Darkland Ingame Maps
Quote from stephdeg on 2016/05/03, 15:33http://imgur.com/a/kScN6
Hello,
As some of you know or may have spotted under the Spawn island bridge, I have been busy uncovering 2 sets of maps of the Darklands spawn area:
- 1 set of 256x256 maps around spawn, including inland (forests are tricky when it's dark)
Those require 1 round of paper upgrade once the map is created.- 1 set of 1024x1024 maps covering the main ocean and coastal areas (most of the time without getting off the boat)
Those require 3 rounds of paper upgrade (total: 24 papers) once the map is created.
The North part is mostly closed, although I admit I'm not 100% sure there's no straights or river connection to another ocean.
The Southern part still needs some exploring.
Since it turns out this ocean mostly spreads from south to north, I'll probably lay it on the side with West or East facing up, it'll be easier to look at.For the moment both maps are oriented towards North to facilitate a good orientation from Spawn.
If anyone is willing to complete those with further exploration, please contribute.
Next on my todo list is to continue working on the southern part of the big ocean with the following areas:
x -2112/-1088 z 4032/5056
x -1088/-64 z 4032/5056
x -64/960 z 4032/5056
x 960/1984 z 4032/5056
x 960/1984 z 3008/4032This block may also be worth exploring for a possible western extension (as indicated by a sign next to the maps):
x -4160/-3136 z 960/1984
http://imgur.com/a/kScN6
Hello,
As some of you know or may have spotted under the Spawn island bridge, I have been busy uncovering 2 sets of maps of the Darklands spawn area:
- 1 set of 256x256 maps around spawn, including inland (forests are tricky when it's dark)
Those require 1 round of paper upgrade once the map is created.
- 1 set of 1024x1024 maps covering the main ocean and coastal areas (most of the time without getting off the boat)
Those require 3 rounds of paper upgrade (total: 24 papers) once the map is created.
The North part is mostly closed, although I admit I'm not 100% sure there's no straights or river connection to another ocean.
The Southern part still needs some exploring.
Since it turns out this ocean mostly spreads from south to north, I'll probably lay it on the side with West or East facing up, it'll be easier to look at.
For the moment both maps are oriented towards North to facilitate a good orientation from Spawn.
If anyone is willing to complete those with further exploration, please contribute.
Next on my todo list is to continue working on the southern part of the big ocean with the following areas:
x -2112/-1088 z 4032/5056
x -1088/-64 z 4032/5056
x -64/960 z 4032/5056
x 960/1984 z 4032/5056
x 960/1984 z 3008/4032
This block may also be worth exploring for a possible western extension (as indicated by a sign next to the maps):
x -4160/-3136 z 960/1984
Quote from VixenGold on 2016/05/04, 00:10Oh man, that is so cool. I do not use the maps so I never thought of doing this. This is great. I wish we could do this for the tunnel system in the darklands.
Oh man, that is so cool. I do not use the maps so I never thought of doing this. This is great. I wish we could do this for the tunnel system in the darklands.
Quote from stephdeg on 2016/05/04, 00:23By definition the tunnels are underground and won't appear on those, but I'm actually also working on something ;p
BTW, some of the subway safehouses appeared to me while I was doing those ocean maps above, but on those 1024x1024 each pixel represents an 8x8 block, so these buildings are reduced to 2 or 3 pixels wide and are really tough to make out from the landscape, especially if the roof is made of the material that is coherent to the environment.
Edit: it's in early stage, but here's a preview:
By definition the tunnels are underground and won't appear on those, but I'm actually also working on something ;p
BTW, some of the subway safehouses appeared to me while I was doing those ocean maps above, but on those 1024x1024 each pixel represents an 8x8 block, so these buildings are reduced to 2 or 3 pixels wide and are really tough to make out from the landscape, especially if the roof is made of the material that is coherent to the environment.
Edit: it's in early stage, but here's a preview:
Quote from Quiggleton on 2016/05/04, 02:12The west is indeed open.
The west is indeed open.
Quote from Quiggleton on 2016/05/04, 07:59I boated around that area, and found out how far the ocean goes. Here is a picture.
I boated around that area, and found out how far the ocean goes. Here is a picture.
Quote from Quiggleton on 2016/05/04, 08:00If its permissible, we could collaborate using voxelmap and put together an image based map.
If its permissible, we could collaborate using voxelmap and put together an image based map.
Quote from stephdeg on 2016/05/04, 17:56It surely sounds permissible and cool (this also distinguishes biomes better than the ingame map), but it won't replace the ingame maps as far as ingame display is concerned. You can include a link to a pic url (imgur for example) in a story though, which you can then put on a sign. Down in the subway station (on the southern wall) I have placed such a story sign with a link to Luke's subway map.
And it can also help to figure out how many ingame 1024 maps there are left to explore, if I can approximately guess a 1024x1204 map grid from this pic.
It surely sounds permissible and cool (this also distinguishes biomes better than the ingame map), but it won't replace the ingame maps as far as ingame display is concerned. You can include a link to a pic url (imgur for example) in a story though, which you can then put on a sign. Down in the subway station (on the southern wall) I have placed such a story sign with a link to Luke's subway map.
And it can also help to figure out how many ingame 1024 maps there are left to explore, if I can approximately guess a 1024x1204 map grid from this pic.
Quote from Quiggleton on 2016/05/04, 22:39I did not mean to in any way detract from what you are doing .. its awesome! We could do both, and help build the in game map, and then do some voxel maps for safehouse previews and such. Lets talk :)
Here is another option in the map, it lets me put chunk grids on, that should help figure out the sizes better right?
I did not mean to in any way detract from what you are doing .. its awesome! We could do both, and help build the in game map, and then do some voxel maps for safehouse previews and such. Lets talk :)
Here is another option in the map, it lets me put chunk grids on, that should help figure out the sizes better right?
Quote from stephdeg on 2016/05/04, 23:54Don't worry I felt no intention of that kind and I'm happy will the goodwill ;p
On this pic I think the red lines are the limits of the basic maps (128x128), which I'm not using. The grid info I was refering too was related to your previous pic, the one with the unexplored ocean part, and it's a lot wider grid.
If we can superpose this grid below on it then I might know how many maps are needed to cover the area.:
In any case I can take a wild guess, it looks like around 6 maps high and wide.. (edit: had to revise my estimation to the higher side, it's a big one)
Don't worry I felt no intention of that kind and I'm happy will the goodwill ;p
On this pic I think the red lines are the limits of the basic maps (128x128), which I'm not using. The grid info I was refering too was related to your previous pic, the one with the unexplored ocean part, and it's a lot wider grid.
If we can superpose this grid below on it then I might know how many maps are needed to cover the area.:
In any case I can take a wild guess, it looks like around 6 maps high and wide.. (edit: had to revise my estimation to the higher side, it's a big one)
Quote from Quiggleton on 2016/05/05, 00:52How does a map you are making relate to the size of a chunk?
How does a map you are making relate to the size of a chunk?
Quote from Quiggleton on 2016/05/05, 02:59According to this, the level 3 zoom, which is 1024x2014 represents 64x64 chunks.
http://minecraft.gamepedia.com/Map#Zoom_details
The red lines on my voxelmap are 16x16 -- so 4 red areas = 1 1024 map
According to this, the level 3 zoom, which is 1024x2014 represents 64x64 chunks.
http://minecraft.gamepedia.com/Map#Zoom_details
The red lines on my voxelmap are 16x16 -- so 4 red areas = 1 1024 map
Quote from LukeCreative on 2016/05/08, 17:00If you want I can put a scale version of the subway map on top of VoxelMap version, if this were the case, the image must be at a 1:1 scale, and the mushroom/jungle line is quite large.
If you want I can put a scale version of the subway map on top of VoxelMap version, if this were the case, the image must be at a 1:1 scale, and the mushroom/jungle line is quite large.