Main features of Celluar biomes.
- teleporters across the entire map
- unexplored; no bosses downed
All naturally occurring biomes are present
- including pyramids, living trees, corruption and crimson. (corruption is original)
- excluding hallow (activate hardmode if you want it), surface mushroom (it is a "man made biome") Contains both version 1.1 and 1.2's floating islands.
The main aim of this map
Stop hardmode tiles from spreading (hallow, crimson, corruption)
- During initial activation when WOF is defeated
- Breaking of altars when random spots of stone turn into pearlstone/ebonstone
The map is split into 521 cells measuring 189 X 109 blocks
(excluding cell walls & tunnels) except 3 cells
- 2 of them measuring 389 X 229 blocks
- 1 of them measuring 389 X 109 blocks (1 block = 2 feet in-game) extra built in wiring around each cell for ease of using mechanics. 500 over teleporters for ease of transportation across map. especially during multiplayer. labeling of axis for ease of remembering locations (mainly for teleportation use)
additional details
- extended ruin houses in hell on the left side.
- added crimson and demon altars
- added floating islands
- reindeer friendly traveling (tunnels/ passageways are at least 2X4 tiles)
How do i tele across the map?
- The switches are located above the tele. It looks like a set of arrow keys, the one located at the right will tele you to the right side, bottom to bottom etc... its quite instinctive i guess.
How do i enter a cell (without breaking the dungeon brick)?
- There are 4 entrances to enter the cells. in the middle of all the 4 sides, you can activate the lever/ switch to enter the cells
Note:
- A minimum screen resolution of 1280x1024 is recommended, the larger the better. (at least for the map labeling to work)
- It is safe to walk within the cell walls in the dungeon, however digging/ teleporting you way in will activate dungeon guardians. ( i suffered a terrible death when 8 dungeon guardians spawned from all directions :/ )
Full features with reasoning of why, skip this if you aren't interested in details
(SCREENSHOTS BELOW)
Ease of transportation across maps
- teleporting from cell to cell (horizontal and vertical)
- from tower to tower (both hell and surface)
Why include all biomes?
- so that everything will be in 1 map and you can save the hassle of creating many worlds
Other (minute and technical) details:
Why the cell size of 189x109?
- The maximum spawn point of enemies is 84 tiles horizontally, 47 tiles vertically (away from the character). standing in the middle (with some buffer) will allow enemies to spawn naturally, allowing effective automated farms to be built.
- When standing at the top and bottom of the cell walls it will measure 120 tiles. This allows the effective use of clentaminator, as the range of a clentaminator is 61 blocks. by firing it vertically (from top and bottom of a surrounding cell) while walking across a cell, will allow the contents of the cell to be cleansed or contaminated easily.
Why is the cell walls made up of dungeon bricks?
- Dungeon bricks are immune to explosive damage. you can feel free to use explosive weapons, although the background walls (demonite wall) will still be affected. There isn't any effective walls because those that are immune to explosive damage will spawn monsters.
- lihzard bricks seems more effective (they are the sturdiest blocks) as they cannot be removed by pickaxes (except picksaw)
- they create the jungle biome. im sure you dont want the whole map to become an underground jungle.
- blue dungeon bricks can be mined easily and if new characters want to dig through the cell walls, it wont be an impossible task.
Why is there "extra built in wiring around each cell for ease of using mechanics"?
- the original intend was to link every cell together with a wire. so that transferring of liquids (using pumps) or creating a tele joining 2 particular points (anywhere in the map) together saving it as a "favourites path"; getting across cells would be extremely easy. however, terraria could not handle such massive wirings (it lagged for about a minute before the mechanism worked) hence it was on the verge of being scrapped.
- But now, consider a situation like this: the player uses explosives to create a hole and accidentally made all the liquid fall to the bottom of the cell. now with that "redundant wiring" he can easily connect pumps and pump the liquids back to the top portion of the cell. so i edited it and left part of the wiring in there.
Why is there teleporters located in places across the cells?
- Living trees, crimson and corruption chasms, pyramids, dungeon, lihzard temple. They all contain teleporters cutting across them so that you can explore these places normally. (note: monsters can activate the pressure plates and travel across to find you as well). the teleporters have red paints connecting to the other side of the teleporter - so you know where you will be going to :)
Why are there giant numbers located at the bottom and left side of the map?
- I call it the map labeling. after teleporting across the map on the left side and bottom, open up your map, your map's axis is labeled. Consider a situation, you started excavating a particular cell, somewhere random, then you quit. how the hell will you remember where was it? there are 500 over teleporters, where did you explore, if you have explored quite a huge portion of the map, your mini-map will be in a mess. but now with the labeling, open your mini-map and see, you can remember the cell grid number "okay cell 23D" you can reach there by teleporting there next time. works for multiple players as well.
Why is the digits in lava?
- if i used massive amount of torches, explosive damage will cause them to drop off. but liquids aren't effected by explosions and lava is the only liquid that produces light :) How do i activate/use it: firstly use the lever you are standing on when you spawn, then teleport all the way to the right side of the map, then all the way down, then all the way left, then all the way up. (there are instructions in game on the signs as well)
Why large map?
- adding other naturally occuring biomes means sacrificing some of other biomes, and if it was a small world, it will sacrifice too much of other biomes, hence a large map will allow the map to still have a balance of all biomes.
Why are there 3 cells that have different sizes?
- 2 of the 389 X 229 cells are actually 4 regular sized cells joined together. I assume that some players might want to build a mega underground structure, that brings in another question, why not make it bigger? a max resolution 1920x1200 was created in game, which means you can see (127x72) +/- blocks with the highest resolution. which is about 1/9 of the large cell. any cell larger than that, would make the megastructure look ugly (at least in my opinion) because you can only see a tiny fraction of it and you cannot admire the entire structure as a whole.
- 1 of the cell measured 389 X 109 because i wanted a medium sized one and i preferred a longer (horizontal) cell than to a tall (vertical), and it is probably a good idea to build a PvP CTG(capture the gem) related stuff there.
Why are the cell wall passage ways 4x4?
- ideally they should have been 2x3 to minimise loss of the naturally occurring blocks but i wanted reindeer friendly walkways, hence it has to be 4 tiles tall. i did download other maps and some places it was only 3 tiles tall and i had to dismount my reindeer, which i find it extremely irritating. horizontally i made it 4 tiles long as well, firstly to make it look symmetrical and nice, secondly a wider vertical hallway/hellavator just makes me feel more comfortable and less cramped up.
oh yes and the 4 x 4 intersection of the passageways has left a wide gap. however, with merely hermes/spectre boot dashing at full speed, you can cross the horizontal gap with ease without jumping, not to mention if you have other speed boosts added to it.
Screenshots
spawn point
Full map overview - small resolution to prevent spoilers
How the cell teleporters work/ where will it bring you to?
Huge digit located in hell - for the mini-map labeling
Map labeling on the minimap in action when you use the mini-map in game.
Teleporting across certain biomes/mini biomes and the red wire will show you where you are going.
Cell side entrances
I originally plan to upload another personal modded version of this map containing living quarters, farms and other stuff. But I'm getting busy with some real life stuff so ill see first and... feel free to comment!
i might be missing some details - do comment if you need help
Do support and donate if you love this map! (i spent my holidays making this map instead of working :/)