- 3,665 views, 13 today
2,074
Whats new? Whats Changed? |
With each new map, I try to develop, evolve or refine a technique. Every map is an iteration that takes certain aspects and tries to elevate them. Find here all the history patch notes, in one place, what has changed and how stuff has evolved. Since I created so many maps, its hard to know how each map differentiates, so I went ahead and started listing all the changes, additions, and stuff I've worked on in the descriptions.
Please note that the amount of work does not correlate with the size/amount of notes/points, sometimes simple features can take days to create and to perfect without really representing the true time effort.
Whats Coming Next? Road Map 2022 |
Want to know whats coming next?
Check out this post:
www.planetminecraft.com/blog/mcmeddons-2022-roadmap/
Map: Almorterra |
www.planetminecraft.com/project/almorterra/
- π Nodes: added desert oases (Gen1)
- π Nodes: added desert dynamic dunes
- π Nodes: improved ocean ice
- π Nodes: overhauled bulk strata mountain
- π Nodes: overhauled valley mountain
- π Nodes: improved mountain land mask to erode more natural
- π Nodes: adjusted mountain implementation
- π Nodes: updated all notes to worldmachine 4031
Map: Zetarales |
www.planetminecraft.com/project/zetarales/
- π Nodes: Complete node revamp for 1.18
- π Nodes: improved erosion for sharper mountains
- π Nodes: updated mountain combination for individual height raises
- π Nodes: reworked base land generation for a more dynamic generation
- π Nodes: new mountain type: hard terraced mountain
- π Nodes: straightened, terraced and lifted mesa
- π Nodes: reworked the deep canyon style
- π Nodes: ice shore updated
- π Nodes: decoupled arctic biome into separate sections (snowy- taiga, spruce, plains) within the arctic area
- π World: updates arctic spruce trees
Map: Yekastein |
- π Nodes: Complete node revamp for 1.18
- π Nodes: Full 384 Block height compatibility/usage
- π Nodes: All mountains adjusted to the new height
- π Nodes: Added beach break to mountains
- π Nodes: Added negative canyon
- π Nodes Removed dynamic lava deposits (causing issues)
- π World: Lushcaves biome now fully developed
- π World: Dripstonecave biome now fully developed
- π World: Added Biome types to caves
- π World: Removed flooding: lava&water from most caves
- π World: Cheese cave are now more dynamic in height and shape
Map: Xeropid |
- π Nodes: made slanted mountains more complex
- π World: added new dark oak trees
- π World: added new arctic trees
- π World: added new arctic small trees
- π World: arctic ice removed biome splitter
- π World: removed slim oak and birch forest
- π World: split action into taiga, spruce, and frosted area
- π World: added lava pond to all biomes
- π World: added Springpong to all biomes
- π World: added Sugarpond to all biomes
- π World: added lilypads to swamp
- π World: added Sugarcane to swamp
- π World: added mushrooms to swamp
- π World: added more complex cave layers
- π World: added coal ore veins to the complex cave layers
- π World: added iron ore veins to the complex cave layers
- π World: added lush plants to the complex cave layers
- π World: added deep slate layers to the complex caves
- π World: increased abandoned villages density
- π World: Added animal pans/stalls to Plains Village
- π World: added survival structures to abandoned villages
- π World: increased rarity of river stones
- π World: re-added powder snow layers to mountain snow, bring your boots! (you voted on this)
Map: Wullestor |
- π Nodes: Added new biomes masks
- π Nodes: added Archipelago´s
- π Nodes: added artolls/small flat ilands
- π Nodes: Added dynamic flow to the volcano (wip)
- π World:set correct biomes for areas:
mountains (currently windswept due worldpainter limitation )
beach
birch
taiga/spruce forest
dark oak forest - π World: added flowers to plains biome
- π World: added slim oak forest
- π World: added iron and coal ore to mountain walls
- π World: added kelp to ocean
- π World: added panda spawner to jungle
- π World: added ocelot spawner to jungle
- π World: added turtle eggs to beaches
- π World: added new cave carver system
- π World: changed village > fountain occurrences
- π World: increased diorite walls
- π World: increased granite walls
- π World: an increased rarity for dungeons
- π World: a decreased rarity for survival structures
- π Nodes: Worldmachine export fix (2 data maps couldn't export due faulty path)
Map 98: Vetypso |
- π Nodes: Added new biomes masks
- π Nodes: Added new cave masks
- π Nodes: Added spacing between forests/biomes
- π Nodes: Reorganized biomes group
- π World: Added river rocks and pebbles
- π World: Added slim dark oak tree biome
- π World: Added slim birch tree biome
- π World: Added Palm trees
- π World: Added complex caves (multilayered slanted and big caves)
Map 97: Umaldoria |
www.planetminecraft.com/project/umaldoria/
- π Nodes: Volcano adjustments
- π Nodes: Added River Deltas
- π Nodes: Added River meanders and oxbows
- π Nodes: raised cliff to y:95+
- π Nodes: added procedural lakes (wip)
- π Nodes: Increased Forest sizes (wip)
- π Nodes: Added and updated various export nodes
- π Nodes: Fixed multiple errors and cleaned up dozens of unused nodes
Map 96: Telotorm |
www.planetminecraft.com/project/telotorm/
- π Nodes: Volcano adjustments
- π Nodes: Volcano (dead tree-) Biome added
- π Nodes: wip canyon inserted
- π Nodes: Added Strata terracing for Shapemountains
- π Nodes: Adjusted Snow and masks
- π Nodes: Baseland reworks
Map 95: Sekanterra |
www.planetminecraft.com/project/sekanterra/
- π Nodes: layout changes
- π Nodes: small map concept
Map 94: Ralgeon |
https://www.planetminecraft.com/project/ralgeon/
- π Nodes: layout changes
- π Nodes: small map concept
Map 93: Qukenberg |
www.planetminecraft.com/project/qukenberg/
- π Nodes: Added Seastacks (Solo Rocks at sea cliffs) (wip)
- π Nodes: Biomes reworked to Pocket Biomes (wip)
- π Nodes: Added Snow free mountains
- π Nodes: paths reworked to texture mode only
- π Nodes: Fixed River masking issue at sea level
- π Nodes: Fixed overlaying biomes with glaciers
- π Nodes: Refined the Diorite and Granite mask
- π World: increased spacing of dungeons
Map 92: Pakanhall |
- π Nodes: "lowered" sea cliffs to 130 ish
- π Nodes: flatter & lower base land with better ridges
- π Nodes: added slanted mountain type
- π Nodes: lowered mesa mountains
- π Nodes: added paths node setup
- π Nodes: minimalized and cleaned dozens of node structures
- π Nodes: Coastal cliffs added as separate terrain type
- π Nodes: Fixed multiple miss-connected masks
- π Nodes: added more displacement to shape- and poronoi mountains
- π Nodes: granite and diorite masks slightly improved but still WIP
- π World: Lowered Deepslate layer to 0-8
- π World: added Cow, Sheep, Pig, Chicken, Fox, Wolf, Horse, Donkey and more mob spawner as Misc objects to the world (findable in forests)
- π World: Added Mineshaft as spawnable structure to the core world
- π World: Added Custom Strongholds as spawnable structure to the core world
- π World: Grass paths, endless paths... neverending paths mahahaha
Map 91: Oxardar |
- π Nodes: reworked shores
- π Nodes: added 100 block sea cliffs
- π Nodes: flatten and lowered baseland
- π Nodes: Rivers adjusted (wip)
- π Nodes: Rivers terrace surrounding (wip)
- π Nodes: Buffed up the Mesa Mountains
- π Nodes: Added new alpine mountains variation
- π Nodes: New more dynamic Snow
- π Nodes: Refined Diorite& Granite Mountains texturing (wip)
- π Nodes: Added Glaciers
- π World: Glaciers are solid ice
- π World: Testing basic snow without powder snow
- π World: Made Mesa Mountains solid "mesa" inside, instead of stone (wip)
- π World: River ground and river banks have now different textures
Map 90: Nerotorm |
www.planetminecraft.com/project/nerotorm
- π Nodes: improved shores, previous shores would had been eroded to much
- π Nodes: reworked baseland
- π Nodes: added mini mountains
- π Nodes: reworked poronoi mountains
- π Nodes: removed unused nodes
- π Nodes: added defined rivers
- π Nodes: bigger terrain modification by rivers
- π Nodes: automated terrain lowering for swamps
- π Nodes: advanced the baseland selection
- π Nodes: new terracing for mesa mountains
- π Nodes: First re-implementation of ponds and lakes
- π World: mini-mountains are now covered in diorite and granite
- π World: reworked cliff texture
- π World: added dedicated plains areas
- π World: added grass-desert transition
Map 89: Mawortan |
www.planetminecraft.com/project/mawortan/
- π Nodes: added 3 different cliff variations
- π Nodes: made mountains spikier
- π Nodes: updated volcano maps
- π Nodes: added new mainland terrain style
- π Nodes: fixed exportation nodes (caused errors in last build)
- π Nodes: added subsidiary masks for base land
- π Nodes: lowered and deepened mesa terrain
- π Nodes: Added a better solution to gradient out the terrain towards the map edge, so it wont be cut off
Map 88: 2021 PMC Build Event Map |
https://www.planetminecraft.com/project/official-starter-map-for-the-2021-pmc-and-nvidia-minecraft-build-event/
- π World: Removed the grass ground cover layer from flower patches, to enable it to be placed on coarse dirt/dirt or other materials
- π World: Fixed the generation of Mobvote statues, previously would really hardly spawn as they collided with everything
- π World: increased reefs density
- π World: lava flows now inset into the ground
- π Nodes: Biome placement split into individual shape nodes for easier control
- π Nodes: added randomized data map to place balloons
- π Nodes: updated randomized data map to place Flowers not in deserts
- π Nodes: added randomized data map to place Ships
- π Nodes: added randomized data map to place Portals
- π Nodes: added randomized data map to place Small Pillar formations
- π Nodes: added mushroom biome as dedicated biome data map
- π Nodes: added method to exclude the Poronoi mountains in selected areas, to not interfere with other landscapes types
Map 87: Larkardon |
www.planetminecraft.com/project/larkardon/
- π Nodes: adjusted shore size
- π World: Updated pine trees
- π World: Added new Dungeon version
- π World: updated pillager camp
- added more tents
- added campfires
- added wagons
- added pillagermines
- replaced pillager watchtower - π World: added coral reefs
- π World: added savanna stones
- π World: added skeletons to the underground, ocean and pillagerposts
- π World: reworked 3 plains village buildings
- π World: temporarily removed azalea bushes (bedrock issues/faulty conversion)
- π World: added Minecraft statues:
- added Glare Statue
- added Alley Statue
- added Golem Statue
- added Villager Statue
- added Frog Statue
- added Warden Statue - π World: updated and added new rocks (added ores)
- π World: updated and added new diorite rocks (andesite diorite mix)
- π World: updated moss rocks (added grass plants)
- π World: updated megataiga trees + increased spacing
- π World: updated jungle, added bushes, added gen1 jungle pyramid
- π World: added a variety of snowman
- π Nodes: added dedicated Random Spot Maps for: Geodes, Flowers, Portals, Rockpillars, Ships, Balloons
Map 86: Kekanro |
www.planetminecraft.com/project/kekanro/
- π Nodes: adjusted shore size
- π World: Added Savanna Village Gen 1
- π World: Added more pillager buildings
- π World: Made Pillager as Village (WIP)
- π World: Updated spruce trees (normal & snowy)
- π World: Updated pine trees
- π World: Added new Dungeon version
Map 85: Jaratorm |
www.planetminecraft.com/project/jaratorm/
- π Nodes: reworked the section integration for improved transitions
- π Nodes: Added new procedural mountains (poronoi mountains)
- π Nodes: Finalized spikier Mountains
- π Nodes: Full new erosion system to handle deposits and flows without destroying original terrain shapes
- π Nodes: Base terrain smoothed
- π Nodes: Added volcano
- π Nodes: Added beach cliff selection
- π Nodes: redone/reimplemented caves-nodes into WM
- π Nodes: created Dynamic cave pillars and removed old static pillars
- π World: reworked bushes
- π World: reworked cavelayers
Map 84: Iskorlia |
www.planetminecraft.com/project/iskorlia/
- π Nodes: Experimental more spiky and Rocky Mountains
- π Nodes: Snow increased
- π Nodes: WIP Terrain texturing
- π World: Added 55 new plants & bushes
- π World: Added Stacked logs
- π World: Bushes are now decaying
- π World: Tree´s got "wood" replaced to "log" (missed spruce trees, coming next)
- π World: Increased ore count
- π World: fixed iron spawning - its now 0-255
- π World: Balloons updated
- π World: Caves height updated so crystals wouldnt float (hopefully) anymore
Map 83: Harkardion |
www.planetminecraft.com/project/harkardion/
- π Nodes: Updates to biome distribution
- π Nodes: Added savanna mountains
- π World: Added small lootable farm fields
- π World: Added Loot-Wagons
- π World: Added Fruit-trees (custom fruit-heads)
- π World: Added Small loot-mineshafts
- π World: Added Small loot-houses
- π World: Added natural lava wells
- π World: Added natural water wells
- π World: Added new Ships (leaning broken)
- π World: Updated Rocks (stone rocks have now resources)
- π World: Added Savanna Trees
- π World: Added 20 new Oaks + Updated Oak trees (all normal logs now)
- π World: Updated Birchtrees (all normal logs now)
- π World: Updated mega taiga trees (all normal logs now)
- π World: Updated covers for big mob dungeons
- π World: Added Camps
- π World: Added Bee-trunks
Map 82: Gerohall |
www.planetminecraft.com/project/gerohall/
- π Nodes: updates to biome distribution
- π Nodes: Desert export reworked
- π Nodes: Mainland elevation changes increased
- π Nodes: Biome distribution more warped, for more open plains
- π World: Added new desert village with 30 updated buildings
- π World: Added ship (Cutter) in 10 alterations with each 7 variations (70 assets) e.g. broken, flipped, stormed, normal
- π World: Added wild monolithic stones
- π World: Updated all 30 taiga village buildings, have now clean indoors
- π World: Added beach biome (WIP)
- π World: Added savanna around desert (failed - WIP)
- π World: Reworked Crystal caves (WIP)
- π World: Added more crystal structures to crystal caves
- π World: Reworked dripstone caves (WIP)
- π World: Added more dripstone structures to dripstone caves
Map 81: Falmaldor |
www.planetminecraft.com/project/falmaldor/
- π Nodes: arctic sea ice reworked for WM (acurate location now)
- π Nodes: River Nodes reworked to reduce artifacts and banking overflow
- π Nodes: Mountain Terracing increased
- π Nodes: added blank spots for biomes (wip)
- π World: Birch Trees renewed (removed roots)
- π World: Added Small Mineshafts within biomes
- π World: Added New Village Type Taiga v1 (30 new buildings)
- π World: Removed rooted dirt from Village grounds (less error blocks for Bedrock)
Map 80: Ewarkor |
www.planetminecraft.com/project/ewarkor/
- π Programswitch from Gaea 1.2.4 to WorldMachine 4000+
- π Nodes: Full Rebuild of My Maps workflow over to World Machine
- π Nodes: New Cliff transition
- π Nodes: New Land formation
- π Nodes: New Mountain formations
- π Nodes: Denser terrain
- π Nodes: New River System due World Machine
Map 79: Darxima |
www.planetminecraft.com/project/darxima/
- π Nodes: reintroduction of the Desert
- π Nodes: Decreased caves width´s
- π World: Added Mega Oak Trees (various types & sizes)
- π World: Added "Lush-Mega Oak Tree´s"
- π World: Added Small Dungeons (reimagined dungeon of the "Mob Spawner Cube")
- πWorld: Created 70+ new assets, but had been corrupted and outsourced until the next map
Map 78: Cekageon |
https://www.planetminecraft.com/project/cekageon/
- π Nodes: Reworked the mainland core terrain
- π Nodes: Greater coastal cliffs
- π Nodes: Readjusted caves
- π Nodes: Added new "deposit /gravel texture "
- π World: Oak tree's roots have been removed and lifted
- π World: Arctic Megataiga trees have now mixed snow composition
- π World: Added small arctic trees
- π World: Modified, added snow layer on top of the arctic frost floor layer
- π World: Abandoned village buildings' rarity raised
- π World: Reworked the Deepslate underground layer
- π World: Deepslate ores spawn now in Vanilla blob style again
- π World: Cheese cave pillars have now a suitable transition
- π World: oak forest density lowered
- π World: Pine forest density increased
Map 77: Bekankor |
www.planetminecraft.com/project/benkankor/
- π Nodes: Refinded coastline (WIP)
- π World: copper rarity 5% to 1%
- π World: baloons rarity 15000 to 20000
- π World: Pyramids rarity 10000 to 20000
- π World: portals rarity 5000 to 10000
- π World: Lushcave are no longer entry caves
- π World: Dripstonecaves are no longer entry caves
- π World: Pondcaves are no longer entry caves
- π World: Pondcaves are now smaller pockets than previous
- π World: WorldType: Large Biomes to Default
- π World: Deepslate full layer 0-20
- π World: Toff layer 19-23 for transition
- π World: new deepslate ore distribution for 1-16
- π World: Cavepillars have a Deepslate to Stone transition
- π World: Created Ore Veins - Iron an copper(WIP)
- π World: Created v1 Cheese caves big
- π World: Added: Waterponds in big cheese caves generate at lvl 7
- π World: Created v1 Cheese caves big slim
- π World: Added: Lavaponds in big slim cheese caves generate at lvl 7
- π World: Added Partial Vanilla default caves
- π World: Only Vanilla Caves should break the surface
- π World: New Arctic Winter trees with powder_snow/snow mix
- π World: (Bring boots!) New Mountain Snow layer - Powder_snow/snow_block/blue_ice
- π World: Removed underground lava pockets
Map 76: Acarnion |
www.planetminecraft.com/project/acarnion/
- π Patreon Village: Split all Patreons across 4 villages (each 65) to ease the load on servers
- π Nodes: modified river system for more complexity
- π Nodes: Heavier erosion system
- π Nodes: Modified Snow System
- π Assets: Updated Ruins
- π Assets: Updated Geodes
- π World: Abandoned Area - Ruins building chance 5 => 50%
- π World: Biome Azalea - Plants 30% => 4
- π World: Baloon 1/15000 => 1/16000 rarity
- π World: Geode 1/1600 => 1/10600
- π World: Caves Entrances varies heights between types
- π World: Desert temple 1/1000 => 1/200000 Rarity
- π World: Copper Ore 10% => 6% Rarity
- π World: Removed Lava Pockets
- π World: Diamonds: 1% => 2% (0-15)
- π World: Added Deepslate Ores
Map 75: Zianberg |
www.planetminecraft.com/project/zianberg/
- π Nodes: cleaned up unused nodes
- π Nodes: Added multiple random location generator
- π Nodes: Increasedf forest density by including wider angles and deeper forest
- π Worldpainter: lush caves tweaks, switched lava to water
- π Worldpainter: Pond caves, reduced drip leaves
- π Worldpainter: Dripstone cave, added lava to lower leves
- π Worldpainter: Added deepslate ores
- π Worldpainter: Removed all lava pockets
- π Worldpainter: Added abandoned Area/Village
- π Worldpainter: Added Village Area/Biome
- π Worldpainter: Added Azalea Biome
- π Assets: Added Balloons
- π Assets: Added Village second generation
- π Assets: Added Village ruins (rare (too rare atm))
- π Assets: Added Underwater ruins
Map 74: Yinkrono |
www.planetminecraft.com/project/yinkrono/
- π Nodes: remodeled exportation nodes
- π Nodes: added new caves creation map nodes
- π Generall: Convertion-Program switch
- π Worldpainter: created new spaghetti Cave System
- π Worldpainter: created new Lush Cave System
- π Worldpainter: created new Dripstone Cave System
- π Worldpainter: created new Crystal Cave System
- π Assets: imported geodes structures
- π Assets: Updated a few build structures
- π Worldpainter: created Deepslate layer 0-10
- π Worldpainter: created Tuff layer 15-24
- π Worldpainter: added copper-ore as resource to the underground
- π Worldpainter: added Deepslate
- π Worldpainter: added smooth_basalt
- π Worldpainter: added calcite
- π Worldpainter: added Amethyst Blocks and budding_amethyst blocks
- π Worldpainter: All Lush cave Blocks (Moss, Vines, Flower)
- π Worldpainter: added Rooted Dirt, (but missing in the map as pre-generated block, but just bone meal a bush, and you get one)
Map 73: Xorlian |
www.planetminecraft.com/project/Xorlian/
- π Nodes: Experimental: Revamping the texturing of the mountains
- π Nodes: Experimental distributing biomes closer to Minecraft vanilla
- π Worldpainter: Experimental Generating custom caves
Map 72: Wolerian |
https://www.planetminecraft.com/project/wolerian/
- π Nodes: progressing on the mainland restructuring for higher density and more elevation changes
- π Nodes: cleared up more on the coastlines to have more flat beach spots
- π Worldpainter: Raised the density for the forest to be more consistent on smaller patches
Map 71: Vissgeon |
https://www.planetminecraft.com/project/vissgeon/
- π Nodes: again massive overhaul of the mainland architecture for the ground, still in development
- π Nodes: Restructured approach to mountain formation and detailing
Map 70: Udruxor |
https://www.planetminecraft.com/project/udroxor/
- π Nodes: massive overhaul of the mainland architecture for the ground, still in developement
- π Nodes: enhanced detailed landscape
Map 69: Tormterra |
https://www.planetminecraft.com/project/tormterra/
- π Nodes: modified landform node setup - to generate more and detailed base land formations
- π Assets: updated Forest camps, so that on conversion no "unknown" blocks would occur
Map 68: Sankandan |
https://www.planetminecraft.com/project/sankandan/
- π Nodes: new cliff nodes; experimental
- π Assets: updated Vaultmines (loot barrel added, added more special air to avoid weird blockplacement in certain areas)
- π Assets: updated forest camps; added special air to avoid grass grow in tents
Map 67: Racarion |
https://www.planetminecraft.com/project/racarion/
- π Biome: added Mesa forest biome
- π Biome: added Pine forest biome
- π Assets: added Bandit camps in the forests
Map 66: Qiraterra |
https://www.planetminecraft.com/project/qiraterra/
- π Node: new approach to height, coast and sea levels
- π Assets: overhauled Vaultmine - cleared out underground more
Map 65: Panduxion |
https://www.planetminecraft.com/project/panduxion/
- π General: Made Vanilla Loot(-table)chests possible for every asset / world
- π General: Developed custom vanilla mobs: Mineworker and Ghost
- π Nodes: added adaptive swamp biome node-tree
- π Assets: Currently changing the file format for most interactive assets like : Village; Swamphuts; Desert Temple
- π Assets: Updated Assets with Chests for Vanilla Loot-tables (basically you get now random vanilla loot)
- π Assets: Fixed Village houses, Beds, chests, bell etc are now properly exported
- π Asset: First Edition of two Vaultmine versions (abandoned and occupied) included, a fallback solution to include every seed and plant of the game
- π Asset: Updated Structures: Desert Temple now has "air inside" and random "Vanilla Loot-table" chests (not inlcuded in this map yet)
- π Worldpainter: Added new Tree Assets for the swamp
- π Worldpainter: Added Swamp Structures (Huts)
- π Worldpainter: Added Bamboo to the Jungle Biome instead of making it a separate biome
Map 64: Otrelia |
https://www.planetminecraft.com/project/otrelia/
- π Nodes: returned to a simplified node setup
- π Nodes: totally went with an erosion based workflow to shape these mountains instead of custom selectiong with globalized mountain shaping
- π Nodes: Mainfocus was to redefine and elevate the snowmaps, to a more continuous snow fall and
- π Nodes: new texturing method for the mountains with snownodes, for detailing of the crevice.
Map 63: Nostrelio |
https://www.planetminecraft.com/project/nostrelio/
- π Nodes: returned to a simplified node setup
- π Nodes: totally went with an erosion based workflow to shape these mountains instead of custom selectiong with globalized mountain shaping
- π Nodes: Mainfocus was to redefine and elevate the snowmaps, to a more continuous snow fall and
- π Nodes: new texturing method for the mountains with snownodes, for detailing of the crevice.
Map 62: Matrelian |
https://www.planetminecraft.com/project/matrelian/
π Nodes: experimental map - searching for new mountain shape and generation methods and finished this project for you people.
Map 61: Laneriom |
https://www.planetminecraft.com/project/laneriom/
- πNodes: On this map i focused on strong terraces and talluses, but need more work to define these even more
- πNodes: new method developed to create bigger and adjustable dunes
Map 60: Kratbergen |
https://www.planetminecraft.com/project/kratbergen/
- π Nodes: returned to a simplified node setup
- π Nodes: totally went with an erosion based workflow to shape these mountains instead of custom selectiong with globalized mountain shaping
- π Nodes: Mainfocus was to redefine and elevate the snowmaps, to a more continuous snow fall and
- π Nodes: new texturing method for the mountains with snownodes, for detailing of the crevice.
Map 59: Jutriun |
https://www.planetminecraft.com/project/jutriun/
- π Nodes: returned to a simplified node setup
- π Nodes: Mainfocus was to integrate a snowfocused landscape
Map 58: Hamerian |
https://www.planetminecraft.com/project/hamerian/
- π Nodes: added more erosion to the clean mountains bottom half, to preserver the lean shape of the tops
- π Wordpainter: added a complete Arctic Biome to the Worldpainter master file
- π Datapack / Behavior Pack: Development to implement in a more popper way people into Minecraft without these annoying thext label that come from the conversion
Map 57: Ixellior |
https://www.planetminecraft.com/project/ixellior/
- π Nodes: new Biome node distribution system
- π Nodes: new forest generation node system cuppled to biomes
- π Nodes: + new onion forest system (outer layer: smaller trees, core forest: Megatrees)
- π Nodes: River system redone - less noise blocks, more dedicated rivers, less error’d areas
- π Worldpainter: Added dozens of new biomes
- π Assets: Build over 300 new assets and a good new part is included in this map
Map 56: Genboan |
https://www.planetminecraft.com/project/genboan/
(Map) Map Version: v1.0.0 *I abandond this Editing style quickly since it was to heavy to maintain
Like Games, my maps have some kind of foundation that gets regularly updated, McWorldEngine refers here to my latest node build in Gaea. And McWorlCanvas refers to latest base foundation in Worldpainter. With each new map i try to develop, evolve or refine a technique. See all my maps as rapid prototype maps.
(Gaea) McWorldEngine Version: v2.7.0 *I actually continued giving each iteration a new number
- π Nodes: new Biome node distribution system
- π Nodes: Redone the way mountains would form on a more erosion and apex based technique
- π Nodes: new forest generation node system coupled to biomes
- π Nodes: + new onion forest system (outer layer: smaller trees, core forest: Megatrees)
- π Nodes: River system redone - less noise blocks, more dedicated rivers, less error’d areas
(WorldPainter) McWorlCanvas Version: v2.1.0 *Its now just called "Main" to many files to maintain
- π Worldpainter: Added dozens of new biomes to shift away from the megabiomes
- π Assets: Build over 300 new assets and a good new part is included in this map as a test: Birch tree´s - Dead trees - new rocks
Map 55: Feon |
https://www.planetminecraft.com/project/feon/
With each new map i try to develop, evolve or refine a technique. See all my maps as rapid prototype maps.
- π Nodes: new Biome node distribution system
- π Nodes: new forest generation node system cuppled to biomes
- π Nodes: + new onion forest system (outer layer: smaller trees, core forest: Megatrees)
- π Nodes: River system redone - less noise blocks, more dedicated rivers, less error’d areas
- π Worldpainter: Added dozens of new biomes to shift away from the megabiomes
- π Assets: Build over 300 new assets and a good new part is included in this map as a test: Birch tree´s - Dead trees - new rocks
Thoughts on this Map:
I used in the past a different more "global" technique to distribute vegetation, but lately, i thought about creating "every biome". But I questioned myself on how to distribute them in a procedural way. There are 70-ish+ Biomes total... so handpicking/painting every bit wouldn't be an option, so I looked for an approach that feels ... natural. And here we are, with my first attempt, using the latitude (I think) and "climates" to determine where biomes should go.It's currently separated into 6 Regions: Arctic, Taiga, temperate, warm, tropical, and dry/desert
I think it's a good start to evolve more biomes from it, but I also think it can be improved in a few various ways. For example, I'm trying to figure out how to integrate land formations like mountains and rivers taking part in the distribution. Generating areas or forming the biomes around/according to formations. And having like a "weather influence" that directs parts of the growth of the foliage, as well as diversifying more of it.
A huge part is also the ocean.. that will need more attention in the future for sure!, it's currently pretty simple, but I would like to add all the nice aquatic stuff from the default Minecraft, but that's for another day
Map 54: Emion |
https://www.planetminecraft.com/project/emion/
- π Nodes: Reworked and expanded the tree node setup
- π Worldpainter: Setup dozens of new layers, added new trees to the asset pool
- π Worldpainter: created biomes (e.g Jungle & Jungle Dead)
- π Worldpainter: Tried to develop and implement as a test Birch, Bamboo & the Jungle Biome into the world
- π Assets: Build over 300 new assets and a good new part is included in this map as a test: Birch tree´s - Dead trees - new rocks
Map 53: Depano |
https://www.planetminecraft.com/project/depano/
- π Nodes: Reworked and expanded the tree node setup
- π Nodes: reworked a good chunk of the Gaea nodes and shortened it from 250+ to 230+ nodes
- π Nodes: River system redone - less noise blocks, more dedicated rivers, less error’d areas
- π Worldpainter: New Texture for 70°+ areas (dark basalt slants)
- π Assets: Build over 300 new assets and a good new part is included in this map as a test: Birch tree´s - Dead trees - new rocks
Map 52: Bamerian |
https://www.planetminecraft.com/project/bamerian/
no update notes included from here on. But generally this map generally was the beginning of highly complex and layered terrain formations and had be the groundwork for many of the following maps.
Tags |
9 Update Logs
Update #9 added all recent maps of April : by McMeddon 05/02/2022 4:26:11 amMay 2nd
Update #9 added all recent maps of April
LOAD MORE LOGS
tools/tracking
5195989
6
mcmeddons-map-update-history
Create an account or sign in to comment.