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Indev map settings refer to map settings added in Java Edition Indev 0.31 20100106 and Java Edition Indev 0.31 20100107, which allows to control level type, shape, size and theme.
The level type refers to the general format the level generator used to create maps. It dramatically affected gameplay, such as the availability of water, sand and gravel. The further the player traveled toward the end of the map, the slower they moved.
There were four kinds of map types:
The level shape refers to the general dimensions the level generator used to create maps. It was added in Indev 0.31 20100106 and it altered the length, width, and height of the map.
There were three kinds of shapes:
There were three kinds of sizes:
| Square | Long | Deep | |
|---|---|---|---|
| Small | 128×128×64 | 256×64×64 | 64×64×256 |
| Normal | 256×256×64 | 512×128×64 | 128×128×256 |
| Huge | 512×512×64 | 1024×256×64 | 256×256×256 |
The level theme refers to the general style the level generator used to create maps. It dramatically affected game mechanics, such as monster spawn zones and boundary liquid. These themes were comparable to the newer idea of biomes, although they applied to the entire map instead of just a select area.
"Normal" was the default level theme. Above ground, one would find sporadic trees and generally favorable space. The weather was constantly partly cloudy, and the lengths of night and day were equal. Underground, ores of all types could be found and lava was generally found near the bedrock layer. The boundary liquid was water.
"Hell" was the second level theme introduced within the map theme feature. Hell featured significantly less lighting during the day, where mobs of all types would spawn at any time. All water was replaced with lava, grass was replaced with dirt and grass would spawn in place of sand only during map generation. Mushrooms were abundant on the surface. Farming worked at a much slower rate (one plant stage per day cycle). This level theme was comparable to the later added Nether. The boundary liquid was lava.
The third level theme, "Paradise", was more relaxed than the other themes. It featured larger beaches and plentiful flora compared to the "Normal" theme, and the time is always set to "Noon" (the sun never sets); hostile mobs spawn only underground. Farming works at a much faster rate (from planting to harvestable in 30–45 minutes). The boundary liquid was water.
The fourth level theme, "Woods", was a middle-ground of challenge between "Normal" and "Hell". It provided constant overcast during the day that reduces light, and tree density was higher than the other themes, resulting in the land space becoming smaller. Additionally, mushrooms were spotty throughout the above-ground areas. The boundary liquid was water.
| Java Edition Classic | |||||||
|---|---|---|---|---|---|---|---|
| 0.0.14a | Added level sizes to the level generation screen: Small, Normal, or Huge. | ||||||
| Java Edition Indev | |||||||
| 0.31 | 20100106 | Added level types to the level generation screen: Island, Floating, Flat, or Original. | |||||
| Added level shapes to the level generation screen: Square, Long, or Deep. | |||||||
| 20100107-1851 | Added level themes to the level generation screen: Normal or Hell. | ||||||
| 20100109-1939 | Replaced Original level type with Inland. | ||||||
| 20100214 | Added Paradise and Woods level themes. | ||||||
| Java Edition Infdev | |||||||
| Minecraft Infdev | 20100227-1414 | Level types, sizes, shapes, and themes no longer function due to world generation changes. | |||||
| 20100327 | Removed level types, sizes, shapes, and themes along with the level generation screen. | ||||||
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| Joke |
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