Minecraft Middle Earth is a Minecraft community that recreates the world described by JRR Tolkien and his writings. Everyone can participate in organized events in which we collaborate to create major landmarks, terrain, caves, castles, towns, farms and more.
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To eag: Thijs meant there's more flaw to that job we did than just the wrong thing in patches; seems like it was planned that this area would be forested instead... So before you post a detailed job description sort this out please.
Well that is news to me, nobody told me about forest down there. If it's going to be forested, then the current ground vegetation needs to be completely erased and redone.
Once again, poor communication - i'll drop a PM to the team to see what's really going on and what the ideas have (changed?) to, will make the job description after that.
Last week terrain progress in Belfalas was great. I was ill and thus had some time to voxel, @Daddlio found some time too and some other people helped too. I think most plots were smoothed by @barteldvn and @Merlinc01. Great job and thanks a lot
Last week terrain progress in Belfalas was great. I was ill and thus had some time to voxel, @Daddlio found some time too and some other people helped too. I think most plots were smoothed by @barteldvn and @Merlinc01. Great job and thanks a lot
Again great terrain progress in Dor-en-Ernil (eastern Belfalas). Only a tiny bit of sand left south of Ironmere. I think this valley is my favourite of all Belfalas terrain. Thanks to @Daddlio, @Merlinc01, @barteldvn, @slaMoria and anyone else I might have forgotten.
There are a lot of small streams in north-west Belfalas wich need materials added. If you want to help do /warp riverbed and make sure to read all signs before you claim a plot.
There are a lot of small streams in north-west Belfalas wich need materials added. If you want to help do /warp riverbed and make sure to read all signs before you claim a plot.
We have made some very nice progress with terrain north of Ironmere and near Greymane Castle, special thanks to @DarkTempliers66. It seems he's smoothing without any breaks.
I could need some help with materials at some Cliffs. There are three steps to do, all include replacing blocks only. Terrain shape should not be changed.
Grass blocks which are exposed at three or more sided should be replaced with stone.
There should be more grass than stone, but stone at the more exposed places
If you want to help just ask me or @barteldvn for a plot.
Belfalas is a part of Gondor with a high population. These people need something to eat. So let's make a lot of farm fields.
I layed out many fields and paths between Methrast and Coaldael and also south of Silverbay.
Legend (wool colors): green
Paved main road from Methrast to Dol Amroth. Needs to be straightened and shaped more carefully and also widened to 4 blocks. orange
Unpaved paths, three blocks wide. Use dirt, terracotta, stone bricks, and gravel. Use stone brick slabs for ascending/descending. Ascending steps should be at least 2 blocks wide as seen in the picture. Paths should be quite straight. purple
Cobblestone walls, 1 to 1 1/2 blocks high, seen from higher side of terrain, use many slabs and stairs, also use mossy stone bricks and a few diamond ore (only at wall bottom). Between paths and walls should be one block of grass. Walls should be quite straight and angular.
Make sure they go down into the ground one block if a crops, vegetable or fallow field is next to it. Some walls may be covered with leaves.
pink
hedges, 2 blocks wide and 2 blocks high. Don't place leaves too compact. Most leaves should be connected diagonally only. yellow discs
Spring planted fields , divided into narrow stripes for individual farmers. Many of them should be half harvested. dark aqua discs
Vegetable fields, divided into narrow stripes for individual farmers. brown discs
fallow fields. Some sparse vegetation here green discs
Pastures. Long grass and flowers here.
EDIT:
Don't work on the fields. We need to discuss this first
Hellooooooooo my friends, it has been way too long since I have updated this post last time. I must say this project update is way overdue. With our current projects being Belfalas, Dol Amroth and Moria. We would like to update you guys one the current progress in these projects. Both Belfalas and DA are very close to comming to a end. Before we can call it finished there are 2 parts of befalas that need to be finished:
As we are closing in on finishing the Belfalas terrain we need to look on what is left to do after the terrain is finished. So @Eriol_Eandur and I have discussed and have decided on what to do with the vegetation in Belfalas. @Eriol_Eandur has made a map of what type of vegetation is going to be made in what part of Belfalas. This map inncludes all vegetation, farm areas and villages that still need to be done.
Too realise our goal of finishing Belfalas we need to make some final concepts. These concepts will be used as an example when foreman will be running jobs in Belfalas in the near future. So what we ask of all of you that want to participate is: Helping us create the final concepts of the Belfalas vegetation.
What can you personally do to help?
I have created plots where one can have a go at your personal concept for the Belfalas terrain. These plots can be found at /warp Belfalasvegatation. You can claim your plot by typing your name that is in front of the plot. Your concept has to be suffice to the following rules:
Everything made in your plot must be made by hand
You have to look at the example pictures BELOW and keep to this style.
Use the Gondor Resource Pack 2, the same one that is used in DA. (this include all the new tree and leaves textures)
Plotbuild possibility #1:Forrest vegatation
When participating in this part of the plotbuild, try to make something like the pictures shown below.
@RubenPieterMark has taken control over the Belfalastreeplot (warp Belfalastreeplot). All the trees and bushes that have been build and are deemed acceptable will be placed in our Belfalas Tree Plot.
Plotbuild possibility #2: Open grass areas and undergrowth for trees.
When participating in this part of the plotbuild, try to make something like the pictures shown below.
In medieval times forests were intensly used by people, e.g. feeding pigs or growing building materials, these forrests had no or very little undergrows
I don't say we should make all forests without undergrowth but just those near settlements. Some gound concepts for such a forest would be great.
For sheep I would like to have some very open grass lands like this:
But also areas with some solitary trees, and small groups of trees for more variation. So far our grasslands are quite uniform: Solitary trees and flower placed everywhere in the same way.
As promised a plan with planning of houses and assigned fields. I have not assigned any professions, because this village is really too small for such specific professions.
However I marked a rose field in front of the manor, which means there has to be a rose production room in the manor extension to produce rose oil. For this, I'll have to do more research. Rose oil is a very very good economic income which would explain the size of the manor for a relatively small village. I will probably add some more rose fields around the manor later on.
I would like to expand a little bit to the south for a field of grains.
To the south of the manor, I'd like to add a small forest, just on top of the hill. This would provide mast for pigs, timber and a nice area for the lord.
I already noticed I'll have to edit the terrain a little bit: the hill top at the manor will have to be lowered a little bit and the hillslope of the roses flattened slightly.
Very nice planning. Just the fields look quite random shaped. Imo they should have a shape defined by practical considerations: Terrain especially streams can define field borders also roads and paths. Otherwise borders should be quite straight as this is most practical (for ploughing for example).
Please plan where there will be paths between the fields and where not. Also the road to the manor seems to run through one fields, wouldn't it be more practical to have the road along the small stream nearby?
Also can you hold off on the houses for right now, as the designers are having a meeting on Saturday if we are going to have diagonal builds in MCME. So, if the answer is yes then this might want to be incorporated into your layout. Also have you thought about water source for village? Storage? Defense? Just an idea but maybe if the huts were against the main river it could also be a fisher's village?
Also agree with Eriol that the fields should be more rectangle or follow landscape. Also have you thought about the three field system for your grains?
Are you going to build the village using the rp 2 or the normal rp? If you plan on using rp 2 have you worked out with Eriol of how to manage it with the merge. If you plan on starting building after the merge than all is fine. Also imo the cow pasture is very tiny. I live in Switzerland and I am surrounded by cow pastures, that is very small. You might want to take that into account.
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