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City Planning/Ideas

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City Planning/Ideas

Post  Praitaq on Fri Apr 01, 2011 5:22 pm

Not sure if you want this here or under the Private section so I put it here for the moment.

Ok so thoughts on the city plan/spawn point layout?


Ideas So Far:

-Mob grinder

-Noob tavern

-Minecart hub/road

Community Farm:
-tree farm
-catus farm
-wheat farm
-suger farm


-nether gate (maybe in a temple)

-Giant Compass at spawn.

-City adm/construction base (basically a location to store mats) much like the EC had underground.


Last edited by Praitaq on Fri Apr 01, 2011 5:51 pm; edited 2 times in total (Reason for editing : Compiling List of Ideas)
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Re: City Planning/Ideas

Post  painless187 on Fri Apr 01, 2011 5:29 pm

Awesome//// we need a huge and cool mob grinder that we can always TP to... that way having a personal mob grinder would be moot (unless you REALLY wanted one) Very Happy

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Re: City Planning/Ideas

Post  opedog on Fri Apr 01, 2011 5:31 pm

painless187 wrote:Awesome//// we need a huge and cool mob grinder that we can always TP to... that way having a personal mob grinder would be moot (unless you REALLY wanted one) Very Happy

fixed!
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Re: City Planning/Ideas

Post  Attypwn on Fri Apr 01, 2011 5:33 pm

Id like button Ope's fix if I could.
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Re: City Planning/Ideas

Post  Woojitsu on Fri Apr 01, 2011 5:36 pm

If we really want to go with the Atlantis theme for a planned city, do we want to use Minoan architecture? It's blocky already, so there shouldn't be a lot of challenges in adapting it to Minecraft. We'd need a ton of red wool for the columns, though...

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Re: City Planning/Ideas

Post  painless187 on Fri Apr 01, 2011 5:38 pm

Attypwn wrote:Id like button Ope's fix if I could.
What does that mean? I don't get it Sad
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Re: City Planning/Ideas

Post  jswizzy84 on Fri Apr 01, 2011 5:39 pm

Okay what buildings do you want in the spawn city?

-Mob grinder
-Noob tavern
-Minecart hub/road
-tree farm
-catus farm
-wheat farm
-suger farm
-nether gate (maybe in a temple)
-City adm/construction base and storehouse (basically a location to store mats) much like the EC had underground.

some of these can be in the same build depending on how we decide to go about things.

I don't think we need more than 5-6 buildings in the spawn city. We can have 2-3 vanity buildings, like a temple or arena or such to make the place really pop.

here is my say on a possible theme. http://justinsmith.imgur.com/mc/all

Greek/roman/Persian/Mediterranean/Minoan would all fit the Atlantis theme.


Last edited by jswizzy84 on Fri Apr 01, 2011 5:47 pm; edited 3 times in total
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Re: City Planning/Ideas

Post  Locke562 on Fri Apr 01, 2011 5:44 pm

I think we should have a crossroad right where you spawn with a giant compass on the ground. That way we can build in four directions. We'll probably have to flatten the area a bit. But that will give us materials. Smile

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Re: City Planning/Ideas

Post  painless187 on Fri Apr 01, 2011 5:44 pm

Add Nether gate
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Re: City Planning/Ideas

Post  bob2351723 on Fri Apr 01, 2011 6:40 pm

Should we layout some lots for personal residences to be built in theme with the city? Or put a rule in place that all building within X radius follow the spawn city theme?

Bob
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Re: City Planning/Ideas

Post  opedog on Fri Apr 01, 2011 7:02 pm

painless187 wrote:
Attypwn wrote:Id like button Ope's fix if I could.
What does that mean? I don't get it Sad

I think it means if there were a like button on the forum post he'd click it. I think. Very Happy
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Re: City Planning/Ideas

Post  Attypwn on Fri Apr 01, 2011 7:04 pm

Yeah, sorry if there was confusion. All I meant was that I agree with Ope in not having personal grinders. I dont think they are necessary.
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Re: City Planning/Ideas

Post  Praitaq on Fri Apr 01, 2011 7:13 pm

So do we want to set up a grid system for the roads?

If so I would say 4 main roads in the cardinal directions, with spawn as the central location.
Then alley ways between the city buildings with some type of wall/boundary line showing where the city ends and "wilderness" begins?
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Re: City Planning/Ideas

Post  bob2351723 on Fri Apr 01, 2011 7:18 pm

Praitaq wrote:So do we want to set up a grid system for the roads?

If so I would say 4 main roads in the cardinal directions, with spawn as the central location.
Then alley ways between the city buildings with some type of wall/boundary line showing where the city ends and "wilderness" begins?

This is what I imagined it would look like.
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Re: City Planning/Ideas

Post  Praitaq on Fri Apr 01, 2011 7:34 pm

I mocked up a possible main street coming off of "spawn" tell me what ya think.

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Re: City Planning/Ideas

Post  SpiralShot on Fri Apr 01, 2011 7:40 pm

is the spawn city going to be on an island, or underwater? cause I could really go for either of those... I picture the island as a steep place, with either the spawn at the peak, or on the beach and the grinder at the peak.

Underwater would be cool, but obviously more tricky and prone to greater disasters (which can be exciting). It would also reduce your vertical building space by half, unless you could figure out how to generate a map that is like a water planet, with the water level set extra high near the clouds, and much more solid ground & caves below.

Or just build a pretty low city under a deep ocean that fits the bill.

Either would reinforce the naming, and character. They would also provide a *natural* division for theming the main/central community space while still allowing for greater variety beyond.

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Re: City Planning/Ideas

Post  opedog on Fri Apr 01, 2011 7:43 pm

SpiralShot wrote:is the spawn city going to be on an island, or underwater? cause I could really go for either of those... I picture the island as a steep place, with either the spawn at the peak, or on the beach and the grinder at the peak.

Underwater would be cool, but obviously more tricky and prone to greater disasters (which can be exciting). It would also reduce your vertical building space by half, unless you could figure out how to generate a map that is like a water planet, with the water level set extra high near the clouds, and much more solid ground & caves below.

Or just build a pretty low city under a deep ocean that fits the bill.

Either would reinforce the naming, and character. They would also provide a *natural* division for theming the main/central community space while still allowing for greater variety beyond.


we can set spawn where ever we want.
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Re: City Planning/Ideas

Post  Praitaq on Fri Apr 01, 2011 8:07 pm

OK i expanded on my street abit to include a possible idea for spawn, let me know what ya think.



click the link for the larger image

http://imgur.com/33WeD
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Re: City Planning/Ideas

Post  Istbor on Fri Apr 01, 2011 8:09 pm

I like.
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Re: City Planning/Ideas

Post  Istbor on Fri Apr 01, 2011 8:13 pm

I apologize for the double post here, but I like both of those ideas spiral. I was pretty hooked on the sunken city myself, and why wouldn't you be able to have some steep slopes on an island and surrounding that, perhaps half sunken structures and towers. It would give it a great feel, and we could keep that very nice building prait made.
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Re: City Planning/Ideas

Post  jswizzy84 on Fri Apr 01, 2011 8:20 pm

SpiralShot wrote:is the spawn city going to be on an island, or underwater? cause I could really go for either of those... I picture the island as a steep place, with either the spawn at the peak, or on the beach and the grinder at the peak.

Underwater would be cool, but obviously more tricky and prone to greater disasters (which can be exciting). It would also reduce your vertical building space by half, unless you could figure out how to generate a map that is like a water planet, with the water level set extra high near the clouds, and much more solid ground & caves below.

Or just build a pretty low city under a deep ocean that fits the bill.

Either would reinforce the naming, and character. They would also provide a *natural* division for theming the main/central community space while still allowing for greater variety beyond.


Lets start of easy and not worry about the underwater thing for right now. We could always do an underwater city later. I think we should just worry about getting a base of operation going first then work on more challenging projects later.

I like the half block roads by the way p. The fact that enemy mobs will not spawn on them is a huge plus. Also nice rs nor latch array you got there.


Last edited by jswizzy84 on Fri Apr 01, 2011 8:23 pm; edited 2 times in total
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Re: City Planning/Ideas

Post  Attypwn on Fri Apr 01, 2011 8:22 pm

Yeah I like how the image is turning out as well.
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Re: City Planning/Ideas

Post  opedog on Fri Apr 01, 2011 8:25 pm

SpiralShot wrote:is the spawn city going to be on an island, or underwater? cause I could really go for either of those... I picture the island as a steep place, with either the spawn at the peak, or on the beach and the grinder at the peak.

Underwater would be cool, but obviously more tricky and prone to greater disasters (which can be exciting). It would also reduce your vertical building space by half, unless you could figure out how to generate a map that is like a water planet, with the water level set extra high near the clouds, and much more solid ground & caves below.

Or just build a pretty low city under a deep ocean that fits the bill.

Either would reinforce the naming, and character. They would also provide a *natural* division for theming the main/central community space while still allowing for greater variety beyond.

Yeah Spiral, you could definitely spearhead this idea Smile

It'd be pretty cool to have the developed side of spawn and then the ruins side of spawn representing Atlantis proper.
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Re: City Planning/Ideas

Post  Praitaq on Fri Apr 01, 2011 8:33 pm

Ok so I've finished off my idea for spawn here is the pics(Links for large images):


Day:


http://imgur.com/YDSC1

Night:


http://imgur.com/44xix


SpiralShot wrote:
is the spawn city going to be on an island, or underwater? cause I could really go for either of those... I picture the island as a steep place, with either the spawn at the peak, or on the beach and the grinder at the peak.

Underwater would be cool, but obviously more tricky and prone to greater disasters (which can be exciting). It would also reduce your vertical building space by half, unless you could figure out how to generate a map that is like a water planet, with the water level set extra high near the clouds, and much more solid ground & caves below.

Or just build a pretty low city under a deep ocean that fits the bill.

Either would reinforce the naming, and character. They would also provide a *natural* division for theming the main/central community space while still allowing for greater variety beyond.


Yeah Spiral, you could definitely spearhead this idea

It'd be pretty cool to have the developed side of spawn and then the ruins side of spawn representing Atlantis proper.

I love the thought of having both the developed side and the ruins side. I'd also have to agree with swizzy, I say we get the main ops working then do a community build for an underwater portion of the city.

Just my 2 cents Smile
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regen zone

Post  elifan on Fri Apr 01, 2011 9:58 pm

something that I really like on the kreatious server, is that they have large zones (around 500 blocks cubed) that are 500-1000 blocks away from the spawn city. These regen zones are there for people to collect/mine the materials, and the zone is reset every once in awhile. If we did this, it could keep us from destroying the ground beneath us, and could make it easier for all of us to build/live closer together on the map.

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Re: City Planning/Ideas

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