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So, I just wanted to pop on and give a few details about the next map.
We're making the map using a generation tool called TerrainControl. Terrain control controls generation through the use of configuration files. Biomes, objects like trees and temples, and the world in general have configuration files that control how terrain and resources generate across the map.
We're generating the world from a map image. This image controls where biomes are placed in the map. This doesn't give us the same fine control that a tool like Worldpainter would, but it still lets us make some pretty cool stuff. This also means that what you see in our preview images will not be exactly what you see in-game. The biomes will still be in the same place, and the terrain will have the same basic shape, but it will be slightly different in the final product.
So, for a quick overview:
The map itself will be custom generated from an image. Neo made a pretty awesome map image for us, and we're all loving how it turned out.
Most of the terrain will be vanilla terrain, with some custom terrain features made in terrain control. While I've discussed and shown images of amplified terrain on skype, we ultimately decided to go with normal terrain.
The nether and end will not be custom. We've decided to leave the nether and end vanilla so that we could focus on producing better content in the overworld.
The map will reset on November 6th. What you see in-game will be similar to what you see in promotional material, but it won't be exactly the same.
If you have any questions about anything related to the map or the process of making it, feel free to ask them here.
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