In Progress Andrast

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jacenpeter

Designer
Staff member
Designer
Mar 8, 2014
50
135
18
22
#1
Andrast
Current Status:WIP
Leader: jacenpeter
Co-Leader: Wroxxite

The Andrast post has been long overdue for an update, so far overdue I feel I need to make a whole new post for it. Alright so first thing I would like to address is the removal of villages because I still get asked about it. I removed all of the villages in Andrast and I don't plan to add them back for several reasons. First of all according to lore the Numenoreans never settled Andrast. Second, all the major cities are to the far east which usually results in most villages and farm land congregating around those areas. Plus the security of a city near by is usually an incentive for people not to leave and spread out towards unbridled areas like Andrast. That and rumors of wild primitive Druedain people in andrast would also keep people away. Also I kinda felt that Gondor needed an area that was solely based on terrain, a place where you could walk for quite a period and not run into any man made structures. Although if enough people wanted villages in Andrast I could add some back in, being that I saved all of the villages. Alright now that that is out of the way. It almost seems as though I do not have a plan sometimes because of How much I jump around when doing terrain, but I can assure you there is a plan. I have maps to prove it :D! Also in my defense I jump around to keep myself interested as other terraformers should understand it can get boring to say the least being stuck in one area for extended periods of time.

Topographical Plan for North West Andrast
o86wdZL.jpg

Though this map is not truly accurate to what I am doing (some features being smaller and some larger than what is showed) it was just simply meant to show the high planes between the mountains and the sea cliffs/valley

River Map
3wORgQ2.jpg

Map of all the planned streams and rivers on the right.
Might be a little hard to see in that picture but the main river (the Lefnui River) I plan to make it braided for one because it would look cool and second usually rivers coming off and riding directly along a range of mountains is braided because of high levels of direct sediment deposition.

Vegetation Plan
h6nf2bR.png

The vegetation is the only part of Andrast where I know I am going to want quite a bit of help from anybody willing to offer their services adventurers and designers alike. Part of which will be fun stuff like making forest edge bushes and trees look perfect and the rest lot of boring jobs like fixing tree bases.

ANDRAST FOREST AND VEGETATION
Now for a brief explanation for the forests and vegetation that I will need help with so I can link everyone here when it comes to doing these things so they know what I want.

Silver Fir Forests-
Silver fir forest will occur at both high and low elevations, but the epicenter of their population will occur on the larger mountains. Basically for these forests to make them look right smaller silver firs will exist where there are gaps in the main canopy as well as at the forests edge with little to no undergrowth due to the acidity of the fallen pine needles on the grounds. Taller Silver Firs in the forest will have a majority of their branches and needles only at the top while only a few will have branches surviving mid-lower trunk. Ones on the forests edge can have branches all the way down.
Examples:
lPPE8gf.jpg

6znybFa.jpg


Mature Scots Pines-

Old Scots Pines when growing together should have its branches start about mid way through at about 15 blocks since the average one would be about 30 blocks tall when growing next to eachother. And actually kind of as a general rule of trees especially applied to this one in particular, when trees grow closer together they tend to grow a lot taller and have branches a lot higher while when the grow away from each other like in a field they will spread their branches out instead of up and the trunk will grow less up and more out. Sometimes if not many times one side of the trunk has more branches than the other. Also the needles never grow close to the trunk, they are always secluded to the end of the branches. With mature Scots Pines undergrowth is usually small trees and bushes if any undergrowth at all.
Examples:
SzEcjkB.jpg


Scots_pine_11941230_371972c.jpg


Beech/Cork Forests

Though I do not have cork forests listed it is kind of interchangeable with the beech areas, all I will need help with here is undergrowth, lots of ferns, bushes, and grasses. Heavier plant placement at forest edges and gaps in forest canopy. Rocks at bottom and on mountain slopes as well as near rivers.
Examples:
EKIoGkp.jpg


*On a side note I intend to continue to update this post every time there is a notable advancement in andrast just so this post doesn't fall to far behind its status.
 

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Finrod_Amandil

hon. Head Designer
Mar 2, 2014
2,753
5,767
109
24
Switzerland
www.elbisch.ch
Languages
German (native), English, French
#3
*jaw drops and hits the floor* OMFG this is looking great af, the maps that is, both the topographical one and the vegetation one :eek: Just wanting to point out that if you need any additional blocks for these forests (flowers/bushes or even thinner tree trunks), it shouldn't be a problem to do!
 

Wroxxite

Designer
Staff member
Designer
Sep 6, 2014
96
323
21
18
Charleston, SC
steamcommunity.com
Languages
English
#5
Andrast
Current Status:WIP
Leader: jacenpeter
Co-Leader: Wroxxite

The Andrast post has been long overdue for an update, so far overdue I feel I need to make a whole new post for it. Alright so first thing I would like to address is the removal of villages because I still get asked about it. I removed all of the villages in Andrast and I don't plan to add them back for several reasons. First of all according to lore the Numenoreans never settled Andrast. Second, all the major cities are to the far east which usually results in most villages and farm land congregating around those areas. Plus the security of a city near by is usually an incentive for people not to leave and spread out towards unbridled areas like Andrast. That and rumors of wild primitive Druedain people in andrast would also keep people away. Also I kinda felt that Gondor needed an area that was solely based on terrain, a place where you could walk for quite a period and not run into any man made structures. Although if enough people wanted villages in Andrast I could add some back in, being that I saved all of the villages. Alright now that that is out of the way. It almost seems as though I do not have a plan sometimes because of How much I jump around when doing terrain, but I can assure you there is a plan. I have maps to prove it :D! Also in my defense I jump around to keep myself interested as other terraformers should understand it can get boring to say the least being stuck in one area for extended periods of time.

Topographical Plan for North West Andrast

View attachment 7782
Though this map is not truly accurate to what I am doing (some features being smaller and some larger than what is showed) it was just simply meant to show the high planes between the mountains and the sea cliffs/valley

River Map
View attachment 7783
Map of all the planned streams and rivers on the right.
Might be a little hard to see in that picture but the main river (the Lefnui River) I plan to make it braided for one because it would look cool and second usually rivers coming off and riding directly along a range of mountains is braided because of high levels of direct sediment deposition.

Vegetation Plan
View attachment 7784
The vegetation is the only part of Andrast where I know I am going to want quite a bit of help from anybody willing to offer their services adventurers and designers alike. Part of which will be fun stuff like making forest edge bushes and trees look perfect and the rest lot of boring jobs like fixing tree bases.

ANDRAST FOREST AND VEGETATION
Now for a brief explanation for the forests and vegetation that I will need help with so I can link everyone here when it comes to doing these things so they know what I want.

Silver Fir Forests-
Silver fir forest will occur at both high and low elevations, but the epicenter of their population will occur on the larger mountains. Basically for these forests to make them look right smaller silver firs will exist where there are gaps in the main canopy as well as at the forests edge with little to no undergrowth due to the acidity of the fallen pine needles on the grounds. Taller Silver Firs in the forest will have a majority of their branches and needles only at the top while only a few will have branches surviving mid-lower trunk. Ones on the forests edge can have branches all the way down.
Examples: View attachment 7785
View attachment 7786
View attachment 7787

Mature Scots Pines-

Old Scots Pines when growing together should have its branches start about mid way through at about 15 blocks since the average one would be about 30 blocks tall when growing next to eachother. And actually kind of as a general rule of trees especially applied to this one in particular, when trees grow closer together they tend to grow a lot taller and have branches a lot higher while when the grow away from each other like in a field they will spread their branches out instead of up and the trunk will grow less up and more out. Sometimes if not many times one side of the trunk has more branches than the other. Also the needles never grow close to the trunk, they are always secluded to the end of the branches. With mature Scots Pines undergrowth is usually small trees and bushes if any undergrowth at all.
Examples:
View attachment 7788

View attachment 7789

Beech/Cork Forests

Though I do not have cork forests listed it is kind of interchangeable with the beech areas, all I will need help with here is undergrowth, lots of ferns, bushes, and grasses. Heavier plant placement at forest edges and gaps in forest canopy. Rocks at bottom and on mountain slopes as well as near rivers.
Examples: View attachment 7790

*On a side note I intend to continue to update this post every time there is a notable advancement in andrast just so this post doesn't fall to far behind its status.
Hot
 

samgamgee10

Hardcore MCME-er
Feb 29, 2016
133
181
16
Achavanich
Languages
English
#7
ANDRAST FOREST AND VEGETATION
Now for a brief explanation for the forests and vegetation that I will need help with so I can link everyone here when it comes to doing these things so they know what I want.
I would have expected you to put some Red/White Pine forests in Andrast seeing as you're most likely surrounded by them at the moment
 

jacenpeter

Designer
Staff member
Designer
Mar 8, 2014
50
135
18
22
#8
I would have expected you to put some Red/White Pine forests in Andrast seeing as you're most likely surrounded by them at the moment
Scots pines are basically european red pines :p thats why i am using them because i like red pines... but I wanted it to hit a little closer to home as far as tolkiens world goes.
 

Guan Yu

Aspiring Commoner
Mar 9, 2014
8
12
8
25
#9
This is really cool, this should be the standard for all terrain projects.
 

jacenpeter

Designer
Staff member
Designer
Mar 8, 2014
50
135
18
22
#10
Small Update: One small detail you might not have noticed in my maps is the lack of ship breaker island. Infact the mainland is extended out to where the island should be and as of yesterday I made that happen. Mostly I am doing it to extend the fjord like inlets and also the island kind of made no sense either. So for better or for worse I saved it and then nuked it.. srry to whoever built it ):
 

RubenPieterMark

Hardcore MCME-er
Media Team
Mar 12, 2016
707
899
41
15
The glorious Kingdom of the Netherlands
Languages
Dutch, English, French, German
#11
Small Update: One small detail you might not have noticed in my maps is the lack of ship breaker island. Infact the mainland is extended out to where the island should be and as of yesterday I made that happen. Mostly I am doing it to extend the fjord like inlets and also the island kind of made no sense either. So for better or for worse I saved it and then nuked it.. srry to whoever built it ):
@Mandos
 

Will_em

Hardcore MCME-er
Mar 1, 2014
730
1,295
56
27
#12
Holy hell, I read the project setup page and my god that's detailed. I respect you man, respect.
 

jacenpeter

Designer
Staff member
Designer
Mar 8, 2014
50
135
18
22
#13
Alright, I hereby declare Andrasts receding glaciers done, (unless i decide they need to be really dirty later on which might happen) but other than that they are done. :D
 

jacenpeter

Designer
Staff member
Designer
Mar 8, 2014
50
135
18
22
#16
Alright so just a few updates here, I just finished grassing MCME's first exposed anticline.

And I am working on a better scree texture since the current one in the pack kinda sucks and doesn't match the rock very well so here is the revised version I am working on, still a little blurry in some spots which I am working on fixing, but It matches the stone quite well. I have another version of this which goes with the white stone which would be perfect for talus fields.
 

BWOT

Head Builder
Staff member
Head Designer
Designer
Donor
Jul 31, 2016
1,071
1,644
70
17
U.S.A. , NYC
Languages
English, German, French
#17
~:~|~:~ Andrast ~:~|~:~
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Project Leader: @jacenpeter
Co-Leader: @mattlego
Project Staff: @Wroxxite

Discussion Thread
The thread to discuss in general the project, comment on any updates or any other non-announcement topic.

Project Announcement Thread
The to update the public of announcements to do with the project.
Link: In Progress - **Andrast**