Minecraft Adventure Map Uncharted Territory Vfx

 admin  
First let me preface this thread with this article that I came across while googling some info before I made this post:
http://www.mmorpg.com/showFeature.cfm/feature/7540/Mark-Kern-Have-MMOs-Become-Too-Easy.html
A good read from Mark Kern, who was a team leader at blizzard during WoW's development.
I started playing mmorpgs in the late 90's, around 97 or 98 or so. This was the era known as the first 'generation' of big graphical mmo's (though there were a few mmos before them, like Meridian 59 and The Realm). The three games that made up this first gen were Ultima Online, Everquest, and Asheron's Call.
I dipped my foot into the mmorpg waters with every one of these games. I was around 13 or so when I started. I went to the mall and was looking in electronics boutique (before the whole gamestop merger you had that store and babbages for video games) and there I came across the box for UO. I poured over its cover and back and looked amazed, never had I seen a game with these types of things in it or the interaction, and we had only got the internet like maybe half a year before this time.
I had no idea the games costed money each month to play. I basically begged my dad to pay for it at first and eventually got my own checking account so I could use a debit card and put money in myself in order to play them by doing chores like mowing, bailing hay (I grew up on a farm so yeah...).
When I first started playing I had no idea what I was doing. I eventually learned the ropes myself and then found a guild and people to play with. This was by the most 'social' mmo I ever played (and sadly still to this day).
The game was a literal sandbox. You were plopped into a world and it felt truly like you could do 'anything' and play how you wanted. You could be a good character, a bad guy, anything in between them. You got to know other players, depend on them to have your back and vice versa.
The world was filled with events, from player ran tournaments to weddings, to just simple parties/get togethers (which even GM's attended). Then you had actual game events, things like the undead attacking an in-game city, players rushing to help defend it (In my experience people were being slaughtered and a smart mage opened a portal for us to go up on top of the town bank so we could rest/group up, it was the only safe place from all the enemies attacking since they couldn't get up there).
Everquest was my next foray into an mmorpg. I remember picking it up along with the huge game guide that they had in the store. Pouring through the pages while riding back home and looking at all of the awesome pictures and reading about all the amazing things the game had to offer.
When I first stepped foot into Norrath I was amazed. Going from a 2d isometric style to this immersive first person (or third person) game was quite remarkable. However it didn't end there.
Everquest did not plop you down into a world to go off and do whatever you pleased (that was a great way to die lol). Instead it plopped you down into a world full of quests and storylines to experience. The world, though huge, was rife with danger and challenges.
Where UO was more about player interactions and the freedom to do what you wanted, Everquest was more about a co-op style of player where you helped and teamed with other players to tackle quests and things.
This game put the 'difficulty' into mmorpgs. Losing all of your equipment in UO from being pk'd? A piece of cake compared to doing corpse runs in a high level zone or losing exp (even un-leveling). When you got to max level it felt like you had accomplished something (even in retrospect if you think 'My god, all of that time I wasted camping for rare spawns, etc).
Next up was Asheron's Call. This game was unlike either UO or EQ. It had found a place somewhere between them. It felt like both a very open world but was also filled with iquests and such. You could level up and build your character how you wanted (no classes)
the magic system, oh man the magic siystem. You actually had to learn things by discovery and mixing/matching things to figure out how spells worked. Sure other players could tell you or you could tell them, however the more people that 'learned' a spell the weaker it became, so there was this element of discovering a spell and then wanting to keep it secret.
To this day I think this is the game that tried to make the most of being an 'mmorpg' in terms of it's game design.
Each month or so the game would have an update to it. This wasn't a simple normal 'mmorpg' update like most mmo's have these days, a few bug fixes, some performance tweaks, etc. No, this was an actual game update.
The updates usually were moving the games over-arcing storyline forward. As you read about the games storyline while patching the actual game world changed over time, story elements were physically put into the game. From giant 'spires' appearing over towns and new 'shadow' creatures appearing in the world to fight to even seasons changing (complete with gradual snow building up on buildings/trees) and big ones like the games hero/villain fighting in the game that you could physically see).
The game world felt really dynamic and ever changing. Like you could come back a few years later and something totally new/awesome would be going on and it would never get old.
In the end of the first generation Everquest become the 'king' in terms of popularity and sales.
For a short flash in time in the world of mmorpgs anything seemed possible and my imagination of what might become filled me with a sense of wonderment.
A few years went by and a little game came about, a new mmorpg from a company called Blizzard. I was familiar with both Diablo and Warcraft (I never played Starcraft, plz don't hurt me).
WoW came to market and with Blizzards amazing polish behind it quickly rise the bar as far as mmorpgs and mainstream goes. It not only rose it, it picked up that damn bar and tossed it to the bloody moon.
When I first stepped into WoW I experienced something, it wasn't a sense of wonderment or 'unknown' like I experienced when I first stepped foot into UO/EQ/AC, instead it was a sense of 'Deja Vu.'
I had a feeling like I had already played this game before. A bit with a few new bells and whistles here and there but the overall 'meat' and gameplay felt strangely familiar to me.
This marked my decline of interest in the mmo world. I found myself getting bored after playing for a little over a month or two. I started seeing less 'new things' and 'Amazing' things and instead I started seeing the white rabbit, I had taken a step behind the scenes. Instead of reading quests I was skipping them, instead of feeling excited I found myself being rather cynical.
'Oh look, I'm fighting a boss to get new ph4t l00t in order to rinse and repeat the entire process over and over and over. I no longer found myself enjoying a genre that I once had loved.
The game itself also affected players. For many people WoW was their 'UO,' it was the first steps into an mmo world and for those new players it was probably amazing at the time. However post WoW for them there was no 'Everquest' or 'Asheron's Call,' instead they had pretty much nothing but WoW copycats and games that pretty much were chasing WoW's tail.
You take an mmo player that started with WoW and try to explain to them the fun of an open-world full pvp full loot game like UO was.
UO player: 'Oh on death you dropped ALL of your items, every single thing you were wearing and carrying in your bags!'
WoW player: 'Fuck that, I spent so much time grinding for that epic gear!'
UO player 'no no, in UO you didn't grind for gear, you usually bought it from players, in fact you usually had other gear stored in your house or bank vault and could regear.'
WoW plaer, 'So if gear was easy to come by what was the point of playing the game???'
UO player: 'Sigh....'
After WoW I have dabbled in almost any mmo, trying to look/find something that grabs me, that gives me that sense of wonderment I felt so long ago.
I can't fault WoW entirely, it took what was popular (everquest) and then took a few other things and polished the hell out of them into a more user-friendly game that for many people was their first steps into the mmo world.
With it's huge sales numbers and customer base this quickly made just about any game company take notice of the mmorpg genre. Then like Blizzard, they took what they saw people playing and what was selling like hotcakes and made their own 'version.'
However WoW was the exception, not the rule, none of those mmorpgs that followed even came close to WoW's success. Games came and went, companies rose and fell.
The genre as a whole became one of copy cats. Almost every big AAA backed mmorpg (even to this day) follows the general framework that Everquest set and WoW made popular. The themepark world, trinity class system, raids for endgame, etc.
I look back on the mmorpgs and wonder, would the genre be better off if it stayed a 'niche' (but profitable) market? I think it would have sadly.

Map Making

Home — Minecraft Maps — Uncharted Territory Map for Minecraft 1.11, 1.9.4, 1.8.9 and 1.7.10. Uncharted Territory Map for Minecraft 1.11, 1.9.4, 1.8.9 and 1.7.10 Category: Minecraft Maps Develop by: AnotherMinecraftLP Updated: 2016-12-16 19:18:39 Uncharted Territory Map. A lot of maps are created based off an idea that got from the experience of using someone else’s.

Feb 28, 2014  This beautiful abandoned town is not only a place to enjoy the great view, it's the perfect spot for parkour and adventure! This is an open world map where you can explore everything. There are lots of different ways to play: You can climb on a balcony, smash in a window to get inside and use the stairs to get to the rooftop. GeoGuessr in Minecraft - this is a puzzle map where you'll have to recognise well-known locations from around the Minecraft universe from servers to adventure maps. Hot Foot 10 Randomly Chosen Maps, With their own custom structures, custom loot, traps and soundtracks!

In this Wiki page, you will learn some of the basics of map making. If you've ever wanted to make a custom map, but never really got around to doing it, this is a good place to start!

Tools

  • MCEdit is one of the main third party tools you will use when making a Minecraft map. You can go into your worlds, and edit it to your liking, and on a very large scale.

  • If you are looking to edit items, entities, and other things in your map, you will need an NBT editor. NBT Explorer will work for all .jars, including snapshots.

  • A starter-friendly map making tool is Single Player Commands. SPC is an in-game mod that adds hundreds of commands. WorldEdit is a tool that comes with it, which lets you edit your map on a larger scale, in-game.

  • Another beginner in game mod is Too Many Items. It has a great in-game interface and it allows you to create custom potions, custom enchanted tools, and many other things.

Not only will you need to know how to create maps with these mods, you will need to know many vanilla minecraft aspects as well. From maps like an adventure map to a vanilla PvP map, you will need to have a basic understanding of redstone and command blocks. Here are a few good links on learning redstone:

Command Block links:

NBT Edit links:

Literature:

Types of Custom Maps

There are many types of custom maps. All types are made differently, and with different tools.

Complete The Monument

In a Complete The Monument map, also known as CTM, the objective is to, simply, complete a monument. This game type was created by Vechs, who is still making what are considered to be some of the best CTM maps. In a CTM map, there are 'pieces' of a monument around the map, guarded by whatever the creator put there. In many maps, those 'pieces' are all of the different wools. There are not many guidelines to a CTM map, because you are in survival mode, and there are few rules to abide by.

Tools You Will Likely Need
  • An NBT editor, such as NBT Explorer, which will probably be used for custom mobs/spawners/items.
  • A terrain editor is key for CTM maps. The terrain is what makes a CTM map a good one. A good thrid-party tool is MCEdit, and a good in-game beginner tool is World Edit, which comes with Single Player Commands.
Examples

Good Old Adventure Map

In an adventure map, you can do whatever you'd like to the player. You can make the objective whatever you'd like, whether it is to defeat a boss, or multiple bosses, or to traverse beautiful terrain, collecting supplies for a final battle. Also in a typical adventure map, there is a story line, that you can develop with books, signs, /say commands, etc.

Tools You Will Likely Need
  • An NBT editor, like NBT Explorer. This will be used to make custom items, custom spawners, and custom mobs.
  • MCEdit or World Edit (SPC), for terrain editing.
Examples

PvP - Survival

In a survival PvP map, the player is in survival mode, and can destroy and place blocks. Usually in a survival PvP map, there are few rules. The teams can do whatever they need to complete the objective. Now, some objectives in a survival PvP maps are things like destroying something in the other team's territory, or a flag to capture and return to their own base. Usually some supplies will be given, such as wood and maybe some iron, for the players to harvest and make into armor and tools before going into battle. Also, these types of maps are typically controlled with command blocks and redstone.

Tools You Will Likely Need
  • A good understanding of redstone and command blocks.
  • MCEdit or NBT Explorer to color command blocks for announcements, create custom items, or color armor.
Examples

PvP - Adventure

In an adventure mode PvP map, the players are not able to break or place blocks. Usually these maps have very specific objectives, like capturing flags, earning a certain amount of kills, or capturing capture-points. These maps have command blocks announcing what is happening in the game, like the score between the two teams, or the capture of a flag or point. You need to take a few things into consideration when making a PvP map. Will there be classes? How many teams will there be? What will the players need to do in order to win?

Tools You Will Likely Need
  • A very good understanding of redstone and command blocks. The amount of redstone and command blocks needed vary depending on classes/objectives.
  • MCEdit to color armor, color command blocks, and create infinite dispensers.
Minecraft Adventure Map Uncharted Territory Vfx
Examples

Uncharted Territory 4

Parkour

A parkour map is a custom map where the player must jump, sprint, and platform through a course or terrain. Typically it is in peaceful mode, where the player doesn't have to fight mobs, or worry about hunger. Also, if you're looking to make one of these maps, it would be suggested to have many different levels, with varying difficulty. Do not make impossible jumps, and have the next place to go to clearly marked as so. Have your difficulties marked as well. If the parkour was very hard when you tested it, have it labeled as a difficult course.

Tools You Will Likely Need
  • Parkour maps are typically built by hand, but if you want the player to travel through terrain, MCEdit could help you there.
  • For smaller terrain edits in-game, World Edit is the tool to use
Examples

Page In Development

   Coments are closed