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TLDR

  • Q: I wanted to ask, how feel about the caves and ore distribution so far?

Generally what I want you to know:

  • The caves are not final, everything is an option to be improved and changed to the better
  • My Goal: Making the maps as fun and awesome as possible while staying within vanilla bounds/rules
  • Keep in Mind: Im one person, creating everything, and everything builds on experiences from past maps, so whats not good today, becomes great tomorrow!
  • My maps have become pretty complex, and Im working on improving every aspect/biome/structure/cave, every week. 
  • Caves are the most complex and hardest things to make in Worldpainter
  • I rely on your feedback on what I could improve because:
    "2 eyes see less than 200+ eyes"

Background information (general "bla bla" why it's hard):

Caves are the hardest things to make on my maps.
it takes dozens of layers and such precise fine-tuning to get it spot on, and small changes can have huge impacts down the chain, especially when custom objects are included like Crystals or Dripstones. And although I religiously test these caves before implementing, the test grounds differ from map environments, and therefore behave differently or have unintended consequences that deal with during the map finalization (since every maps differs). I change from map to map different settings and layouts styles, widths and heights, to find the optimum feel for the caves


Why are there so many ores?

Vanilla Minecraft as an attribution for ores called "exposed to air", which reduces the visible ores in caves, while the ore generation in the stone stays the same.
My caves are not able to do this, the caves are a negative space that exposes the complete underground. So in order to keep strip mining not frustrating as it was with Gerohall and Maps before, I increased the amount from 2% to 4%, hence the "doubling" of the ores.
Everything has its tradeoffs and I'm trying to find the middle ground.


Recent Changes:

  • Increased Deepslate Ores, to make strip mining more rewarding/easier
    - But consequently, caves became pretty polluted with ores
  • Cave heights are close to average vanilla counterparts
  • Cavepillars are now dynamic and are structural parts of the cave


Ideas for future caves, i want to implement:

  • multilayered complex caves (priority)
  • lava caves
  • coral caves

Community suggestions I will try to incorporate: 

  • Themed caves
  • Flooded caves / Coral Caves (xalixilax)
  • Mega caves (Ephraim Roach)
  • Selective ores per cave-type (Camilla Greer)
  • fewer pillar caves / more cave variations (MrFires)


    Q: how feel about the caves and ore distribution so far?




Comments

Anonymous

i want more mega caves

Anonymous

less giant pillars could be the case. less exposed ore if it's possible.

Anonymous

I'm playing on Jaratorm, only just starting. I just dug down to my first jungle cave! It was super exciting. It was sprawling and difficult to navigate, which was super fun for me. It felt like the available ores were pretty random? I would love it if the caves had a strong "identity", like fewer kinds of ores that are more exclusive. Emeralds are only common in the jungle cave, for example.