Maps rotated!

Please note that I have now redone all the maps and they now point in the right direction, including the lot locations for both worlguard regions and towny lots. So the sun now rises in the east and sets in the west.

There is now also a command /compass which will tell you where you are looking. The questionnaires for settlers etc are now also updated. If you find anything that is still wrong, please let me know.

The only glitch is that the lot A1 is now in the south-west instead of the north-west but I guess we can live with that.

City copied over!

I have just managed to copy all 22 tall buildings of the old world over to the new city. This means that we are one huge step closer to have the complete city moved.

Please all come over to the skyscrapers and take a look at the amazing builds!

I would like to ask all masters and elders to help me now and terraform and landscape the skyscrapers area. We need paths to all building entrances, a nice frame around the lake (which could be a bit deeper, too), a bridge and path from the noble houses over and a good connection to the harbor pier.

 

SkyScraper area relocated

I relocated the area where the skyscrapers are located to a place north of the noble houses. We should have more space there for them and also a nice area for a marina and harbor to put the boats there.

Cathedral & eiffel tower park moved to spawn island!

I have after some trials and relocation of the stadium as well as my office managed to place the cathedral & the eiffel tower in one piece to the spawn island. Thanks to the elders who helped terraforming the land around it. Please continue with this since some parts still look decidedly artificial…

16 Noble houses copied to City world – 3D Dynmap up & markers added

I have now copied 16 houses from the “noble house” contest over to the city world, with the help of lvasold in landscaping and making of walkways. The houses fit perfectly on a small peninsula just off the spawn island. I will make a portal there soon.

Also, the 3D Dynamic map is back online, now with markers to indicate important locations on the city map – more of them will follow. I will try to also indicate occupied lots with markers on the map, I have to check out first if that is possible at all.

I also updated the worldedit plugin to the latest version. That should not change anything for anybody as of now, but watch for more plugins to be enabled for 1.0 over the coming days.

Kingdom map and border

As you know, we carried the kingdom map over from the old system and decided not to regenerate this. After some days of work, I managed to make a tool work on my server that can soften the break between to map generation methods by placing a river in between the areas and smoothing the hills around it so you do not get strange cliffs in the middle of the landscape. While the result still looks a bit weird on the map since you can see the exact square area and the straight lines from the previous map very clearly, it is still an acceptable result when seen from within the game.

I now expanded the kingdom map border from 1000 blocks from the center to 1100 blocks. Since there is still a lot of areas without any towns I will leave it at that for the time being.

The future!

Regarding the maps and their future, I made the following decisions:

  • Once 1.9 comes out with a map generator that has snow & tundra biomes, I will generate a new world called “city”. We will create a new city there and copy the buildings from the current world over. That world will also have different sub-cities such as Egyptian in the desert, Snow towns, mushroom towns, Ewok-like tree cities etc etc, all in their respective biomes. It will be planned and contest-driven as the city was before. It will be a tourist-world where people can submit buildings anytime in all styles there are to enlarge it.
  • That city will remain the spawn world. People will get to other worlds through portals.
  • I will create also a new world to replace the current world with lots that are chunk-sized (16 multiple) instead 100×100. So instead of re-generating lots I will be able to delete the underlying chunks along the borders of the chunks which should be easier. This means lots will most likely be 112×112 blocks large. Not a big difference, but it will make things (hopefully) easier.
  • Instead of ever deleting a map, we will allow people to regenerate/delete their lots as we are doing now. Like that can keep existing maps, change the seed and as such make sure that we do not have a 10k wide ocean beneath us. I hope that this technically works. If not, we will have to come up with another solution. I will try to test this process in the coming weeks. The issue would be that we have always some funny structures and cliffs on the map. Seeing how people flatten whole mountains we have that anyhow however.
  • The kingdom will stay as it is. If we want to expand it, we will use tools to smoothen the landscape borders. There are such tools already available. They place rivers between the borders to make them less apparent.