had floating blocks. We also determined that if we kept everything too plains-like, there would be few forests and players can always cut them down. As a result many of the untouched lands are quite forested, and the forests have considerable density to feel like actual forests. The tree assets were made with player scale in mind, made to feel fluffy and full rather than too airy or dense, and not utilizing abstract blocks like glass, grass or trapdoors. Great concern was put into which tree assets made it into each biome, with some having more complex arrangements such as groves of birch/aspen trees or different tree types in the denser woodlands vs plains (most noticeable in the western plains/forest). Regarding Redwoods Mountains One of the proverbial hills I was willing to die on was the need for the different tiers of an alpine biome. For mapdev sakes we ensured that mountains had their own biomes painted on so that lower portions were covered in Douglas Firs + other conifers and the upper limits were snow-capped. In addition to better imitating nature, it had the benefit of framing the biomes in the valleys beautifully (although it is often hard to see with the render distance cap). Rivers A big headache during the Aevos launch was how messed up and nonsensical the rivers were. This map with @Fishy as our river expert we made sure that they followed realistic paths and tried our best to obey fluid physics. The main details are that rivers do not split (except to make river islands or in deltas, which is a bit different since it converges with water later) and also that they don’t flow uphill, in circles, or come from nowhere with no source. This attempt for realism actually took up a big portion of pre-anouncement terraforming, and almost put me on watch. Originally we wanted to ensure the larger rivers were traversable by larger boats so that the flow of traffic was centered around the inland sea. However the scale on paper did not line up as intended on the paint, which we found out later when using worldedit to make the rivers that ultimately could not be the intended width without being comically out of proportion with the terrain (we tried). The Overall Map Here is the final map that we pushed to be world-painted– you’ll notice there are some important differences to explain. - The temperate biome was used as a generic fill biome, but since there was nothing different about it from the western/tranquil plains area. We were also concerned that all the fantasy biomes were too concentrated in the west and so added the goldleaf biome on the inland coast and the rest turned into the southern black forest. - The Silverwoods was also added with the same idea that if some folk wanted to settle in the fantastical biomes, we should provide more variety and make them desirable to build in. Technical Details I cannot continue without granting significant credit to our world-painter @River who was the one who brought these commands to us and demonstrated them in the first place. Without him this map would not look the way it does and all of us would have been mucking about with only basic noise patterns and voxel to light our way. The map design process this time was somewhat unique compared to other map development processes. After the theory-crafting stages of the map was complete and we began painting the map, the only things we included in the paint itself was the actual terrains shape, the trees, and different sloped block-palettes, for mountains or plateaus faces. After the paint was exported from World-painter and uploaded to the map, the entire map was basically sandy beaches/ocean, the higher-sloped stone terrain, the trees and grass blocks. The majority of the map at this point was pretty much entirely barren grass blocks or green wool and that was intentional for our next steps. As you’ve seen, our map utilizes custom biomes with custom name spaces, and were meticulously painted because we would use a global mask, and apply all of our biome/specific palettes across entire biomes one biome at a time. Making sure to only affect the specific biome we’re working on, applying our custom, per biome ground palettes, foliage palettes, or any other unique terrain or aesthetics without affecting other biomes. Allowing us to utilize FAWE and Arceon’s more advanced terraforming commands to produce the biomes you see today. Another key detail we focused on was ensuring block palettes at different slopes were adhered to. Blocks set at or above a 55 degree angle would be brushed as a stone palette using whatever the biomes stone palette was. Blocks below that would be the main grassy ground palette you see. This allows for more realistic erosion lines and rock faces scattered across the map, small or large. This also helps easily distinguish more flatter surfaces which helps draw players to where the walkable terrain is or avoid steeper terrain. This would be accomplished first, by turning entire areas to one placeholder wool, then masking it, and running //replace /55d:89d <insert specific stone palette> and //replace /0d:55d <insert ground palette>. You can also tell that just about every biome has a primary and secondary stone palette, where one accents the other. We used the slope command to add this accent by running the same command above but from 60d:65d, which we found to be a good angle and ratio to accent the rest of the stone. Mask Commands Here is a link to some worldedit documentation on masks. These mask commands were crucial to essentially every function of making the map, to the point where I can’t even explain it all without making this post impossibly long. https://worldedit.enginehub.org/en/latest/usage/general/masks/#offset-mask Pattern Commands Below is a simplex pattern, this was created using //set #simplex[7][red,blue,yellow]. What this does is mathematically provide a pattern based on the input size, blocks and the percentage of each block (without a % its equally split). This pattern is also consistent even when redoing it, the same command will always provide the exact same block in the exact same position. Simplex patterns are the most used pattern on Azuras as every single biome uses at least one. Less commonly used but very important is the #arcvoronoi pattern, which provides this sort of web-like or tectonic-plate-like pattern. You see these especially in the volcano biome and in floating ice chunks on the northern coasts and lakes. Layering commands Below you can easily see an example of how we layered different commands to produce the terrain you see below. Starting with the previously mentioned #arcvoronoi from Arceon to apply the cracked-earth palette, then replacing the placeholder material we used for the actual non-crack portion of the ice image below with another #simplex pattern of various ice blocks and snow blocks. This is just one example of many parts of the map where we layered multiple different brush patterns on top of one another and selectively affected different areas exactly the way we wanted to. Often running and layering 20 or so commands on top of one another in each biome to produce the exact aesthetic we wanted to achieve. This technique was used heavily when it came to applying foliage across the biomes, from the small patches of similar flowers, to different foliage over different ground palettes in biomes, differing palettes from more forested areas to more plains areas etc. Custom Biomes Our custom biome datapack made easily editable by @Crunchiest_Leaf is one of the key technical evolutions that let us make the map as it stands. The way it works is that certain blocks are actually greyscale by default, and minecraft imposes a color value onto these blocks dependent on the biome. What our datapack does is input our own chosen colors onto our own custom written biome names, letting us change biome colors without even using a texture pack. These blocks are regular vines, oak, dark oak, acacia, jungle, and mangrove leaves that use the foliage_color value, grass blocks, short grass, ferns, bush, sugar cane etc. use the grass_color value, leaf litter uses a separate dry_foliage_color value, and finally the water, water_fog, sky, and fog values are also customizable. Below are images of a few examples plus an excerpt from the excel sheet tracking all our color values. Biomes with pattern commands! We can also use the #simplex patterns to create multi-colored biomes, while this effect is a bit odd with grass color shifts, it has obviously done wonders in the tree leaves, letting us make the eternal autumn biome as well as the goofy tests you can see below. Tree Roots This one is quite simple, using the replace adjacent commands string several times to make sure that any grass (or ground-palette) block touching wood blocks is replaced with muddy mangrove roots, another command is run replacing the ground touching those muddy roots with podzol, and another for that ring of podzol as well. Other patterns are sometimes layered into this in some biomes. Swamp-Tech Here we have another example of layering commands to make swamp terrain very quickly. First you make a pattern like this, using #simplex[7][red,blue,yellow] for example. Then you change one of those colors to water. (at this point the red is redundant but it was necessary to get a pattern like this without TOO many holes). Afterwards you gmask your land, and use angle replaced commands to target the blocks by the elevation change near the water on land, but also the edge of the pond under water (the important bit for the next step!) Now you can replace this yellow portion with water, and thus deepening the pool while keeping the pink portions that graduate the slope! You can then replace the wool with your ground palette and voila! Arceon Commands Below are sections detailing how we used arceon to shape terrain, and this video shows how to use all the commands. https://youtu.be/HyTARJEMZYU?si=sRhVcdmFHNagS507 Smoothsnow Here is a showcase of how the snow for the Boreal biome was done. Having a lot of flat land, the smoothsnow effects felt too geometrically smooth, and so a #fractal pattern was used to break up the terrain, before running //smoothsnow 3 blue -o twice to get the effect you see on main. Terragen These commands were used extensively, and with painful slowness (the command takes a lot of resources and is slow) to create the shoreline rocks you see in the Black Forest, Storm Island and Autumn Island biomes, and also the basalt pillars you see in the Highlands. I’ve linked a video that explains all the patterns and how to use the commands, in our case we used the manhattan pattern for the highlands, and a combination of several for the other shore rocks. Rivers By far the most painful stage of development, as while the river commands shown in the linked video helped cut down a massive amount of time, a lot of hours were spent with voxel carefully crafting the riverbanks as best that can be done, and even more time shaping the terrain to make the rivers flow realistically, as this was not able to be done in the world paint prior. Thank you all for reading if you did, I hope that this helped you understand why and how this map turned out the way it did. Of course there is a lot more to mention than I can reasonably detail in this post without it being too much to digest. Feel free to comment below with any questions, feedback, or well-thought out ideas. I am working on rolling out training for these methods, so be on the look out for that if you're a builder.
  4. place block break block place block break block
  5. can't believe it's being delayed by two years.
  6. miss when temp maps were 1.5 years long 😔

  7. Don't make me turn this damn boat around.

  8. Yes do try doing it, its safe to do at home, fun for the whole family.
  9. Azrubêl Arthalionath, daughter of Uther took the news solemnly from her study, disappointed she had not learned sooner. “The path of chivalry grows only muddier. while history dregs on our Paragon of another time no longer walks among us to remind us who we are. And the conversations that founded our upsprung Kingdom now remain only as distant echoes of fireside warmth and well earned grub that we will never know again. May we all strive to be worthy of what has been made, and what is yet to be made, on each day we walk our vast streets and lofty halls. Always should we remain Knights of the Realm, and of Canondom.” She remarks in her journal, and prepares as a statement for the funeral.
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