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"Winding Godzilla"

Posted: Mon Jan 01, 2018 22:22
by voxelproof
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.

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General view of the mountain

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Really demanding trail

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A closer look

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

Re: Up!

Posted: Tue Jan 02, 2018 14:57
by azekill_DIABLO
wow, that seed is very nice!

Re: Up!

Posted: Wed Jan 03, 2018 12:54
by voxelproof
azekill_DIABLO wrote:wow, that seed is very nice!
Indeed. And mounting Godzilla was an unforgettable experience. Thank you once again.

Re: Up!

Posted: Wed Jan 03, 2018 16:22
by azekill_DIABLO
you're welcome :D

who would like to climb this ?
Image

Re: Up!

Posted: Wed Jan 03, 2018 16:30
by voxelproof
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

Re: Up!

Posted: Wed Jan 03, 2018 16:35
by voxelproof
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.

Re: Up!

Posted: Thu Jan 04, 2018 14:23
by azekill_DIABLO
xD just wait for the sun to come!

Sandbox Valley

Posted: Tue Feb 27, 2018 19:35
by voxelproof
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

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The "Vestibule"

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Inside the valley

Sandbox Valley (2)

Posted: Tue Feb 27, 2018 19:39
by voxelproof
More screenshots:

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Rocky formation in the middle of the valley

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General view

Map of the area:

Image

Re: Up!

Posted: Wed Feb 28, 2018 16:13
by azekill_DIABLO
It seems some palces are easely climbable tough... nice map btw

Re: Sandbox Valley (2)

Posted: Wed Feb 28, 2018 16:54
by Stix
voxelproof wrote:More screenshots:

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Rocky formation in the middle of the valley

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General view

Map of the area:

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

Re: Sandbox Valley (2)

Posted: Wed Feb 28, 2018 19:58
by voxelproof
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 ;)

Minetest Mountains

Posted: Fri Mar 09, 2018 11:37
by voxelproof
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.

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Glacier alpine valley

Re: Up!

Posted: Fri Mar 09, 2018 11:48
by azekill_DIABLO
ez' climb.

Re: Up!

Posted: Sun Mar 11, 2018 15:08
by Gael de Sailly
voxelproof: what are the mapgen parameters for the previous picture? I've never seen anything like this!

Re: Up!

Posted: Sun Mar 11, 2018 18:24
by voxelproof
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:

Image

Re: Up!

Posted: Mon Apr 16, 2018 21:20
by voxelproof
Image
Mount Graceful

Re: Up!

Posted: Tue Apr 17, 2018 06:15
by azekill_DIABLO
wow I must try this mapgen. this montain is glorious.

Re: Up!

Posted: Fri Apr 20, 2018 17:01
by voxelproof
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.

EDEN

Posted: Wed Aug 15, 2018 16:04
by voxelproof
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

EDEN download

Posted: Wed Aug 15, 2018 16:07
by voxelproof
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

Re: Up!

Posted: Sun Aug 19, 2018 14:00
by voxelproof
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

Heaven

Posted: Sun Aug 19, 2018 14:24
by voxelproof
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 ;)

Re: Up!

Posted: Sun Aug 19, 2018 15:25
by the_raven_262
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 :)

Re: Up!

Posted: Sun Aug 19, 2018 18:19
by voxelproof
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