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Dr_sakari's Avatar Dr_sakari
Level 21 : Expert Architect
7
My first map, which I gradually turned into an adventure map. The entire play world is located on a peninsula, one considered frontier land between two countries poised for war.

The player arrives at these lands after their grandfather makes a request from his deathbed; return to the peninsula, find the keys and close the gate. Undo his mistake.



On the peninsula, the player will find many differing locations, both safe and dangerous. From abandoned manors, to long lost structures located just under the soil.

If explored, the player may run into the Western Kingdom’s Underground Railroad, or even discover a second world just under the surface.
From some of these structures, the player may find Eyes of Ender, Keys to the portal that has been spawning monsters across the land.


The major thing to remember, though, is that everything is connected. Like a very large bundle of circuits. It’s just that sometimes, it can be hard to find how certain locations connect to the loop.

In game Adventure Rules:

The player may place torches.
They may also break certain blocks: like cracked wall blocks and door shaped odd blocks (Like the two clay brick blocks in the basement of Brokenrock's Mayor's manor.)

Major features include:

A large overworld map with locations spanning from manors to cities to ruins.

Several secret locations hiding within the bowls of the more mundane.

A large underworld map, with entry ways to be found across the world.


Spoilers for how to find the hidden locations can be found in the first comment to this post.


Currently, the map is unfinished and I doubt I’d ever finish it.

What’s missing;

+ Some locations are simply unfinished, with rooms needing filling or in need of furniture. (Jackson and son’s Mining facility office wing)

+ Certain locations are simply just not built at all (Examples include: the under city and its castle, Desity City Sewers, Pit City Earth Temple)

+ Most of the dungeon locations are not built for adventure (missing monster spawners or iron doors to act as locked doors and direct player movement)



I’m also kinda stuck with one megastructure. Currently, its mostly built, its just that the structure is located in a flat world of mine. Because none of the world editors seem to be working anymore, I now have no way of transporting the thing to the nether. So I’m just sitting on a massive floating prison island that was supposed to act similar to a DLC location. Right now, if you enter the Nether portal that’s supposed to lead there, you just end up on a small platform overlooking the void.

NOTE: This world works best with Glimmar's Steampunk Texture Pack

Further Note: Because I'm no good at balancing adventures, I'd almost suggest just exploring in creative mode.



++ History of the world ++

The Peninsula’s world works in
cycles, and the end of the world has come and gone several times.

The earliest recorded end occurred when most of the planet was covered in water and man lived in settlements on islands around the world. A group of mages concocted a plan to magically build an obelisk city that would act as the center of the known world. The structure was generated, but due to it's alien state of being, it made the ground surrounding the pillar and the ground the pillar was on, to vanish into nothing. This empty space was quickly filled as the waters of the ocean flooded in. When all was said and done, the ocean level had dropped several thousand feet, revealing entire continents. This however left most of the human race without it's source of food and stranded on a now alien world. Most perished.

The next end came around the time of the valley civilization. A group of inventors accidentally triggered a portal to another plane of existence. Sand and dirt and rocks poured into the world, generating a sandstorm of epic proportions. The Valley Civilization incurred the help of mages to protect the valley. Strong magical shields stopped the storm from filling the valley, but when the storm stopped, most of the world had been covered in a layer of ground. This turned the valley into a cave dwelling civilization. The extra layer of earth also brought the ocean level up above the peninsula, and many other land masses, and dirtied the oceans for years to come. The other major effect seemed to be to add monsters from this plane to the world, adding new dangers and adventures to the planet.

The end after that occurred in recent history, when the confederacy was founded. When the wizard nations drew up a peace treaty that founded the current confederacy, they did not predict the result of so many wizards gathering together. The resulting time of troubles left the planet slowly tearing itself apart from the concentrated magic. A solution was found when the wizards concluded that they could stop the effects of the magic by separating themselves from the earth. To do this, they enacted the ascension event, pulling the continent from the ground and splitting it into pieces. This formed the Floating islands of the magic confederacy. Unfortunately, the space left by the land mass was soon filled by the ocean waters, dropping the water levels and starving many sea side towns of food and beaching thousands of ships. This collapsed the economy of several nations and generated animosity towards the confederacy. This also revealed many of the forgotten land masses, including the peninsula itself.

The Current End appears to have been triggered by a group of scientists on the multipurpose ship, the Crown's Jewel. While attempting to understand the magical artifacts left from the mages of the island era, they generated a portal to a plane of existence called the void. The result was the appearance of new monsters to the world, via this new dimension. If left unchecked, the portal will fuse the two worlds leaving man kind in a partial void surrounded by monsters. The scientist isn't worried because he seems to have noticed a trend; The world ends again and again, but is never fully destroyed. Man kind, he notes, had not only survived, but has unconsciously gotten used to the idea and have gotten better and better at surviving the end. He suspects this new end, the world will not even notice, being more concerned about the cold war between the confederacy and the crown. He also suspects it will be taken care of, for the most part, by some hero who will stop the worst case scenario without the world even knowing.

The next suspected end of the world is to happen in the next hundred years. Hints at this end can be found in Lamar's Estate. Under his estate, he had found a pit into a cold void left by the mages of the first era. After unsealing the pit to study, the cold came rushing out and spreading. The estate itself has been slowing the spread, but Lamar has not been seen in some time and the war threatens to damage the structure itself. Eventually, the estate will fall and the cold will spread across the globe, bringing the world into an unnatural ice age.

After this, in about four hundred year, the next end will occur. Hints of the next end can be found in the bonus area of Baptix Prison. The prison was accidentally sent to a hellish dimension by mages who attempted to combine the powers of magic with stolen technology. Once there, the survivors are attempting not to die by holding themselves up in the more fortified locations of the prison. One group even leaves the island via flying ship, attempting to find somewhere safe off in the void. The hero will only witness these events and will be unable to save the island.

In the following four hundred years. The Humans in the dimension will develop a new society on the island, and on islands they encounter and attach to the prison. Most founded by prisoners, this new island will be brutish and founded on scavenging. The ones that left on the ship found a society of nomads, but are far more organized, being surviving guards and families. During all of this, the island's properties of mixed magic and technology will slowly wear down the walls between realities.

During a freshly started and vicious war between the two nations, the walls between worlds suddenly crumbles and the two world are suddenly mixed. Neither world is changed entirely, but the lines between where one world ends and another begins is tricky at best. One could walk down a familiar street, enter a cafe, and stare out the windows where the street should be, only to see the vast void of the hellish dimension. One would then need to be careful to exit out the right door, if they wanted to return to their familiar street and not one of the Baptix Islands or the land bound nomad caravans or the other side of their own world. This fractures and disrupts all nations involved and creates chaos and confusion.
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Dr_sakari
07/23/2019 11:04 am
Level 21 : Expert Architect
Dr_sakari's Avatar
How to access the underground

To the north-west of the pompadour estate, the is a tower located in the woods. South-west of this tower in the trees is the entrance to an underground ruin (My first home). In the bamboo harvest room, there are several exits. The exit that heads down a flight of stairs will lead to a spiraling set of stairs that lead down to the underground.

How to find Pit city

Once you get the keys for the Jackson and Son’s mining facility, head inside and make your way to the central building. Inside, you’ll find a “one way” entry to the mines. There is one tunnel branching out from this hub, follow it to find the broken ceiling to the Pit City Temple.

How to board the Eastern Island

At the town of Cliffside, there is a small floating island. You can gain access to the island by swimming below it, where several holes in the river bed will lead to a small set of ruins. In these ruin is also located a nether portal. Enter this portal to find a tunnel through the nether to a second portal. On the other side of this portal is the eastern frontal outpost island.

How to access the rail road

Inside the gardens of the western palace is a stone entrance leading down. If the door is locked, there is also an entrance located in the king’s quarters. You can reach there via the throne room. Near his bed is a switch leading to an escape route. This escape route will lead to the stone entrance in the garden, with an extra path leading further down. At the end of this path, you’ll find a train station. Follow the tracks east to find the locomotive abandoned on the tracks.

How to find the great Library

The south-eastern mines have been bricked up. Break through these bricks and travel through the mines. Sooner-or-later, you’ll find the floor give way to a barracks. From here, you can access the grand central room of the ruins.

How to access the hanging gardens

On the western wall of the underground desert, you’ll find a set of ruins that lead upward. The path is in poor repair and you’ll need to make a couple jumps, but this path will lead to the gardens.
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