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Building Baldur's Gate: A half-decade of bringing its fetid and foggy streets to life in Minecraft

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BaldursGateTeam avatar BaldursGateTeam
Level 7 : Apprentice Miner
5
Our story begins wayyy back in 2014 and Minecraft version 1.6.4 Attack of the B-Team Modpack. I had just finished DM'ing the Murder in Baldur's Gate adventure in D&D 5e, and I had a vision. A vision of the gritty, grimy, corrupt city of Baldur's Gate in all its splendor, rendered in 3D in Minecraft to scale.

Was I crazy? Yes. Am I tenacious? Yes. Am I still working on this? You betcha.

Here's where we are at the moment with the upper, lower, and outer cities.

Chunky Render of the Upper and Lower City

Note that the "colorful roofs" in the lower city are just for tagging structure footprint, and are slowly being replaced with custom structures more in line with the rough and tumble feel of those neighborhoods.

Here's a map of the total work done so far.

Dynmap Screencapture of the entire build showing districts and sites of interest

Here is a render of the entire map. Even with 16GB of RAM allocated, I had to render it in 9 separate strips and stitch together the resulting images.

Full render of the entire map.
How the heck did we get here? Hold on to your hat, because the following posts are going to walk through the entire process, including how I updated a heavily modded 1.6.4 Attack of the B-Team world to 1.14.4 Vanilla.

This post will continue to be updated, but will point to the other blog entries that go into detail on the ongoing work progression, step by step.

STEP 1: Creating an Accurate Heightmap and Layout for Baldur's Gate

STEP 2:
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2 Update Logs

Update #3 : 03/08/2020 3:12:06 pmMar 8th, 2020

Added a larger Chunky render of the entire area. This required 9 separate Chunky exports even with 16GB of RAM allocated. Stitched together In GIMP for the final picture.
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