~The MCME Times~ [17/12/17] Project Progress

  • 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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BWOT

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#1



The Official MCME Times



Christmas Special!
The holidays have finally arrived and 2018 is just around the corner, which means a very special edition of the times:


Editor's Note by BWOT

Hello MCME community its @BWOT and the Times team back with the Times for a special Christmas Edition! This editors of this edition are: @Eldar, @Arken, @Eriol and @Smaug.

So to sum what's in store for this times, we have decided to have all the features from last edition but with extra specials. A reminder, the editions will come out every two weeks and contain a project progress part and then an announcements part. This edition includes an exclusive interview with @RubenPieterMark (Artist). Lastly, the ‘Lore of the Week’ which will include lore surrounding Aragon II and the sword Sting. There is a lot of work put into making The Times, so we hope you enjoy!

~ Project Progress ~

Andrast - Lead: @jacenpeter | In Progress
Report by BWOT

The tiresome and time-consuming work of grassing all the great slopes jacen and matt have made are underway. Other than that not much progress has been made.




Belfalas - Lead: @Darki | In Progress

Report by Eriol

Progress on terrain is slow but steady. Terrain smoothing next to Greymane Castle is finished there is now a plotbuild in the north of Belfalas where also @slaMoria is still working.

Work on rivers also continues.

The rebuild of Ironmere is well underway. Half of the houses have already been built.





Dol Amroth - Lead: @Thijs1801 | In Progress

Report by Eldar_Telcontar

Seatown has been completed, meaning that work in Lower Dol Amroth is nearing an end. The only things left in this section are the sewers: planning and building underneath Port Town is underway, with the sewers in Gate Town and Cliff Town nearly done. By the end we will have a labyrinthian maze underneath the city, with water flowing to and from each district.

In upper DA, work in the military area continues. The citadel now has a military training ground and archery range, so the garrison of the city now has a place to practise should any Corsairs come to plunder!

Artists continue to plan in Gem Town and Royal Town, with work also being done on the Palace. Overall this project is going very steadily in the right direction, so a big THANK YOU should be given to all members who have contributed!




Mordor Terrain - Lead: @Tyranystasz | In Progress

Report by BWOT

No progress has been made these last two weeks.




The Noman Lands and Dagorlad - Lead: @Fireinferno | In Progress

Report by BWOT

No progress has been made these last two weeks.




Moria - Lead: @Despot | In Progress

Report by BWOT

A bit of progress since has been made with the construction of Napoleon’s and Jesia’s halls. They look great and you should go check them out. Other than that; not much has been happening in the depths of Middle Earth.




Tolfalas- Lead: @Tyranystasz | In Progress

Report by BWOT

No progress has been made these last two weeks.




Tree Build - Lead: @RubenPieterMark | In Progress

Report by BWOT and quote by Pieter

“The progress has not been as high as it used to be, because I was busy in real life and got into WorldPainter. But still about 200 trees have been built, mostly firs, yews and junipers. Thanks to ryttyr, Darktemplier, Phoenix, Reycraft, shrezd7, Fred, Jim and I surely forgot a load of names, for helping me out. If you want to help too, it's much easier than it sounds, just hit me up on discord or ingame.”

Looks like its coming together though and the trees there are amazing, be sure to check it out in plotworld. P.S. The picture below is of an Irish Yew.




~ Texture Development ~
Report by Eriol

No progress has been made these last two weeks.



⛄ ~ Plug-in Development ~ ⛄
Report by Eriol

Minecraft 1.13

There is already a lot of excitement about Minecraft 1.13 at MCME. It is announced as a mainly technical update with major changes in the background. Removing block ID limit and such stuff. Wait! Did I say removing block ID limit? So will we have unlimited blocks to build? Unfortunately not. So far Minecraft can address 256 different block ID’s. Minecraft 1.13 will greatly increase (or maybe even remove) this limit, but this will not create more blocks at once. It will enable Mojang developer to introduce more blocks in the updates to come. For Minecraft 1.13 there will be trap doors, pressure plates and buttons for all six types of wood and for Minecraft 1.14 corals in 5 variation with slabs, stairs and plant blocks are announced.
Also Minecraft 1.13 seem to make item frames placeable on the ground which will create awesome new possibilities.

The background changes will probably require a lot of work on plugins. There is a first very speculative preview about the 1.13 spigot server. There will a new API for block data and some other major changes. The Spigot team was very quick with server updates for the last Minecraft updates but I fear this one could take a bit more time.


VoxelSniper MCME edition

VoxelSniper for MCME which features a ruin brush has been installed at the build server. So if some Designer asks you to ruin a hall you might want to question him why he doesn’t use the “/b ru” brush. However the brush can’t be used in all cases. Many pillars in Moria are hollow those will still need ruining by hand.


MCME-Perks

I made very nice progress on perks plugin It will synchronize with forum donations every two minutes. Horses will be back of course. You will be sit down on blocks and if you like you might also set yourself on fire. There will be a magical light to explore moria and of course something very speedy to fly.


MCME-Architect

Another small update has been installed. All doors from creative and custom block inventory will show the normal (vanilla) placement behaviour: You to choose the side of the door hinge by clicking left or right half of a block.
 

ryttyr

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#2
Another small update has been installed. All doors from creative and custom block inventory will show the normal (vanilla) placement behaviour: You to choose the side of the door hinge by clicking left or right half of a block.​

Actually, it's not quite like placing vanilla doors still as the door is placed on the further side of the block from the player instead of on the closer side like in vanilla however since this eases the placement of doors used as shutters, screen walls and the like I think the benefits outweighs the "inconvenience" of having to re-adjust to our new door placing system which is fairly simmilar to vanilla already.​