It provided constant overcast during the day that reduces light, and tree density was higher than the other themes, resulting in the land space becoming smaller. The fourth map theme, "Woods", was a middle-ground of challenge between "Normal" and "Hell". Farming works at a much faster rate (from planting to harvestable in 30–45 minutes). It featured larger beaches and plentiful flora compared to the "Normal" theme, and the time is always set to "Noon" (the sun never sets) hostile mobs spawn only underground. The third map theme, "Paradise", was more relaxed than the other themes. This map theme was comparable to the later added Nether. Farming worked at a much slower rate (one plant stage per day cycle). All water was replaced with lava, grass was replaced with dirt and grass would spawn in place of sand only during map generation. Hell featured significantly less lighting during the day, where mobs of all types would spawn at any time. "Hell" was the second map theme introduced within the map theme feature. Underground, ores of all types could be found and lava was generally found near the bedrock layer. The weather was constantly partly cloudy, and the lengths of night and day were equal. Above ground, one would find sporadic trees and generally favorable space. These themes were comparable to biomes in Alpha, Beta and current Minecraft versions. It dramatically affected game mechanics, such as monster spawn zones and boundary liquid. The map theme refers to the general style the level generator used to create maps. "Deep" was 4 times the height and 1⁄ 2 times the width and length of a square map."Long" was 2 times the length and 1⁄ 2 times the width of a square map. "Square" was a map of equal length and width, with a height of 64 blocks.It was added in Indev 0.31 20100106 and it altered the length, width, and height of the map. The map shape refers to the general dimensions the level generator used to create maps. "Inland" featured a slightly hilly landscape, which was essentially the "Island" map type with infinite flat land at its borders as opposed to water."Flat" was similar to the " Superflat" world type today - it featured flat grass with flowers, trees and a starting house.Floating gravel and sand was common, while water was rare. Falling from these islands resulted in death as the surface was covered in bedrock. "Floating" was similar to the floating islands in the " Buffet" world type today - it contained multiple floating islands.
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