Hexagon Land

To get to HexagonLand simply type in chat /hexagon or find it via /wc
Hexagon Land is one of the latest worlds added to Floydcraft
Added 11th Jan 2021, the Hexagon Land is an
unique world where all biomes and pretty much
everything has been shaped….

The Terrain is very different from other terrain
that you saw, mainly because it is made of hexagons.

Hexagons are separated from each other by trees,
rocks, bushes or slopes.
Slopes are decorated
with trees specific to the region they are in.

Wheat and Leaves regions have deciduous trees
on the slopes, Sun region haves palm trees and
Ice region pine trees.

There are 4 elevation levels. First level is
always beach. Levels are separated by slopes
that are usually 32 block high.
To move between levels you can look for
stairs or build giant ladders to the top.

This world is also listed on our
Map App which you can
Download Here.
The Map App will allow you to explore the world in complete detail by giving you the ability to zoom in to every block, this gives you an pretty much exact idea of what to expect from this world.In this world there are Teleportation things that are called “obelisks” under the structures are buttons, pressing these will teleport you to another area in the Hexagon Lands, be careful, some can be deadly (we have labeled the ones with danger)

Image below can help you understand it better.

Credits
ibuildpixels – for custom objects, support and being interested in the development process.
Splekh – for managing to make very complex renders of the map
Alecvdh – colorful custom tree pack
AMPLITUDE Studios – for terrain inspiration (Endless Legend)
BlockWorks build team – custom objects.
Gabersid – custom objects
GoCreative build team – custom objects.
MangyFox & Block Fortress – custom objects found on schematic Store
Monsterfish– custom objects:
Moonti – custom objects.
Plutouthere – custom trees
TheTripping Kangaro0  custom objects.
Rastammole Moustafa74 – more custom objects.

How this world was made


1. Python
The first question that came to my mind after deciding that I want to make this map is how it’s even possible? The answer was – with tools that most terraformers use it isn’t possible at all. Phain terrain is made of hexagons – something that neither World Painter nor World Machine supports. So what to do? If no software is available I have to make my own software.

Since information about the map is stored in heightmaps, I had to create generator that will generate me a heightmap with hexagons. To accomplish this I decided to use Python programming language with PIL library for managing images. The program that I created takes any heightmap as its input and generates hexagons from it along with rocks near the slopes. After it was done, all I had to do is create interesting input for the program, generate heightmap with hexagons and move to the next phase. Different layers generated by my program were then combined using max function as the gif below shows.

2. World Machine
Heightmap generated by my program is very boring. All it haves is slopes and flatlands. And we need tundras, deserts, fields, hills, rocks and so on. I’m using World Machine to accomplish that. With World Machine I can add everything I want into the previously generated terrain. Unfortunately adapting WM terrain into my heightmap is a HUGE technical challenge. This is the network that I ended up with after countless amount of hours and planning. It haves 421 nodes and it generates terrain on top of the heightmap made using my program in Python.

3. World Painter
So the hard stuff is over? Unfortunately it only begins here. The map haves 923 hexagons. 923 plots that I have to fill somehow with (you guessed it!) many custom objects that I alone just cannot build by myself in reasonable time. After countless hours of work, I ended up with a WP file that haves more than ~200 different layers. And even after that I had to check that every single tree, object, terrain layer is in the right place.

4. In-Game Editing
Some shapes generated by previous steps weren’t perfect, so I had to fix them in minecraft by hand. Adding teleports between obelisks was another thing that I accomplished in this phase.

5. Public Download
And now the map is on Planetminecraft. After ~400 hours of research and work I can finally call it completed. This map was the biggest artistic and technical challenge that I ever undertook in minecraft terraforming. And it’ll probably remain so for a very long time if not forever. This world has been made over around 400 hours!
Click Here to visit the PMC Listing of this World

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