Up!

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voxelproof
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"Winding Godzilla"

by voxelproof » Mon Jan 01, 2018 22:22

Maybe a strange name for a mountain, but I was sure that in "tokyo" seed giant monsters are surely hiding. To my satisfaction I managed to track down a... "Winding Godzilla".

Anyways, here are some pics of a very difficult traverse of the menacing overhanging rock. Accomplished after 6 failures, no serious injuries due to hitting the 'k' key with a speed of light.

Image
General view of the mountain

Image
Really demanding trail

Image
A closer look

seed=tokyo; mapgen v7;
Coordinates of the starting point of the trail:
X=137 Y=11.5 Z=-570
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Re: Up!

by voxelproof » Wed Jan 03, 2018 12:54

azekill_DIABLO wrote:wow, that seed is very nice!


Indeed. And mounting Godzilla was an unforgettable experience. Thank you once again.
Last edited by voxelproof on Wed Jan 03, 2018 16:39, edited 1 time in total.
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Re: Up!

by azekill_DIABLO » Wed Jan 03, 2018 16:22

you're welcome :D

who would like to climb this ?
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Re: Up!

by voxelproof » Wed Jan 03, 2018 16:30

azekill_DIABLO wrote:let's call it 'Diablo's Pit' :D

for the (nearly)non-floating mountain: mapgen: V5; position: x=52 y=44 z=-256; seed: 12870150893472375920
it touches ground in one place!


As usually many rocks do. Frankly, from a climber's point of view it is not very interesting.

When you want to make the most of this kind of gaming, you should follow certain clues to make your experience as pleasurable and engaging as possible. First - choose a remarkable, outstanding and relatively high rock. Second - when you decide to climb it, switch damage on and never ever fly (except when performing controlled fall in order to avoid fall injuries). Third - when you get accustomed with the technique and rules, look for a little bit more difficult challenges. Smooth, wide vertical walls are the easiest to climb (however accidents sometimes do occur - never loosen your attention) and are good mainly for training.

A nice example of a rock perfectly suitable for exercising one's climbing skills:

Image
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Last edited by voxelproof on Thu Jan 04, 2018 13:44, edited 2 times in total.
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Re: Up!

by voxelproof » Wed Jan 03, 2018 16:35

azekill_DIABLO wrote:you're welcome :D

who would like to climb this ?]


I'm afraid nobody. Weather conditions are one of the most important factors in deciding when to embark on any mountain expedition.
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Sandbox Valley

by voxelproof » Tue Feb 27, 2018 19:35

This interesting terrain formation is the nicest of this kind I've found so far. It is also a "natural riddle" so to speak, because while it has only one entrance there're exactly two exits where a player can climb the surrounding walls in a 'classic' way (without supporting slabs). So if you want to try to solve this gamelike phenomenon (one can imagine that the entrance collapsed after entering the valley trapping inside the explorer) here are the details:

mg: v7
seed: 3059254260796776691
coordinates: X=-202; Z=1044
(These mark the entrance to the valley).

The prize for finding both exits is immense satisfaction :-)
Good luck.

Image
The entrance

Image
The "Vestibule"

Image
Inside the valley
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Last edited by voxelproof on Tue Feb 27, 2018 19:46, edited 1 time in total.
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Sandbox Valley (2)

by voxelproof » Tue Feb 27, 2018 19:39

More screenshots:

Image
Rocky formation in the middle of the valley

Image
General view

Map of the area:

Image
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Re: Sandbox Valley (2)

by Stix » Wed Feb 28, 2018 16:54

voxelproof wrote:More screenshots:

Image
Rocky formation in the middle of the valley

Image
General view

Map of the area:

Image

this is the most dangerous of all mountains: the sand textures blind rock-climbers eyes xD
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Re: Sandbox Valley (2)

by voxelproof » Wed Feb 28, 2018 19:58

Stix wrote:this is the most dangerous of all mountains: the sand textures blind rock-climbers eyes xD


Rather sandstone. And, in real life, on a hot day, climbing sandstone is no less demanding than in winter I suppose.

The escape from the Sandbox Valley is quite tricky and not obvious. Surely not as difficult as this
https://www.youtube.com/watch?v=6yx4nyKDCNc
but still ;)
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Minetest Mountains

by voxelproof » Fri Mar 09, 2018 11:37

The camera is at the height 260. The visible mountain's peak is at Y=670. The heighest part of the massif is not visible on the picture.

Image
Glacier alpine valley
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Re: Up!

by Gael de Sailly » Sun Mar 11, 2018 15:08

voxelproof: what are the mapgen parameters for the previous picture? I've never seen anything like this!
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Re: Up!

by voxelproof » Sun Mar 11, 2018 18:24

Gael de Sailly wrote:voxelproof: what are the mapgen parameters for the previous picture? I've never seen anything like this!


Nice, isn't it? But it's not mg valleys, it's v5ATC. (African Turbocharged ;))

Code: Select all
mgv5_np_height = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 500
   spread = (1250,1250,250)
   octaves = 4
   persistence = 0.5
}


Unfortunately, there are no rivers (as yet). The rocks also tend to burble into fantastic shapes in the topmost parts of mountains, but for example floating rocks are not as abundant as in "regular" v5a.

But in spite of its fantasy appearance some areas are of incredible beauty. If I were to build a castle, that would be the right choice :)

EDIT:
If someone was curious how the mountain from the previous screenshot looks like at its top, here it is:

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Re: Up!

by voxelproof » Mon Apr 16, 2018 21:20

Image
Mount Graceful
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Re: Up!

by voxelproof » Fri Apr 20, 2018 17:01

azekill_DIABLO wrote:wow I must try this mapgen. this montain is glorious.


It's 705 nodes high, but accessible from the base to the top without slab supports or digging.
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EDEN

by voxelproof » Wed Aug 15, 2018 16:04

This is a philosophically interesting case: obviously neither Gael de Sailly nor me 'invented' or 'created' this world; Eden was created by the machine commanded by a code which was invented by Gael and tweaked by me. Gael opened the multiverse of possible realms; and I only discovered what was within.

Yes, this may be regarded as the first considerable discovery of a whole world. It is so charmful and enticing that I felt urged to give it a name of "Eden", a mythical biblical country where the humanity is said to have been originated by the Creator. Please do regard this whole world as a separate entity, worth exploring and admiring as such:) Judging by what I have seen so far in other voxel open world games, Eden is the most beautiful one and I do not know of any other examples of voxel sandbox games' worlds which could match this amazing portal.

Why "portal'? Because after longer time spent in this world a player sometimes experiences a compelling feel of watching some factual alternate reality. The feeling became so strong that sometimes I was simply stunned by the compelling impressiveness of this apparent heavenly delusion.

But this is only the first, more seed-specific part of the discovery. The second, more general one is related to the tweaking of the map_meta parameters, which generate the whole new range of beautiful Eden-worlds. Since I hold the proper rights of a discoverer, please accept the name "Heaven" for this set of parameters which change the shape of terrain and rivers.

Both (this world and a modification of map_meta) are released under the license CC-BY-SA 4.0 (after all the time spent to find this also matters and the created asset is as I believe of a considerable value to the community).

This example also proves that larger than they're now worlds would better suit the features of this specific and other map generators enabling them to display more thoroughly the full potential of creating interesting, explorable worlds featuring not yet present in Minetest geomorphological structures (waterfalls, big rivers, ravines, volcanoes and so on). I appeal to the developers to take a closer look at this example and consider widening the Minetest worlds in the future (as an option at least) to allow further development of its landscapes :)

Some casual examples of terrain:

Image

Image

Image
Last edited by voxelproof on Wed Aug 15, 2018 16:28, edited 3 times in total.
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EDEN download

by voxelproof » Wed Aug 15, 2018 16:07

Here's a starting map for the exploration. For the better results install round_trunks mod and increase viewing range in advanced settings to at least 300 to fully enjoy the landscapes.

DOWNLOAD
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Re: Up!

by voxelproof » Sun Aug 19, 2018 14:00

From my point of view probably the greatest advantage of this world is not that it looks everywhere alike, but that among the mainly montainous islands rising in height to over 1000 which make the 90% of this archipelago and which are covered by barren snow deserts there are a few really charming, ethereal places and finding them is a real explorer's prize in itself.

And, what was also important to me, this time from a climber's point of view, was a great abundance of wonderful climbing opportunities and creating climbing trails in really impressive surroundings.

Image

Image
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Heaven

by voxelproof » Sun Aug 19, 2018 14:24

The "Heaven" tweaking of Gael de Sailly's mg valleys:

Code: Select all
mgvalleys_np_terrain_height = {
   flags = defaults
   lacunarity = 1
   offset = -10
   scale = 1000
   spread = (2048,2048,4096)
   seed = 4541
   octaves = 6
   persistence = 0.45
}
mgvalleys_np_inter_valley_slope = {
   flags = defaults
   lacunarity = 9
   offset = 0.9
   scale = 0.5
   spread = (128,128,1024)
   seed = 746
   octaves = 2
   persistence = 1
}
mgvalleys_np_inter_valley_fill = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1
   spread = (1024,512,1024)
   seed = 1993
   octaves = 6
   persistence = 0.8
}
mgvalleys_np_filler_depth = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1.2
   spread = (256,256,256)
   seed = 1605
   octaves = 3
   persistence = 0.5
}
mgvalleys_np_massive_caves = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1
   spread = (768,256,768)
   seed = 59033
   octaves = 6
   persistence = 0.63
}
mgvalleys_np_cave2 = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 12
   spread = (67,67,67)
   seed = 10325
   octaves = 3
   persistence = 0.5
}
mgvalleys_np_cave1 = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 12
   spread = (61,61,61)
   seed = 52534
   octaves = 3
   persistence = 0.5
}
mgvalleys_cave_width = 0.09
mgvalleys_river_size = 4
mg_flags = caves, dungeons, light, decorations
chunksize = 5
mgvalleys_lava_features = 0
mg_name = valleys
mapgen_limit = 31000
water_level = 1
seed = 1887687216700649843
mgvalleys_np_rivers = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1
   spread = (256,256,256)
   seed = -6050
   octaves = 5
   persistence = 0.6
}
mg_biome_np_heat = {
   flags = defaults
   lacunarity = 2
   offset = 50
   scale = 50
   spread = (1000,1000,1000)
   seed = 5349
   octaves = 3
   persistence = 0.5
}
mgvalleys_water_features = 0
mg_biome_np_heat_blend = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1.5
   spread = (8,8,8)
   seed = 13
   octaves = 2
   persistence = 1
}
mg_biome_np_humidity = {
   flags = defaults
   lacunarity = 2
   offset = 50
   scale = 50
   spread = (1000,1000,1000)
   seed = 842
   octaves = 3
   persistence = 0.5
}
mg_biome_np_humidity_blend = {
   flags = defaults
   lacunarity = 2
   offset = 0
   scale = 1.5
   spread = (8,8,8)
   seed = 90003
   octaves = 2
   persistence = 1
}
mgvalleys_spflags = altitude_chill, humid_rivers
mgvalleys_np_valley_depth = {
   flags = defaults
   lacunarity = 2
   offset = 5
   scale = 4
   spread = (512,512,512)
   seed = -1914
   octaves = 1
   persistence = 1
}
mgvalleys_altitude_chill = 90
mgvalleys_np_valley_profile = {
   flags = defaults
   lacunarity = 2
   offset = 0.6
   scale = 0.5
   spread = (512,512,512)
   seed = 777
   octaves = 1
   persistence = 1
}
mgvalleys_large_cave_depth = -33
mgvalleys_massive_cave_depth = -256
mgvalleys_river_depth = 5
[end_of_params]


Before some more experienced programmer will merge it with the core code to make it default for a new version of mg valleys, the procedure goes as follows:

1. Create a new world
2. Start it
3. Close it
4. Go to the 'worlds' folder, open the folder named by your newly created world and throw away map.sqlite
5. Open map_meta.txt and replace the text with the above set of parameters
6. If you want to explore other worlds than this one, change the seed (in the above example it's 1887687216700649843).
7. Save the map_meta.txt and start the play. The heavenly delights are yours ;)
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Re: Up!

by the_raven_262 » Sun Aug 19, 2018 15:25

Amazing map.
The first time I entered the world I ended up in an ocean, but when I teleported to a random location...
I ended up in the ground, of course, even though I was aiming to be above the ground (as I teleported 30 nodes above the sea level). Damn, I never saw a mountain that high!
After I got at the top (1128 nodes above sea level), I decided to descend.
There I saw rivers. Some where nice and realistic, but this...
Image
Well, as you said voxelproof, there are many wonders to find in this world, many horrors also.
Not saying that because I want people to stay away, of course, but there are people such as me who love to see
terrifying otherwordly scenes such as this!
There are coordinates at the screenshot. Check it out yourself :)
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Re: Up!

by voxelproof » Sun Aug 19, 2018 18:19

the_raven_262 wrote:Amazing map.
The first time I entered the world I ended up in an ocean, but when I teleported to a random location...
I ended up in the ground, of course, even though I was aiming to be above the ground (as I teleported 30 nodes above the sea level). Damn, I never saw a mountain that high!
After I got at the top (1128 nodes above sea level), I decided to descend.


The highest I've found so far is about 1440 nodes high. I wonder what is the highest possible mountain, I suppose there might be in some other worlds of this family massifs up to 2000.

Try climbing one of them from the sea level :) If the terrain's gradient is about 45 degrees you can just keep the space bar pressed all the time to speed up the ascent. But when a player enters snowy part of the slope there can occur so-called 'sensoric deprivation', an unpleasant sensation which bears some funny resemblance to high-altitude sickness ;)

There I saw rivers. Some where nice and realistic, but this...
Image
Well, as you said voxelproof, there are many wonders to find in this world, many horrors also.
Not saying that because I want people to stay away, of course, but there are people such as me who love to see
terrifying otherwordly scenes such as this!
There are coordinates at the screenshot. Check it out yourself :)


Probably this is an intermediate stage of the formation of mountain lakes ;) I'm pretty sure these 'sloped' ponds could be fixed, but tbh I like them as they're now. But of course, good ole' classic lakes are still very desirable and I think something will be done in that matter in the future. Nevertheless even when some of them look a little absurd, some (for me) are quite agreeable:

Image
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