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You could also use its 'replace' function to replace all dirt with hardened sand.
It should only take around 5-10 min, which's probably less than it would take you to dig up a mod for it.
The other problem is that I can't quite work out how to copy pyramids, I have several mock worlds I'm taking desert supply from using world edit, but to remove a pyramid, I have to move it into the sky, replace everything but the actual pyramid blocks with air/sky, but I don't know how to remove water from a space, so I end up with the pyramid, in air, with water splotches around it. Does anyone know how to remove water splotches in world edit?
Honestly, think about it, instead of sandstorms you get massive snowstorms that are even more blinding, you get enemies with even higher hp and defence than normal at night, and in hardmode, you'll befriend the Frost Golem that will spawn every other night. I would know, I've lived in a snow biome before. The wind gets old fast.
Or Tedit's liquid brush.
I WOULD but it's the tail end of Winter in RL right now, so.... yah know, "Escape reality" and all thatXD Maybe during summer.
WELL there is a slight problem: the Ocean can only exist near the end of the map, even making an ocean from there, to center, it wont all be "ocean biome" though yah, will feel like it, but lack the music and whatever baddies. Also, distinct lack of boats.
Every desert has an OasisXD, this ones would just be teeming with bats and paranha and stuff
I believe he was refering to the difficulty of the map, oppose to creating said map, which is trivially easy compared to living on the map you created in which case.
Boats would be awesome, but an all water world is very easily possible. It was the very first themed world my group had hosted after I started using Tedit; flooding the world is literally a 5 minute job at most. Depending on how you want to play it, the level could be shallow with some island hilltops poking up or you can play it deep and dark... Flooding the entire underground too also makes for interesting gameplay.
Yes technically the world would not all be the ocean biome, but it sure makes fishing interesting in the different "watered" biomes. For an "Aquaria" run as I (and my group) like to call it, we use only the diving helmet, flipper, and jellyfish necklace for additional starting gear; and bam, already 3 accessory slots are used up just to live on this watery world. It certainly is a whole new experience when it comes to playing Terraria with a twist.
When one edits maps, you do have to think about progression is affected and stuff. Not just how things can be made more difficult with simple changes by being underwater or replacing all the biomes with one, but in doing so can cause things to spawn more rarely or not at all (at worst maybe even break the game). Edited playthroughs do require testing to make sure that progression is at least still possible, and have appropriate starting gear to make up for limitations. Try playing an all jungle map without any dirt.
I've designed an all snow biome map, went for a polar theme with very few trees and lots of ice chasms. My group has yet to host it though.
I've wanted to design an all desert map too, but the sand settling issue had kept me away initially; it would take some more effort than is easily fixed.
But its fun to play on themed worlds in vanilla Terraria, interesting to see how the community reacts to the challenges they present compared to normal gameplay. There's usually something new to rage about that you've taken for granted before; piranhas (swarms of them) in underwater, bats in the jungle, harpies in the mountains...