Today’s dev diary will cover some of the planned new map features.
If you haven’t heard, the winner of the map vote was Idarun. Idarun is a unique map, with an open-water spawn along with sprawling biomes surrounding it. It should be a great map, and I’m really excited for it.
But, you’ve already heard this. The vote already happened. We’re not here to talk about the map itself, we’re here to talk about what goes on the map. Before that though, we have a special message from Everrius:
A message from Everrius and Build team so at least some of the dev diary doesn't read like a textbook:
"One of the major changes to build team leading up to the reset was that aside from the cardinal rails, spawn, and minigames, build team didn't really have much to do. Responsibilities included being divas, demanding attention, making things when we felt like it, and engaging in wildly corrupt rulebreaking.
ahem
That era of build team is long dead, and we intend to keep it that way. For Idarun, build will be adopting a much more expansive role. Worldwide transit systems, lore builds, event biomes, and zoning for the spawn city are now our responsibility. The cardinal rail will now reach further out into the map, and will offer beltways and transport stations designed for players to connect to. Our hope is that no matter where in the world you are, you're never more than a kilometer and a half from a public rail connection. Extra warps will be added, along with protected structures that are designed to support town growth. Getting from place to place is, has been, and always will be the responsibility of the players, but build team is now committed to making it a little less grueling.
'sides, we ran outta wine in the north tower and now we've got nothing better to do.
Look forward to teasers in two or three weeks, guys. Figured we'd get you all something nice for Christmas. ;}"
Now, like the message says, we don’t have teasers yet. However, that doesn’t mean there is nothing to talk about. With that in mind, let’s talk about outlines for some new map features.
Rail Lines:
There will be significant improvements made to the server’s rail lines on Idarun over the current system on Main. First off, the cardinal rails will extend in each direction to the edge of the map, and will be extended upon each map expansion. Additionally, there will be spurs or loops incorporated into the global network. Around spawn, there will be a beltway that allows for uninterrupted travel between the cardinal rail lines. At 3k blocks, there will be a complete loop. At 6k, there will be spurs extending a planned 3k blocks in each direction from the cardinal rail lines. 9k, 12k, etc. will receive similar constructions, though the exact configuration (spurs or loops) is undetermined (being years and several updates down the line).
These rail lines will no longer block boat traffic on water either. In fact, there will be an iceboat track incorporated into each and every rail. You will be able to travel between any ocean that connects to the rail using the iceboat track, and the iceboat track will allow you to cross over the rail line at any point through water. We want our infrastructure to help interconnect everyone on the server, and these improvements will make it easier to travel by boat or by rail to many different spots on the map.
Additionally, we have already coded a new system to remove forgotten minecarts and boats on the rail lines and iceboat tracks. This will be implemented on the new map, and will prevent these vehicles cluttering the lines and blocking traffic. This will make it easier for everyone to use the lines without being impeded by a stray minecart or boat.
Spawn City:
Did you know that Spawn City on Main was not founded until over two years after the map opened? This time around, we want to help facilitate development on the Spawn City from the very beginning, to help make it the best it can be. With that in mind, we will be instituting zoning.
Zoning? On Minetown?
Yes, of course. We want to encourage players to build as long as it looks nice and fits the neighborhood and looks identical and really shouldn’t be more than two stories tall and can’t have weird colors and needs to be approved by the neighborhood and Spawn City Development Council and shouldn’t attract noobs and honestly you should just leave it to build team to build stuff because…
Kidding, of course. Here’s how it will really work:
Within 128 blocks of spawn (what is currently taken up by the Lotus grounds) will at first have some space taken up by new Lotus-related builds. The rest will be slowly filled by player builds that we pick through contests, featured builds, clan embassies, or other player-related developments - though initially this will be off limits to player development. Beyond 256 blocks will be unrestricted open world, with no extra cost to claiming land. As Spawn City grows we may expand the reserved area, though that won’t happen until the city needs more space.
The area within 128 to 256 blocks from spawn, in directions that are not pure open water (so south and east of spawn) will be reserved for Spawn City. The only difference between here and the rest of the map is a simple road network we will lay down, and the fact that claiming here will cost twice as much as normal. That’s it - nothing else. We aren’t going to be testing your build for how nice it looks or anything like that. Eventually, we would like to designate districts of Spawn City (like downtown, government, industrial, etc.) but that’s not until the city itself is established. Cities should grow organically, and we want to help Spawn City achieve this organic growth.
Other Features:
If you want more special features - don’t worry. Everrius alluded to some additional features that will be on the map in his message. Some won’t come until after release, but there will also be some unique features present upon release. Prepare to be surprised - what I or Everrius mentioned today will not be everything the map has to offer.
If you haven’t heard, the winner of the map vote was Idarun. Idarun is a unique map, with an open-water spawn along with sprawling biomes surrounding it. It should be a great map, and I’m really excited for it.
But, you’ve already heard this. The vote already happened. We’re not here to talk about the map itself, we’re here to talk about what goes on the map. Before that though, we have a special message from Everrius:
A message from Everrius and Build team so at least some of the dev diary doesn't read like a textbook:
"One of the major changes to build team leading up to the reset was that aside from the cardinal rails, spawn, and minigames, build team didn't really have much to do. Responsibilities included being divas, demanding attention, making things when we felt like it, and engaging in wildly corrupt rulebreaking.
ahem
That era of build team is long dead, and we intend to keep it that way. For Idarun, build will be adopting a much more expansive role. Worldwide transit systems, lore builds, event biomes, and zoning for the spawn city are now our responsibility. The cardinal rail will now reach further out into the map, and will offer beltways and transport stations designed for players to connect to. Our hope is that no matter where in the world you are, you're never more than a kilometer and a half from a public rail connection. Extra warps will be added, along with protected structures that are designed to support town growth. Getting from place to place is, has been, and always will be the responsibility of the players, but build team is now committed to making it a little less grueling.
'sides, we ran outta wine in the north tower and now we've got nothing better to do.
Look forward to teasers in two or three weeks, guys. Figured we'd get you all something nice for Christmas. ;}"
Now, like the message says, we don’t have teasers yet. However, that doesn’t mean there is nothing to talk about. With that in mind, let’s talk about outlines for some new map features.
Rail Lines:
There will be significant improvements made to the server’s rail lines on Idarun over the current system on Main. First off, the cardinal rails will extend in each direction to the edge of the map, and will be extended upon each map expansion. Additionally, there will be spurs or loops incorporated into the global network. Around spawn, there will be a beltway that allows for uninterrupted travel between the cardinal rail lines. At 3k blocks, there will be a complete loop. At 6k, there will be spurs extending a planned 3k blocks in each direction from the cardinal rail lines. 9k, 12k, etc. will receive similar constructions, though the exact configuration (spurs or loops) is undetermined (being years and several updates down the line).
These rail lines will no longer block boat traffic on water either. In fact, there will be an iceboat track incorporated into each and every rail. You will be able to travel between any ocean that connects to the rail using the iceboat track, and the iceboat track will allow you to cross over the rail line at any point through water. We want our infrastructure to help interconnect everyone on the server, and these improvements will make it easier to travel by boat or by rail to many different spots on the map.
Additionally, we have already coded a new system to remove forgotten minecarts and boats on the rail lines and iceboat tracks. This will be implemented on the new map, and will prevent these vehicles cluttering the lines and blocking traffic. This will make it easier for everyone to use the lines without being impeded by a stray minecart or boat.
Spawn City:
Did you know that Spawn City on Main was not founded until over two years after the map opened? This time around, we want to help facilitate development on the Spawn City from the very beginning, to help make it the best it can be. With that in mind, we will be instituting zoning.
Zoning? On Minetown?
Yes, of course. We want to encourage players to build as long as it looks nice and fits the neighborhood and looks identical and really shouldn’t be more than two stories tall and can’t have weird colors and needs to be approved by the neighborhood and Spawn City Development Council and shouldn’t attract noobs and honestly you should just leave it to build team to build stuff because…
Kidding, of course. Here’s how it will really work:
Within 128 blocks of spawn (what is currently taken up by the Lotus grounds) will at first have some space taken up by new Lotus-related builds. The rest will be slowly filled by player builds that we pick through contests, featured builds, clan embassies, or other player-related developments - though initially this will be off limits to player development. Beyond 256 blocks will be unrestricted open world, with no extra cost to claiming land. As Spawn City grows we may expand the reserved area, though that won’t happen until the city needs more space.
The area within 128 to 256 blocks from spawn, in directions that are not pure open water (so south and east of spawn) will be reserved for Spawn City. The only difference between here and the rest of the map is a simple road network we will lay down, and the fact that claiming here will cost twice as much as normal. That’s it - nothing else. We aren’t going to be testing your build for how nice it looks or anything like that. Eventually, we would like to designate districts of Spawn City (like downtown, government, industrial, etc.) but that’s not until the city itself is established. Cities should grow organically, and we want to help Spawn City achieve this organic growth.
Other Features:
If you want more special features - don’t worry. Everrius alluded to some additional features that will be on the map in his message. Some won’t come until after release, but there will also be some unique features present upon release. Prepare to be surprised - what I or Everrius mentioned today will not be everything the map has to offer.