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40 Rules for AMAZING LARGE Builds (Creative Mode, 1.2-1.8.9)

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zOrg's Avatar zOrg
Level 8 : Apprentice Architect
6
Hello, I'm zOrg!

I've been playing Minecraft since 2011 or so, primarily in Creative Mode (or, before Creative Mode, using the Too Many Items Mod). My expertise, for what that's worth, begins around 1.1 something and ends with 1.8.9. I specialise in solid (non-Redstone) mega-builds and large structures in general (often with a fantasy or Greco-Roman influence). However, I have also used Single Player Commands and World Painter over the years. But enjoy Creative Mode the most, and have put the most time into it.

For anybody interested -- or those interested in the future -- here's a simple list of general 'rules' I've come up with for large builds in Creative Mode, assuming older standards of Minecraft (1.2-1.8.9). I'm also going to assume this is for other people to view. Some of these rules evidently don't apply if it's wholly private, just for yourself. And this is primarily aimed at one-man building teams. The order is random. Thanks, and enjoy.:)

I should just like to say that if you're new to large builds, I highly suggest starting with a generic Modern style, such as all-white walls and large window panes (or any style you personally know about for whatever reason). This is because it'll be easier for you to learn the rules -- and, most importantly, learn when to break them. This reminds me of the sheep in the pit story from the Bible. In short: if you fully understand a rule, and fully understand the consequences of breaking it, then you may break it. Likely, you've already heard the inference and distillation of the Bible story in the shape of, 'you must master a rule before you break it'.

Rule 1: When an idea hits you, write it down instantly.
Rule 2: Don't cover vast areas with Slabs/half-blocks.
Rule 3: Outline everything and map out the coordinates.
Rule 4: Work with odd numbers (unless working with double doors, or features that actually require even numbers).
Rule 5: Leave 2–3 blocks for each floor, wall, and ceiling.
Rule 6: Don't use full block inclines (e.g. stairs, slopes, pathways, roads).
Rule 7: Use a single scale/ratio.
Rule 8: Don't place two wholly different (textured) full blocks directly next to each other.
Rule 9: Never reuse blocks (i.e. materials) for conflicting/incorrect (real-life) purposes.
Rule 10: Bring floors to a full block (top of the block).
Rule 11: Add as much fine detail and accuracy (both architecturally and culturally) as reasonably possible (even when building something wholly fictional).
Rule 12: Don't be afraid of large, flat, plain walls/areas (you don't have to force recesses and variation just for the sake of it)
Rule 13: The whole is vital, not just individual elements/areas.
Rule 14: Change floor/ground elevations when it fits the interior design (or else, when it makes psychological sense, such as for guiding the viewer).
Rule 15: Functionality is equal to aesthetics.
Rule 16: Don't over-size (e.g. a 150-block tall house).
Rule 17: Make it look good from every angle/vantage point.
Rule 18: Use both symmetrical and asymmetrical design.
Rule 19: Create leading lines to focal points (for screenshots).
Rule 20: Use negative/white space.
Rule 21: Contrast when possible.
Rule 22: Use rhythm when possible.
Rule 23: Choose the correct materials (e.g. Granite blocks for a vast, majestic desk).
Rule 24: Take inspiration from anywhere and everywhere.
Rule 25: Credit anybody/anything you can (by name and/or style).
Rule 26: Use real blueprints/plans when possible.
Rule 27: Use the real world as your foundation for your own fictional projects (even for fantasy/sci-fi projects).
Rule 28: Use other fictional creations, such as from films, as a foundation for your own fantasy/sci-fi projects.
Rule 29: Keep a consistent style/era for the same type of structure, building, or feature (e.g. if using French formal gardens, ensure that all of your gardens on the project are in the French formal garden style; if using New York's Neo-Classical buildings as your base, then try and stick to these throughout the build).
Rule 30: Build primarily for a street-level view.
Rule 31: Stick to 1:1 scale where possible.
Rule 32: Slightly over-size (while still sticking to 1:1 scale) everything to ensure you can get enough detail, and so that it looks good from all distances.
Rule 33: Regardless of the Texture/Resource Pack you're using, try to make everything look decent in the Default Texture/Resource Pack. It doesn't have to look great, just workable for those viewing it this way.
Rule 34: Although it should work well at any Render Distance, you'll likely be focusing on 16 or even 32 as the default. As a result, I suggest letting the visitors know via some means that they ought to move their Render Distance up to 16/32.
Rule 35: Build everything without Shaders or other visual Mods -- or, at least, make sure it looks good in Default/Vanilla Minecraft.
Rule 36: Create a rough time period for your project to keep everything technologically consistent (e.g. lighting methods, cars, building layout, facilities, size, function).
Rule 37: If you use Mods of any kind, visual or to aid with building, make sure to inform your visitors.
Rule 38: Make every room (interior) is different and fit for purpose (e.g. kitchen, lobby, dining room, great hall, vault) yet still coherent with the rest of the build's time period and architectural style (for example, use certain elements or features throughout the rooms to tie them together).
Rule 39: Don't mix conflicting interior and/or exterior design styles (for example, don't directly mix minimalism with maximalism anywhere on the project, or Japanese architecture with Roman architecture).
Rule 40: Create a story for your project, and place it within a single culture/nation (even if it's wholly fictional and not really of that culture) -- just mapped out enough to keep everything coherent and moving in a single direction, towards your project vision. (If you've created a detailed fictional culture/nation, then use that instead, even if this is all implicit -- meaning, never publicly known.)

Note: There are times when you have to break these rules, either due to intentional choice or Minecraft limitations. That's fine. My only advice is to try and make everything work for you, even when something breaks. For example, I created windows too close to my doors in my current project, since this looks correct from the outside. However, it didn't leave enough space for 2 or 3 blocks for the walls on the inside. My solution was to simply turn the windows closest to the door/entrance into blind windows (i.e. bricked-up windows), that way I didn't lose the architectural window on the outside, but I did gain the required interior space.
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