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    Lightning393
    03/19/2015 11:47 pm
    Level 19 : Journeyman Pirate
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    C'mon, really? shapeshifting? mind manipulation? flying?

    You gotta go big or go home.

    Space/Time manipulation.
    To be able to bend space and time to your will - to control the flow of energy and time in the universe, and know the results of what you're about to do. To be able to step "outside" of reality itself, into the absolute void, (which I imagine would be a chaotic and peaceful place), and then step into any reality, no matter where it lies in the multiverse, just as one would walk through a door. To break all laws of the universe - any universe, and every universe - or make them yourself.
    Omnipotence.

    Ooor if that's, y'know, too much to ask for, shapeshifting would be neat, I guess.
    1
    Lightning393
    03/12/2015 8:55 pm
    Level 19 : Journeyman Pirate
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    I have a plan, but it's gonna need an aquarium, a railgun with a range of at least 70 feet, a dump truck, a violin, and a boatload of safety scissors.

    oh, and also a bag of Funions.
    1
    Lightning393
    03/12/2015 8:49 pm
    Level 19 : Journeyman Pirate
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    I'm a bit tired of people just saying stuff like "you're on the right track!" or giving obscure advice like "build goodly," so here goes.

    I'm going to be perfectly honest, I'm not quite satisfied with the building.
    Certainly, it's a nice starting place - but you can make it go so much further.

    The Building
    I'd suggest you choose something else besides the cobblestone, because cobblestone is a very visually "noisy" block. Just make sure it compliments the rest of the build in color and texture.

    Tread carefully with brick. Brick is bright red, and neutral colors (grey, brown) can make it pop out more than you want. A lot of stuff doesn't look great with that color, but if you choose carefully enough, you can hit the sweet spot.

    Be intentional with your window placement. Minecraft doesn't come with doorframes, so you're going to have to imply that they're there - move the glass blocks away from the door by about a block, but try to keep them from scraping the corners of the room inside.

    Back up those cobblestone stairs in the center section of the house with more cobblestone. It's a tiny detail, but again, it detracts from the attention on the rest of the details, and creates a bizarre square of brick.

    Do something about that fence on the walls. Sure, fence can be a nice go-to for detail, but the lines and texture just make the brick texture look "off" when viewed quickly. The wood on fences and brick have similar textures.

    Don't go crazy with the block selection, but be adventurous. If you use too many types, it's going to end up looking like something an enderman threw together. Sure, it may look nice, but you'll only have space for so many different types of materials before it starts to distract the viewer. In real life, an architect would (usually) stick with one or two types of doors. Unless the door serves symbolic or particular visual significance, don't get the viewer stuck on the doors too much.
    Also, don't do that double door thing unless it's one of those "two-apartments-in-one-building but they're divided up". No, really, it makes my blood boil when people do that. No need for more doors than what's really necessary.

    Also, build upscale a bit more. If you want to experiment, and really grow as a builder, you're gonna have to build slightly bigger. Downscale buildings are quicker and easier to build. Upscale buildings have more surface area and more room to really experiment, while still looking reasonable.

    Simplify your materials, but do it intelligently. Remember, marble/quartz has connotations of wealth or splendor unless you break those connotations (mediocre example, but when people use fence as rope, they now associate "spruce fence" with "rope." This is how you change how people see the materials in the build). Make it clear what you're trying to say with each material. Now: be careful with the flooring because when you have two different types of floor together (that stairwell), it can also attract more attention than needed - same goes for the spruce logs next to the front staircase. Now, don't be afraid to be adventurous with the materials. I see so many people using oak logs, cobblestone, and stone bricks as the primary materials. Don't chain yourself to a few materials because you know they always look nice together, be adventurous and see what works and what doesn't. Get rid of what doesn't, and work on what did.

    As for style, it looks a bit like American Colonial architectural style combined with "Minecraftian" style. You might want to play on those, unless it's not what you're shooting for.


    Well, now that we've got that out of the way...

    Learning to Build
    • Look at others' builds for inspiration. No, this does not mean looking at pics of builds, this means going on creative servers or downloading peoples' worlds and exploring them. Your brain is in more of an "active" mode and you'll absorb more.

    • Look at other people's buildings. Find the essence of it, and what you like, then apply it in your own buildings. You might like a particular column design, or a building layout, so use it and absorb their style

    • You can build as much as you want, but it means nothing if it looks just like everyone else's medieval houses. You can build a medieval house, but give it your own flair, your own
    • signature
    • , if you will. Something that sets it apart from the others, makes it visually interesting, and "yours" at the same time

    • Find the zen in building. Building shouldn't just be tedious, it should be fun. If you're driven to get better, then you're going to get better faster

    • Think. No, really. "Where did this resource come from" "what impact does the build have on the environment, and vice versa" "Would that actually be able to support itself?" "wood that organic matter near the ground rot?" "Who lives or works here? Are they rich, poor, elderly, a family, crippled, busy, an inventor, etc.? and what tools, machines, or comforts would they need?"


    I could go on for hours, but I'll have to stop myself here.
    Sorry for the wall of text, I really am.
    Feel free to ask if you have any questions or anything
    1
    Lightning393
    03/06/2015 6:31 pm
    Level 19 : Journeyman Pirate
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    Question time!
    Should I assume you have abundant resources?
    Is there an established theme through the rest of the server?
    What's the level of organization and control? (are you letting people build their own houses, determine where the streets are, etc., or are you the kind of person who makes a bunch of cool infrastructure and keeps things orderly?)
    1
    Lightning393
    03/06/2015 6:25 pm
    Level 19 : Journeyman Pirate
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    Do you have any screenshots of your style?
    1
    Lightning393
    03/06/2015 4:13 pm
    Level 19 : Journeyman Pirate
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    Sharks with lasers.


    just look at that monster
    1
    Lightning393
    03/06/2015 4:07 pm
    Level 19 : Journeyman Pirate
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    I might be a bit late to the party, but here goes. This will be long, but I'm gonna bold the main points. Also, sorry beforehand, I didn't get to proofread it, so you can quote the bad grammar and laugh at it.

    Buildings/Architecture:
    The building style itself is nice - it's got the right balance of noise and substance.
    However, there seem to be a lot of the same building. There's some variation in the

    structure of the house, but I'd like to see some more variation in the materials
    of the buildings, especially the walls and roofs. In screenshot 3, you can see a lot of this going on. Also, try to add more variation in the houses - the roof is a great way to carry over the idea that a building is from the same culture or architect as another, a trademark or signature of sorts, so try to vary the roofs a bit while keeping style consistent. Replace the outer part of some of the roofs with a different material (stone, and wood work great because of their neutral tones, but you can use other materials for that so long as they go with the color scheme overall). You could add lines of materials through the roofs (looks like a ribcage of the material hugging the roof). You could add chimneys*. You could add supporting bits beneath the edges of the roof, like fence or logs. As for the walls, try different materials and block types - switch cobblestone and stone brick for a few buildings, try other materials, etc. Be careful with placing wood near the ground because in real life, wood rots when it's close to the ground. Just don't go overboard with stairs.
    Also, with that yellow [X] block, see if there are any other variations of the block.
    One last thing, Screenshot 2: That chimney? Yeah, make it less. I'm sorry, I love big chimneys too, but they can draw focus from the rest of the building. I used to make all my chimneys 3x3 and hollow, but that means they're 3 meters wide. Thin it out a bit, will ya? The building isn't about the chimney. You could get away with emphasizing it on a forge or something, but that's another topic for another time.
    Excellent, we have that sorted out. Now...
    Aesthetics, Atmosphere, Structure/Realism
    This is a bit of a broad range of things.
    So I'll divide it up.
    Buildings and Structures
    Screenshot 3 again, check that small roof on the right side of the shot. It's held up by stone walls. However, be careful here, because there's nothing supporting that underneath. If you were standing underneath it, it would collapse, and 1 ton of shingles would crush you into dust. Also, the stone walls underneath it would collapse. Their base is the same width as their top. Replace the bottom block with a full block of cobblestone or lighten the weight of the blocks above it and replace them with fences or something. Screenshot 2. I'm assuming that's a windmill device? make that clearer or remove it. These buildings are right among a bunch of trees, and a lot of wind will get caught by those. So fix it. Also, that little bridge in Screenshot 2 won't do. I like how it's diagonal, but with diagonality (that’s a word now), you get a lot of jagged edges, which aren't great for aesthetics. Look up anti-aliasing. Same idea there. Either play off of that idea and make the edges less jagged-looking by making the bridge an arch, or straighten the bridge. Also, that building built into the mountain? Yeah, fix that. Make it less imposing against the mountain. Buildings can be big big, but mountains are massive. The scaling of the building should contrast with the mountain to make it look bigger. Downward screenshots or a more scaled-down building would do the trick.
    Environment
    Be careful with trees. Remember: wood is made from trees. There should be something to make it clear that a lot of trees have been processed - perhaps a lumber mill, excess firewood by the houses, or tree stumps nearby. Land had to be cleared and resources acquired for these buildings to be built, so prove it.
    And grass. What's the deal with all the grass? Why is there so much? Sure, real life has a lot of tall grass in wilderness, but this is like a grasspocalypse. Ease up on it.
    The stream - yes, I hate making streams too, but we all have to suffer for our art. All streams start somewhere (I think you made a spring for it?), and gravity pulls water downward. You see that cliff there? I want you to throw the water off that cliff and make an awesome waterfall. Lead the water into a lake or something afterwards. Also, water means plants, so feel free to put some more variety in plants around the water. Ferns, heck yeah!
    Now onto the ground and other details...
    That's a relatively small town. They have stone bricks and stone slabs littering the ground. Was that left over from construction? Decrease variety in the path, and get rid of a bit of that tall grass in the path while you're at it. Also, smooth out the path with some half slabs. It adds simple visual variety while smoothing something else. Nothing breaks immersion better than having to jump up a level every few meters.
    See that random table in Screenshot 2? What's that all about? Same goes for the other one with the broken table. Change selection of wood on that, a table is better maintained than that and probably wouldn't have moss or vines. Also, what's the purpose of it? is it the loneliest market stand in the world? Is it there for a reason?
    All that hay. What is its purpose, why hasn't it rotted yet, what is it being used as, and why does it seem to be taking over the world? Why isn't there a central storage area like a raised granary to protect it from insects, and how was it transported into town?
    As for chests. Why do they need so many chests in that castle thing? Why are they not more secure? Why are there baby chests sitting in random places? Are they alive? Perhaps they're predatory chests closing in on their prey?
    Now, travelling. How do people get into the castle, and why do they need that big gate? are there seige weapons, horses, or other things that need to be taken inside? If so, why is the entrance so difficult to access?

    Screenshots, Textures, and Presentation
    Bear with me a little longer.
    You've made a product, now market and ship it!
    The screenshots have too much lighting. Certainly there's depth in these buildings, but it's not showing with all that light. It looks like the world of Minecraftia is about to be cleansed in a fiery solar flare. Use lighting selectively. Light things you want people to pay particular attention to, and cast shadow on things that you don't want them to, or things you want to give depth. The textures, now. Is this your texture pack? There are some issues with tiling, especially with grass blocks. As for the dark wood, it looks a bit like brick with vines. Careful with vines and wood. Vines indicate overgrowth, age, and nature, which often go hand-in-hand with abandonment and rot/decay. Tread lightly here, because there's a remarkably thin line between a 'Fantasy' feel and an 'Abandonment' feel.
    Now one last thing, back in the world of Minecraftia.
    Throw in a couple novelty buildings. This means stuff like market stalls, fountains, stables, granaries, and even lamps if the population of the village is big enough or rich enough. Anything to add color and variety, to make it feel more 'lived in,' like there's actually a culture within the village perimeter. I think that about sums it up.

    TL;DR
    Just kidding, you’ll have to read the whole wall o' text.
    1
    Lightning393
    04/22/2014 6:04 pm
    Level 19 : Journeyman Pirate
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    How about...
    an airship graveyard suspended in midair
    a city themed on the ripple of water
    a giant mech to raze and flatten things with
    a giant fish or sea creature made out of smaller fish/sea creatures
    a clocktower (wow, so original)
    a greyscale building with a watertower full of color leaking down onto it
    a(nother) island turtle/island whale
    a river town in the twenties complete with speakeasies and everything
    a desert village made from salvaged pieces of machinery/crashed airships/tanks/whaddeva
    something big and dieselpunk
    an inverted city
    A titan based on an actual element (i.e. Pbius, Titan of Lead or something lighthearted and silly of the sort)
    a steampunk/Asian train station with huge trains

    just a few ideas

    Whatever you do, make sure it's something original that people don't see a lot
    1
    Lightning393
    04/22/2014 4:52 pm
    Level 19 : Journeyman Pirate
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    I totally disagree with everyone in this thread!
    This is a great idea!
    What could go wrong?
    Who needs real relationships?
    Mojand should rename the game to Datecraft!
    Wow, imagine the possibilities!
    I hate it when admins tell me to stop asking for GFs and BFs on servers - Imagine how useful this would be for people like me!
    There's nothing better than a fabricated virtual relationship, and nothing less sad than pretending that you're in love with an NPC coded Into the game!
    Imagine how little this would sexualize Minecraft and how little this would be abused!
    Imagine how few players would quit the game right there!
    Furthermore, imagine how much this could bring generations together!
    50 YO men playing with 12 YO girls!
    We should remove multiplayer from the game too! We wouldn't even need it anymore!
    They should add guns and remove creepers too!
    Let's add craftable budder swords that do 9001 damage and remove squids from the game!

    Now look, kiddo,
    I thought your idea was fine up until you said "Do you think they should add BFs and GFs to Minecraft?"

    Just remember to eat your vegetables and stay in school!
    1
    Lightning393
    02/19/2014 11:44 pm
    Level 19 : Journeyman Pirate
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    I love this thread, it's making people think.
    1
    Lightning393
    02/19/2014 11:43 pm
    Level 19 : Journeyman Pirate
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    Why do we limit the requirements for life to develop to what we came from? What limits our definition of "life"?
    1
    Lightning393
    02/19/2014 11:35 pm
    Level 19 : Journeyman Pirate
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    Just leaving this here for you guys to play with - scaleofuniverse.com
    1
    Lightning393
    01/30/2014 7:59 pm
    Level 19 : Journeyman Pirate
    Lightning393's Avatar
    Everything - EDM/Dubstep/Hardstyle Electro/Monstercat, Coyote Kisses, Approaching Nirvana, various Classical songs, Jazz, Swing, Rock, John Lennon/various songs by the Beatles, Indie Rock, soundtracks of games and movies/film scores like Terraria and Metroid or Sherlock Holmes, Bollywood music, Elvis Presley, Elvis Costello, a bit of monk chanting, OK Go, the Cold War Kids, Two Steps From Hell (2SFH) (they make excellent Epica), various older songs, Goldfish, Slagsmålsklubben and other Chiptune stuff, Daft Punk, Fatboy Slim/breakbeat, a lot of Caravan Palace & Parov Stelar/Electroswing/House swing, Gorillaz, anything people recommend, a bit of Trip Hop/Glitch Step, and any combination of any afforementioned genres, not to mention remixes of songs.
    1
    Lightning393
    01/25/2014 6:22 pm
    Level 19 : Journeyman Pirate
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    ITT: where everyone lives.
    1
    Lightning393
    01/25/2014 6:21 pm
    Level 19 : Journeyman Pirate
    Lightning393's Avatar
    Try adding some randomization and variation in materials.
    I've found that throwing in regular stone brick in around the walls and using a different material for the foundations can add some nice variety. You should also add a bit of depth to it- many of the surfaces look a bit flat at the moment.

    And remember, glass was particularly expensive in medieval times, and assuming that the person living there was a poor farmer/peasant, cutting it out or replacing it with other materials (fences, etc.) could go well for realism, while keeping it and surrounding it with other details might push it towards a more fantasy-style feel.

    For pathways, determine where you want the people to walk from place to place and set down a path material, and determine where people would just cut across to make a trip shorter (say it's raining or they just need to run home or to a farm for some reason) and make less-well defined pathways through those areas.

    For detail, you could add the classic stack of logs (not quite a classic, but I'm calling it that anyways), a wagon, a random awning (actually works better in a merchant town setting) or something can make it look more lived-in. Breaking up a stone wall and replacing some of it with mossy stone wall or other cobblestone elements can make it feel less well-kept while adding grain storage in some form (hay bales) and expanding the farm would make it feel more agriculturally-based.

    Also, a tip for the future (you've already done it fairly well here) - using more rustic materials for houses of people with lower socioeconomic status can convey poverty well.
    1
    Lightning393
    01/25/2014 5:40 pm
    Level 19 : Journeyman Pirate
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    Not quite something entirely new like everyone else has suggested, but it would be nice to see someone balance travel/dialogue/parkour/puzzles with fighting. Often, most of the focus of the map will be on combat, which will get tedious. Boss battles, too. If you have a boss battle where the boss just has a lot of health, killing them is going to get tedious. And remember, using puzzles or parkour to activate events that damage the boss can help break up the monotony of combat by adding variety while retaining the original combat aspect.
    1
    Lightning393
    07/02/2013 10:00 pm
    Level 19 : Journeyman Pirate
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    It's fine and all, but mineshafts didn't generate wooden bridges and such until later updates.
    1
    Lightning393
    07/02/2013 9:50 pm
    Level 19 : Journeyman Pirate
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    -Bank robbery
    - Kill a (redstone-based) boss somehow (check with Disco for inspiration)
    - Hide-and-seek type map
    - Map where the player is miniature
    - king-of-the-hill
    - puzzle map
    1
    Lightning393
    07/01/2013 11:23 pm
    Level 19 : Journeyman Pirate
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    Might take a shot at this. Any facial expression in mind?
    1
    Lightning393
    07/01/2013 11:18 pm
    Level 19 : Journeyman Pirate
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    What is it that you're seeking to build?
    1

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