Minecraft Maps / Land Structure

Remnant Of The Nobles (Highly Detailed)

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Peculiar-Gemini
Level 68 : High Grandmaster Architect
600
Version: 1.18.2 - 1.19.2

Resource Pack: Conquest Reforged

Mods: Conquest Reforged with its incredible addition; Victory mod

Shader: BSL

Architectural Style: Greco-Roman, Medieval, Classical, Oriental

Interiors? Every-single one, with meticulous attention (The walkthrough expands on it)


Schematic? Absolutely! (With all entities / Paste -e)

Corresponding Builds:
#1 - #2 - #3 - #4 - #5 - #6 - #7 -#8 - #9

Astrological Sign: Pisces

Conquest breakdown:

The complexity and block variation of Conquest Reforged undoubtedly puts it among the most innovative Texture Packs ever released. To crown this glorious gift, it now has a Fabric port that mends one of the primary issues in the past; performance. This not only enables older systems to run the TP at a reasonable to stable FPS, but also comes with a couple of patches that fix overlapping issues with blocks that now produce a seamless experience.
I'm not trying to disparage the value of texture packs that try to produce the same effect, but if you're planning on dipping your feet into an unforgettable medieval experience, Conquest will most certainly exceed your expectations.

Build Breakdown:

Although building with Conquest can seriously tax your patience with the amount of content it offers, whenever something is brewing in the mind, you're likely to journey from start to finish with some interesting results, of which meticulous detail has no absence.
My inspiration for this particular build is of course drawn from the ancient Romans, studded with an oriental touch. Instead of the usual dedication to their gods, I tried to imply, as with Remnant Of The Sages, a more contemporary people that now inhabits the architecture of a much older nation. This includes the preservation and revival of an unknown group that served a great king on an isolated island with an obscure history.

As determined by the features presented, you'll of course find the usual architectural elements of the Romans often habitually employed as a standard of beauty and grandeur. Yes, the main layout does not convey the idea of an entire empire, nor an expansive Forum dedicated to gods or historical narrative, but the usual architectural suspects are present and prominent enough to display the similitude of Roman flavor overall. It's basically impossible to depart from the incredible sophistication that clearly worked as a standard of beauty by older empires by imbuing our own touch to their structures, whoever they really were.
Adding my own take on this ancient baseline of history, though not exclusively the implication here, gestures a sign of respect without swerving too far away from its rightful place among the giants of history with my own perspective applied.

The usual architectural suspects are of course the families Ionic and Corinthian capitols with Doric touches perched and seated on vertically sectioned pillars. Some apply as dress stones, while others serve the purpose of support and pedestals. The color selection and vertical progression of certain supports are somewhat different from the usual layout, yet maintains its integrity as a familiar sight.

I initially wanted to keep the pediment clear from the expected oxidized copper scene that emblaze the face with a beautiful drama, but persuaded myself to do otherwise, resulting in a simplistic layout that doesn't divert too much attention away from the desires panoramic, thus the golden implements seated against a red granite countenance. The main temple displays a king, knight and mage, swerving away from the traditional Mars, Juno and Saturn worship, furnishing the mystery behind who these people were.

Scale was of course considered from start to finish. Most builders know by now that detailed builds (particularly Cathedrals, Castles and Complex Temples) often require a scale that more often than not stretch beyond the default draw distance; either destroying visual continuity, or taxing your hardware with an extensive distance slider. This build, thanks to Conquest, does not overestimate the height to view ration, nor does it radically downplay the presence of the character in proportion to its surroundings. In short, you'll experience all the details while navigating between points of interest without some diabolical chunk popping out of nowhere with a relevantly small draw distance, especially when roaming the plaza.

Interiors took a massive amount of time and frustration. Not only did I work it out without a sketched plan, but had to construct it with a level of patience that almost suffocated my commitment to the point of just waving the white flag and settling for basic interiors. Fortunately this was not the case, prompting me to build-destroy sections like it was advertised as the latest trend lol.
Try focusing while on an ongoing water/fruit fast for a week, and DM me with your proclamation of despair. (×_×)7
Notwithstanding, small markets were raised, personalized bedrooms, Roman Baths, mysterious twist and turns, and a shitload of angles and small details that gives the build a well rounded appeal that can be considered unique its its own respect.

Travertine stone were layered with hard and subtle transitions of warm tones that somewhat flush the dominant whites, often used as a filler for large spaces that appeared too spacious, thus an illusion of clutter in areas with an extensive stretch. In this case however, it applies more as a complimentary addition instead of a snorkel when my head occasionally gets dunked under water with creative weights.

Even though the latest visions of Conquest promise performance, I nevertheless cleared most of the kelp and clustered vegetation that surrounds the build for an even greater performance boost, resulting (from personal experience) in a significant frame boost. I also added a couple of FPS mods for Forge with an indefinite result for those who use shaders; implying that the build was constructed from start to finish with the consideration of performance that everyone deserves. Iris and Sodium (Conquest-Fabric) will carry you through if you have a 1981 rig.

My YouTube presentation/walkthrough will of course not cover all the details that the build actually display, but I'll do my best to show all angles without stretching the video out of proportion; occasionally toggling different times of day that the sun amplifies for a clearer portrayal. The overall result exclaims a build that gives you kingship over an island with your own proponents (villagers or players), an addition to an already established empire, or simply a starting point to an unforgettable survival journey with a baseline of power and mystery.

Quote, because why not:

"History is the lie commonly agreed upon."

Voltaire
CreditWorldEdit, Optifine, Victory Mod, Conquest Reforged, BSL Shaders, and the PMC community for the support and inspiration!
Progress100% complete
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2 Update Logs

Update #2 : by Peculiar-Gemini 02/15/2024 9:33:39 amFeb 15th

My current build is about 80% complete, which will utilize this version of Conquest and beyond. If you want to track my progress, you can do so as a free or paid member on my Patreon. I still need to add a ton of detail when all my interiors are eventually filled, but I'll do my best while being occupied to add more progress when I have sufficient time to grind for a couple of hours a day.
Hope the new year is still treating you well. Your support is greatly appreciated!
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CardyCraft
10/23/2023 11:37 am
Level 60 : High Grandmaster Terraformer Artist
Very impressive!
2
Peculiar-Gemini
10/23/2023 1:18 pm
Level 68 : High Grandmaster Architect
Much appreciated Cardy.
2
japersx
10/22/2023 10:20 pm
Level 56 : Grandmaster Architect
This looks awesome!
2
Peculiar-Gemini
10/23/2023 2:21 am
Level 68 : High Grandmaster Architect
Thank you man. Especially coming from a builder that mastered the art of Roman architecture. Appreciate your positive feedback. :]
2
japersx
10/23/2023 12:19 pm
Level 56 : Grandmaster Architect
It's well deserved <3
2

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