Dwarven City
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Map of the city

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Muckdog
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Post  Mimodo Tue Jan 17, 2012 12:49 am

Ok guys, here is a quick map of what we're gonna do with this project. Only a few things are here... The 'vitals'. 

https://i.imgur.com/Wxq5w.png

We start with 'E'
This is the entrance tunnel, built into the side of the mountain. It is tall, wide, and goes at a very gentle slope downwards (about 1:8 height to length). 

Next up, is 'EH'
This is the entrance hall. A massive, round cavernous room, with a domed roof, and perhaps a lava pit in the middle. The sheer size of this inspires awe in any who enter. Situated at about layer 40, this gives plenty of length to the entrance tunnel, as well as plenty of room underneath, and above for construction of the city. 

There are three tunnels that lead off from this room: 'B1', 'B2', and 'MT'
'B1' and 'B2' are branches off for other rooms, smaller than the entrance tunnel... Haven't come up with what for yet. 'MT' is the main tunnel. This is slightly smaller than the entrance tunnel, but larger than the branch tunnels. It descends further into the earth, at a slightly steeper angle (maybe 1:4 height to distance). Coming off this is many more tunnels, for different rooms, such as storage, housing, etc. 

At the end of this, it opens out into 'TR' or the throne room. This is a massive room, tall pillars, richly decorated, and paintings, the banner of the realm. I'll leave this up to your imagination. It will be on one of the lower layers of the map... Perhaps at layer 12. Behind the throne will be a secret passage for escape, with a secret piston door. 

'F' is the farm island. Whilst we will begin with small overworld farms, eventually, we will move to this. A huge underground lake, with an island in the centre. On this island, the farms will be situated, with a small hut for storage. Natural light will be provided by a hole all the way to the surface in the roof. 

Access to this island, there are two options: via boat from the shore of the lake, with a obscure, winding tunnel leading to it from the main complex; or via a nether portal, so the only access is through the nether, and straight to the island. 

'BM' is the branch mines. A variation on the dwarf mining (short of the farms), this branch mine will be at least 1000 blocks away, via a minecart track off a tunnel. The tunnel off this way will be at layer 16. This allows for arrival to the mines in the store room, and then a small staircase down to the trunk of the mines at layer 12, to begin the mining for the valuable ores, not commonly found on higher layers. 

If caves are encountered, build as if they are not there at all. Make temporary walls and floors out of dirt, before having them cleaned up with smooth stone later. It makes things more difficult, but it stops us from needing to build around them. Lava lakes we should be safe from, as most of the building is above later 12 (where lava typically spawns). 

In the case of spawners, then it depends on what, and where. If its a zombie spawner, only keep it if it is in a spot out of the way. Skele spawners are a little more valuable, due to arrows, bones, AND exp. these are just things to work around. 

I hope this can clear up a few things for people. Obviously, many things do not, as of yet, have a place on the map, such as housing, common areas, storage, forges, etc etc... However, there is plenty of space for these things to be put in, with the two main branch tunnels, and the tunnels branching off the main tunnel to the throne room. 

Suggestions welcome, as this is just a first draft. 

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Post  requiemmc Wed Jan 18, 2012 1:17 am

Like the idea so far but why are the mines so far from the city itself?

i would also suggest that if the mine is to be some distance from the city it should be setup as per the dwarf mining guildlines.

and have a store room + wheat farm.

My understanding of the way Minecraft works is that it only updates the chunks near the player so if you are the only one on the server if the wheat farm is blocks away then wheat wont grow. So a small wheat 9x9 and tree farm 9x9 would be handy and save long trips back to the city for food

The Main Store rooms should be setup off the B2 tunnel (so its close to the underground farm)

Can i also suggest that once we have the entrance setup and we start digging it out a group go overland to where the mine is going to be and dig a small entrance 2x2 with a hidden door so we can start getting diamonds quickly.

There should also be a store room at the surface as part of the entrance.

should plan for a minecart station somewhere too maybe off the B1 Tunnel


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Post  Mimodo Wed Jan 18, 2012 3:53 am

The distance of the mine is to ensure that the tunnels don't interfere with the digging of the city. It will be dwarf mining style, short of the farms. The tunnel will lead into the storeroom, then from the storeroom, stairs will go down the last couple of layers to the trunk of the mine, then mining can continue as we did before. 

The positioning of the farms is just random, and doesn't mean anything at the moment.. I just tried to fit it in somewhere. 

On the surface, we will of course have temporary farms and storage, until the underground are is done. The will need to be two storage rooms. One for everything, and another for cobble and dirt. 

The tree farm won't even need to be 9*9. All we need to start with is something to sustain tools. Even just 4 trees at a time is all that's necessary. 

The minecart station... What would we need that for? All we really need for minecarts is the tunnel to the branch mine, and that is a simple thing to make. 

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Post  requiemmc Wed Jan 18, 2012 6:22 am

I still stand by if the mine is a significant distance from the city itself you will need a farm.

Most of the time when I have been on the Dwarf mining / Dwarf City servers there have been very few people on if no one is near the wheat farm the wheat does not grow. if you are the only one on the server and you are 1000 blocks from the city the wheat will not be growing so you will have to take lots of food with you. When you come back if there has been none stock piled you wont even be able to harvest your own because you have been too far away from the farm for it to update.

Besides the fact people will have to trek back to the city for food and large amounts of walking is a pain. (It was a pain with the last server took ages to get from the mine to the surface farm.

With only two destinations (the mine and possibly the farm) a station is probably not required at the start.
but once we get bigger one will be required if we allocate space for the station now next to the entrance hall
it means that we don't need to pull down someone's work to add it in later.



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Post  Mimodo Wed Jan 18, 2012 7:21 am

I get what you mean with the farms... But the mines will take a while before they get fully started, therefore we will have plenty of food to take and store with the mines. Mining doesn't make you very hungry. I've gotten through a diamond pick with just two pieces of steak. Perhaps maybe a small area, but I'm not sure if it would be necessary. 

The minecart station will need to be down at a central spot, if we do decide to have it. I suppose it can just be created where the track to the mine is. We'll get other opinions on the mine/station. 

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Post  spectrumwars Wed Jan 18, 2012 3:13 pm

A minecart station doesn't need to be a huge fancy one with three levels of redstone wiring and a selector switch for a dozen destinations. One or two tracks, each going in two directions, with the various destinations strung out along the tracks with their own simple two-way cart-starter stations is all you really need. On my current server I built an over-elaborate station with capacity for four lines each going in two directions...and in the end only one line going in one direction, with two further stops on it, ever got built. By the time the system even got that far, everyone else decided to move to new locations much farther apart, and those are now being linked (by others) via a boat canal rather than minecart tracks.

Meanwhile, I've been preparing for Dwarf City by designing and building a prototype for a possible design for our animal husbandry facilities. If we're gonna be doing a lot of fancy aesthetic touches, we may need a lot of wool, and colored wool at that. So I've come up with a simple yet elegant design for a subterranean sheep ranch, with 16 separate pens for the 16 possible colors of sheep, with a capacity for up to a dozen or so sheep of each color. Once it gets set up, a person can spend a full-time job just shearing the sheep they already have, and by the time they get done with the sheep in the 16th pen, the sheep in the first pen are all ready to be shorn again. Each air of pens even has between them a sort of firing line of four Snow Golems trapped in 1x1 spaces with a firing slit on either side overlooking the pens, so if any Endermen teleport in from the surface, they almost immediately get a snowball to the face and teleport right back out again. Airlock-style double doors and 2-high fences backed by 2-thick stone walls make it pretty much escape-proof even when the sheep glitch into the walls. As long as you remember to shut at least one of the doors behind you when you enter or leave, anyways. The same pens should work for pigs, cows, and chickens. It's all on one level and fits neatly between an ocean above and a huge triple Abandoned Mineshaft beneath. Even making sure all visible surfaces are dressed smoothstone, and with far more torches than really needed to keep them lit, I've dug out enough coal excavating them to show a net coal surplus and not need to make any charcoal. After about 2 days of work, I've got 12 of the 16 pens built and filled with dyed sheep. It may not be a terrible idea to build it on two or more levels rather than one, or at least stack it vertically with other needs-chunk-updates facilities like tree or wheat/melon/pumpkin farms, so that the construction and harvesting time can keep chunks loaded in memory and growing stuff for us.

We can still do the whole "farm on an bedrock-level island lit by a giant skylight" thing, but that will take so long to build that we need something else to eat while we work on it. So that's more of a thing to build for the fun of building it than an actual source of food or other farm products.
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Post  Mimodo Wed Jan 18, 2012 3:26 pm

Seems "over elaborate", but a good idea all the same. Perhaps that can be something done later. The main animal needed is chickens, as they give arrows and food. Reply is short, but I'm tired, and on my phone still

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Post  requiemmc Thu Jan 19, 2012 8:14 am

wow staring to get some momentum

In regards to the the cart station idea it was more so we left room for what ever was required when it was required.

I feel that leaving space for a room where you can get onto a mine cart and go to some other destination (mine, Farm,other city whatever) close to the entrance hall would be better than trying to retro fit something later.

And as much as I love the idea of fancy red-stone stations I think your right I don't think we will ever need one on this server a simple launcher and track to one or two locations is all it will probably need and it would be some time before we got around to building the station anyway hence wanting to leave space for it.


In regards to the farm ideas
I build something similar it took a while but i manager to collect all 16 colour dyes and have 4 of each colour sheep now

I even have pumpkins, mellons, reeds, trees and cows.


I even managed to get grass down to lvl 18 for it because i knew that sheep would eventually eat grass to grow back their wool.

But I agree with Brendanan that an animal farm like this is on the nice to have list.
We need to prioritize chicken and wheat farming.
People need to keep an eye out for chickens on the surface and collect eggs so we can build a chicken farm like we had on the first dwarf city server the one someone build near the mine storage room. (anyone know who built it?)

Please post some pictures of what you have built in the picture section (mine is very boring and take up a lot of floor space. I like your idea of building it vertically and taking advantage of one or two chunks so when you are working of the farm everything keeps growing.

(will have to go home tonight and play with ideas maybe a spiral stair surrounding layers of wheat, melon and reed with water falling through the centre.


We also need to have a proper Portal Room Brendanan any ideas where you would prefer the Portal to be built?

I guess we can build one on the surface like last time?





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Post  Mimodo Thu Jan 19, 2012 8:21 am

No, not on the surface... I'm thinking deeper down, perhaps opposite to the tunnel that leads to the mines. Just makes sense to want to bury the entrance to evil far down in the earth, if you get what i mean. Make it a large chamber, with the portal centred. plenty of lava flows, and lit netherack around the place, as well as glowstone, so there can be no doubt it is the portal to the underworld.

I'm also fully back into things again, so keep ideas etc coming, and i'll be onto things Very Happy

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Post  spectrumwars Thu Jan 19, 2012 10:58 am

With regards to the netherportal, actually in my experience it does well to put them at fairly high elevation. Just as the nether maps roughly onto the overworld in horizontal fashion, it also maps onto it with regard to the vertical coordinates, so we should make our Netherportal at roughly the elevation we want it in the actual Nether. Do we want the netherside portal to spawn in a cave near the bottom of the map, or on the surface above the lava-lake "sea level"?
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Post  Mimodo Thu Jan 19, 2012 11:38 am

Hmmm, you bring a good point Smile We just want somewhere to gather stuff, and to also find a stronghold, and as transportation. So i guess it doesnt really matter... It's just pot luck really

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Post  sret Thu Jan 19, 2012 12:53 pm

We could always build some kind of evil temple for the portal should we find the need to build it on higher ground.
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Post  Muckdog Thu Jan 19, 2012 1:00 pm

It seems to me that if we are going to want a minecart system, storage room, ect... in the nether then we should try to get the portal to be around lava-level. That is where it would leave us the most possibilities for builds, and where it would be easiest to make a track from there because that is where it is flattest. From there we could go underground in the nether, or into a nether mountain right from the new 'ground level'.
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Post  Mimodo Thu Jan 19, 2012 1:04 pm

So you say further down? Is anyone good with nether portals and fixing linkings? cause we really dont want to come out in some obscure place in the overworld, unprepared to face the wrath of the sun

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Post  Muckdog Thu Jan 19, 2012 1:22 pm

I have no clue as I usually only have one portal that I use. But I assume you mean that if we were to craft another portal in the nether it would be randomly placed in the over-world? Kind of like the opposite of the first portal. I'm going to research this on the wiki and I'll get back to you as to how accurately we can place the portal.

EDIT: To setup pairs of Nether portals properly so that they reliably travel to each other, it is best to build both portals manually. Build at desired location X,Y,Z in the Normal World. Then travel to the Nether World. And then dig your way to X/8, Y, Z/8, and build a portal there.

Okay so what exactly would we be using these portals for? Strictly travel? It would help to know and then let form follow function.
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Post  Mimodo Thu Jan 19, 2012 1:49 pm

Travel yes, but we also do need to collect stuff for potions, and glowstone, netherack, and it is also a great source of lava. It's not the most important addition, but it is certainly a good one

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Post  Muckdog Thu Jan 19, 2012 1:54 pm

Well building portals for travel will not be that hard I think. We make both of the over-world portals where we want them and then in the nether when we build the portals we just have to make sure portal nA is closer to portal oA than oB ect.. o=over-world n=nether. I think this will work because portals in the nether will spit you out to the closest over-world portal... Hope this helps and its not too confusing.
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Post  Mimodo Thu Jan 19, 2012 2:07 pm

Yeah, it's alright... I get how to do it, and i can understand exactly how it works, and how to make it work, i've just never done it. I was hoping someone actually had experience to be able to do it quick and easy, rather than me stumbling through the process slowly

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Post  Muckdog Thu Jan 19, 2012 2:16 pm

Hmm haha well I just sent you a pm that relates closely to this problem exactly. I'll let you read it first though.
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Post  Mimodo Thu Jan 19, 2012 2:23 pm

Yep, replied to... I'll be slowing down now, cause I just shut off my laptop... Nearly time for bed me thinks

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Post  requiemmc Fri Jan 20, 2012 4:13 am

Map of the city 3d_map11

ok i have taken the original drawing and made a more details version adding what we have already discused.

Please remember this is not to scale just to give a rough idea to where everthing is going.

The box at the top right is the main entrance leading down is the main its going to be 5 wide with a 1:8 gradent.

this leads to the Entrance Hall (the small dome) leading from the entrance hall is three more tunnls

The main tunnel is steeper and narrower than the Entrance tunnel.

The main tunnel leads to the throne room (at the end of the tunnel)

leading off on one side is the Mines (the box is the storage area)

on the other side of the main tunnel is the main store room and the Portal room.

I have added smaller rooms of the two branch tunnels that run from the Entrance hall not sure what we would use them for any ideas?.

The Large dome is the (Farm I do like the idea of an underground lake with an island but not sure what form the underground farm will take)

Any think people want to add?




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Post  Muckdog Fri Jan 20, 2012 8:23 am

Wow! That's great, thanks. Not a major addition obviously but what if we did a pheonix mine instead of normal strip mines? Very Happy I think they look nicer. And it is more efficient if thats what you're going for. Well, just throwing ideas out there...
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Post  Mimodo Fri Jan 20, 2012 9:50 am

Muckdog, look up dwarf mining... I'll look at the map and comment when I'm home

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Post  Muckdog Fri Jan 20, 2012 10:08 am

Very Happy Gotcha. Now I'm going to read the whole thing...
EDIT: Love it! I guess I didn't realize that you had everything so planned out yet. Great!

So my question now is are we going to just have one main tunnel that extends as far as we can make it... Or one storage 'base' room where multiple main tunnels extend from. Because in some of my previous worlds I have run into the problem that it is hard to make multiple branch mine tunnels close together because If you have lets say 3 going east, north, west from the storage room then for the first 25 branches(100 blocks) they will intersect with each other, and from there it gets messy. One solution would be to have one main tunnels and if we want to put other we extend them 100 blocks before we start making branches, so that they don't intersect. OR just stick with the main tunnel and forget the rest.

If I missed the answer to this in your Dwarf Mining post and you already have it figured out then sorry...
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Post  Mimodo Fri Jan 20, 2012 1:28 pm

Great map of the city there Smile I'm thinking that perhaps have that dome as the housing, instead of farms. Then off from that one, have the feasting hall. Off the other side could be the military and building side of things. The store, the dwarven forges, and the training grounds of the dwarven armies. 

To do with the mines:
If the tunnel going into the mines is going east, then the trunk will be perpendicular to that, so extending (hopefully infinitely) north-south. Since the storeroom is on a higher level, it will not interrupt the branches of the mine. 

The dwarf mining was my original project, specifically for multiplayer cooperative mining. It works with one player, or 20 players. And since this was originally a follow-on of the dwarf mining, and we are as dwarves, it make sense to use it Smile 

Requiemmc, if you can keep updating the maps, that'd be awesome Smile you do a good job with it... Better than my attempt. 

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