Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Wednesday, August 28, 2013

The VRIM Score

Hey, all. So, I spent a couple of days trying to figure out just how to score these new seeds. I wanted a scoring system like the old one but that would somehow integrate the new features of the maps.

Introducing the new and improved VRIM score. The final VRIM score of any seed is the sum of four separate categorical scores (each with a MAX 10.0) that evaluate the following features of the seed:

  • Visibility - The poorer the better. I love rooting around in dark corners -- both above and below ground. I miss the days of overhangs and land bridges. The more jungles, mountains, cliffs, valleys, shadows, secret lakes, dark caves, and caverns there are, the higher this score gets.
  • Realism - How realistic does the map look? Is there a rain forest next to a desert? Is there one of each biome? The more homogenous the map, the higher the score. Anything that violates the laws of geology drags the score down. Therefore, if you're looking for all the biomes on a single map, you're looking for a low "R" score.
  • Interest (Points of) - While "magesty" (see below) covers the quality of the things I find, this score gets higher based on the sheer quantity of things to do and see.
  • Magesty - This score gets higher and higher the more really cool/unusual/unique/amazing things I see in a single seed. Any seed that rates a ten should blow your mind.

There you go. Enjoy!

Thursday, April 4, 2013

New TU9 Scoring System

Alright. In honor of the newest update to Xbox Minecraft, I am deploying a new and streamlined scoring system designed to allow me to keep my sanity. The newest version that just came out doesn't change the terrain at all, so it's my understanding that all 1.8.2 seeds are still valid. However, I will refer to all seeds going forward as TU9 (Title Update 9) seeds because the photos and videos I take will contain TU9 material.

Scoring

The RIM Scores will consist of three different component rankings on a scale of 1-10:

  • Realism: a measure of how realistic the board is. Any seed that has a patchwork quilt of all five terrain types will be severely docked for the unrealistic nature of the seed.
  • Interest: lots of villages, abandoned mineshafts, dungeons, diamonds, lava pools, etc.
  • Magesty: visual splendor, big mountains, deep valleys, snowy arctic conditions, tons of water, anything unusual

I will add these three scores together to create the total score (MAX: 30) upon which the seeds will be ranked.

I still refuse to try names like "boobies" and I still refuse to try any of the Top 200 seeds that PC users crow about because there's already plenty written about them and most of them suck. This blog is for unique seed names only.

Achievements

I've disbanded achievements as most of them are moot with the new terrain generator. I will mention in my descriptions when a seed has great waterfalls, villages, and such.

Procedure

When possible, I generate a full map by walking the entire board. Sometimes if I see a board is obviously awful, I'll quit early and post without a map. I take photos using my screen capture device. I also post videos from time to time. I wrap it all up in a nice neat bow and post them on the blog.

I do my best to find as many amazing things to see as I can, but I'm not Zeus. Every seed has a dungeon somewhere; but most aren't easy to find. If you play a seed long enough you will find all kinds of great stuff. But I'm looking for seeds that have a bunch of amazing things, not just dungeons or diamonds.

Understanding Seed Names

Seed names are case sensitive; my seeds are always lowercase and contain no spaces unless otherwise indicated. And I do make a fuss when it happens. The current build is:

Ratings

I refer to the seed's "rating" as the type of player I think should be playing it:

  • Beginner - perfect for a noob; boring for experienced players
  • Intermediate - a challenge for noobs; some interesting features for experienced players
  • Advanced - a bad experience for noobs; a good experience for the experienced
  • Expert - only for experienced players looking for a solid challenge
  • Suicidal Expert - only for demented sociopaths who want to cry and rend their pajamas

Terms

So, having done this for over four months now, I have developed a certain lingo that might be confusing to new players. So here are some common terms I use and their meanings.

  • balanced - equal parts awesome and horror; forests and desert; water and land
  • Can't Miss - this is an incredibly rare event that I want to highlight. It gets it's own section.
  • cave dive - anyplace where you can leap into a cave and land in water
  • cliff dive - anyplace where you can leap off a cliff and into water
  • day-walkers - enemies shaded by overhangs or trees that can survive and kill you during the day
  • landmark - a visually unique object or landmass that can be seen at great distances or that can be used for navigational purposes
  • scenic - visually beautiful

Definitions - Biomes

  • desert - all sand, cacti, no rain
  • forest - any location where tree density is so thick it causes shade
  • grassland - all green, no trees, lots of grass and flowers, not flat
  • mushroom - special biomes that spawn huge mushrooms and cows with fungus growing on them
  • plains - all green, no trees, lots of grass and flowers, flat
  • rivers - an area divided by a long, thin stretch of water
  • savanna - vast stretches of grass, mud, and/or rock with small shrubs or few trees
  • shadows - any land that is covered in shade as a result of another land mass above it or high tree density. Enemies lurk in shadows
  • swamp - forests full of vines
  • tundra - any location where ice and snow cover the land

Definitions - Quantitative Ratings

  • tiny - about 8x8x8 cubes
  • small - about 16x16x16 cubes
  • medium - about 24x24x24 cubes
  • large - about 32x32x32 cubes
  • massive - about 40x40x40 cubes
  • epic - immeasurable
  • deep water - water that reaches y=60 or lower
  • small/medium/large - pertains to islands, flatland, villages, and buttes.
  • shallow/medium/tall - pertains to ravines, waterfalls, and lava falls.
  • caves: hidi-hole - this is a cave that only goes in a few steps to a few meters. The smallest cave.
  • caves: medium - any cave that has more than one level but doesn't reach Y=24
  • caves: deep - any cave confirmed to reach y=24
  • cave complex - any pair of caves that intersect to form huge caverns that you can get lost in

Definitions - Land Formations

  • basin - imagine the shape of a cup. Now imagine four mountains whose sloping sides create a cup shape in the land
  • butte - a steep rock formation that towers into the sky surrounded on five sides by air that cannot be climbed without renovation. If it helps, think of it as a massive, fat spire.
  • cavern - a cave whose ceiling is far above your head
  • cliff - any sheer-rock mountainside that cannot be climbed without renovation
  • craters - deep, sheer-walled depressions in the land; they appear as perfect circles at the top and have flat or rounded bottoms
  • dead drop - any hole in the land so deep it will kill you if you fall into it
  • gorge - a deep, open-air trench cut between two mountains
  • floaters - Minecraft can create floating chunks of land that hover above the terrain without touching anything
  • island - small landmass completely surrounded by water
  • land bridge - a narrow, elevated stretch of land that connects two larger land masses
  • overhang - any shelf-like land that protrudes outward from the top of a cliff
  • pitfall - any hole in the land that you can fall through yet survive
  • quarry - any location where land inexplicably strips away exposing the stone underneath
  • ravine - an open-air trench cut into flat land
  • sandbar - tiny sand formations visible just above the water line of gulfs and oceans
  • spires - sheer rock formations that stretch upward into the sky surrounded on five sides by open-air that cannot be climbed without renovation. Think of it as a really skinny butte.
  • stalactite - unsmooth cave ceilings made of sandstone
  • valley - an area of flatland between two mountains

Definitions - Water Formations

  • archipelago - multiple neighboring islands
  • bay - water surrounded by land on three sides, wide, open mouth
  • cove - water surrounded by land on three sides, narrow, obstructed mouth
  • lagoon - water ringed with islands or sandbars
  • ocean - significant water that touches the entirety of at least one edge of the map
  • river - narrow stretch of water that divides an otherwise homogenous landmass; separately, there are also "river" biomes that I will refer to as "river biomes"
  • waterfalls - any water source that pours through open-air for more than two blocks of height.

Definitions - Resources

  • cacti - plural of cactus
  • deposit - a collection of coal, iron, diamond, or other resource squares
  • dungeon - a specific location in caves where mobs spawn; recognizable by the moss covered floor and centrally located spinning pig
  • dungeon farm - a zombie spawn located at the base of an open-air pit with sheer sides that prevent the spawned bad guys from leaving
  • pit - a tiny crater full of an otherwise out-of-place material; sand, lava, gravel can all have pits

Enjoy the blog and feel free to friend me on Xbox Live (ANGELIKMAYHEM -- in all caps). You can also e-mail me at angelikmayhem [at] yahoo.com if you want to chat.

Saturday, October 20, 2012

Rules, Codes, and Definitions for X-Box Minecraft Seed Evaluation

So, a brand new update brings a change to the rules. I still refuse to try names like "boobies" and I still refuse to try any of the Top 200 "1.8.2" seeds that PC users crow about because there's already plenty written about them. This blog is for unique seed names only.

Scoring

Each seed will be evaluated using the following seventeen categories, each on a scale of one to ten, for a total score of between 0 and 170. Some are judged on quality, others on quantity, some on how much of the map they cover, and still others on their general impressiveness. They are as follows:

  • [FLAT] Flatlands (based on single largest flatland)
  • [V] Villages
  • [M/H] Mountains and Hills (% of map and quality)
  • [RAV] Ravines
  • [CAV] Caves (quantity and depth)
  • [AMS] Abandoned Mineshafts
  • [HOLD] Strongholds
  • [DW] Deep Water (% of map)
  • [OH] Overhangs
  • [LB] Land Bridges
  • [FLOAT] Floaters
  • [SHADS] Shadows
  • [W] Wood Availability
  • [CLAY] Clay Deposits
  • [LAVA] Pooled Lava (on surface and at Y=12)
  • [WF] Waterfalls
  • [LF] Lava Falls

Achievements

There are certain score milestones that earn awards. You can search for seeds that have scored significantly in any category by using the following phrases in the search box:

  • Perfection! This seed has achieved one or more perfect scores.
  • Legendary Seed! This seed has astonishingly surpassed 120 out of 170 in the overall score.
  • Premium! This seed has scored higher than 80 out of 170 in the overall score.
  • Smooth! 8.0 or higher in flatland.
  • Populated! 8.0 or higher in villages.
  • Rolling! 8.0 or higher in mountains and hills.
  • Gashed! 8.0 or higher in ravines.
  • Spelunked! 8.0 or higher in caves.
  • Tubular! 8.0 or higher in abandoned mineshafts.
  • Impenetrable! 8.0 or higher in strongholds.
  • Abyssal! 8.0 or higher in deep water.
  • Well Hung! 8.0 or higher in overhangs.
  • Spanned! 8.0 or higher in land bridges.
  • Anti-gravity! 8.0 or higher in floaters.
  • Dark! 8.0 or higher in shadows.
  • Treemium! 8.0 or higher in wood.
  • Kiln 'em! 8.0 or higher in clay.
  • Fiery! 8.0 or higher in pooled lava.
  • Cascading! 8.0 or higher in waterfalls.
  • Falling Fire! 8.0 or higher in lava falls.

Procedure

When possible, I generate a full map by walking the entire board. Sometimes if I see a board is obviously awful, I'll quit early and post without a map. I take photos using my screen capture device. I also post videos from time to time. I wrap it all up in a nice neat bow and post them on the blog.

I do my best to find as many if not all of the amazing things to see as I can. I do make serious attempts to get underground, however as you can imagine this is quite time consuming and difficult. There have been seeds in the past labeled worthless that turned out to have amazing things like dungeons and diamonds. There's no such thing as a seed without a dungeon or a diamond, so when I don't report finding one, that just means these things are in not-so-blindingly-obvious spots. It could also mean I was getting a hand cramp and figured, well, there's a bunch of stuff here and they'll find the lapis lazuli when they come for the diamonds.

Understanding Seed Names

Seed names are sensitive, so I always pick seed names that are lowercase and contain no spaces unless otherwise indicated. And I do make a fuss when it happens. All seeds being tested are from the current build of Minecraft for the X-Box. These rules will be reposted (and possibly changed) with each version change. The reason for this is that seeds are specific to each version, so when the version changes all of the seed names I've tested become worthless and we start again. The current build is:

Xbox Minecraft version 1.8.2
(equivalent to PC version 1.2)

Ratings

I refer to the seed's "rating" as the type of player I think should be playing it:

  • Beginner - perfect for a noob; boring for experienced players
  • Intermediate - a challenge for noobs; some interesting features for experienced players
  • Advanced - a bad experience for noobs; a good experience for the experienced
  • Expert - only for experienced players looking for a solid challenge
  • Suicidal Expert - only for demented sociopaths who want to cry and rend their pajamas

Terms

So, having done this for over four months now, I have developed a certain lingo that might be confusing to new players. So here are some common terms I use and their meanings.

  • balanced - equal parts awesome and horror; forests and desert; water and land
  • Can't Miss - this is an incredibly rare event that I want to highlight. It gets it's own section.
  • cliff diving - anyplace where you can descend rapidly and safely from the top of a cliff into water
  • day-walkers - enemies shaded by overhangs or trees that can survive and kill you during the day
  • landmark - a visually unique object or landmass that can be seen at great distances or that can be used for navigational purposes
  • scenic - any level that is visually beautiful

Definitions - Biomes

  • desert - all sand, cacti, no rain
  • forest - any location where tree density is so thick it causes shade
  • grassland - all green, no trees, lots of grass and flowers, not flat
  • plains - all green, no trees, lots of grass and flowers, flat
  • savanna - vast stretches of grass, mud, and/or rock with small shrubs or few trees
  • shadows - any land that is covered in shade as a result of another land mass above it or high tree density. Enemies lurk in shadows
  • swamp - forests full of vines
  • tundra - any location where ice and snow cover the land

Definitions - Quantitative Ratings

  • tiny - about 8x8x8 cubes
  • small - about 16x16x16 cubes
  • medium - about 24x24x24 cubes
  • large - about 32x32x32 cubes
  • massive - about 40x40x40 cubes
  • epic - immeasurable
  • deep water - water that reaches y=60 or lower
  • small/medium/large - pertains to islands, flatland, villages, and buttes.
  • shallow/medium/tall - pertains to ravines, waterfalls, and lava falls.
  • caves: hidi-hole - this is a cave that only goes in a few steps to a few meters. There are no lower levels.
  • caves: medium - any cave that has more than one level but doesn't reach Y=24
  • caves: deep - any cave confirmed to reach y=24
  • cave complex - any pair of caves that intersect to form caverns.

Definitions - Land Formations

  • basin - imagine the shape of a cup. Now imagine four mountains whose sloping sides create a cup shape in the land
  • butte - a steep rock formation that towers into the sky surrounded on five sides by air that cannot be climbed without renovation. If it helps, think of it as a massive, fat spire.
  • cavern - a cave whose ceiling is far above your head
  • cliff - any sheer-rock mountainside that cannot be climbed without renovation
  • craters - deep, sheer-walled depressions in the land; they appear as perfect circles at the top and have flat or rounded bottoms
  • dead drop - any hole in the land so deep it will kill you if you fall into it
  • gorge - a deep, open-air trench cut between two mountains
  • floaters - Minecraft can create floating chunks of land that hover above the terrain without touching anything
  • island - small landmass completely surrounded by water
  • land bridge - a narrow, elevated stretch of land that connects two larger land masses
  • overhang - any shelf-like land that protrudes outward from the top of a cliff
  • pitfall - any hole in the land that you can fall through yet survive
  • quarry - any location where land inexplicably strips away exposing the stone underneath
  • ravine - an open-air trench cut into flat land
  • sandbar - tiny sand formations visible just above the water line of gulfs and oceans
  • spires - sheer rock formations that stretch upward into the sky surrounded on five sides by open-air that cannot be climbed without renovation. Think of it as a really skinny butte.
  • stalactite - unsmooth cave ceilings made of sandstone
  • valley - an area of flatland between two mountains

Definitions - Water Formations

  • archipelago - multiple neighboring islands
  • bay - water surrounded by land on three sides, wide, open mouth
  • cove - water surrounded by land on three sides, narrow, obstructed mouth
  • lagoon - water ringed with islands or sandbars
  • ocean - significant water that touches the entirety of at least one edge of the map
  • river - narrow stretch of water that divides an otherwise homogenous landmass; separately, there are also "river" biomes that I will refer to as "river biomes"
  • waterfalls - any water source that pours through open-air for more than two blocks of height.

Definitions - Resources

  • cacti - plural of cactus
  • deposit - a collection of coal, iron, diamond, or other resource squares
  • dungeon - a specific location in caves where mobs spawn; recognizable by the moss covered floor and centrally located spinning pig
  • dungeon farm - a zombie spawn located at the base of an open-air pit with sheer sides that prevent the spawned bad guys from leaving
  • pit - a tiny crater full of an otherwise out-of-place material; sand, lava, gravel can all have pits

So that's it. Hope you enjoy the blog and feel free to friend me on Xbox Live (ANGELIKMAYHEM -- in all caps). You can also e-mail me at angelikmayhem [at] yahoo.com if you want to chat.

Friday, October 19, 2012

1.8.2 Update: First Impressions

So, I finally had a chance to really play in depth the newest version of Minecraft for the X-box today. The problem with reviewing seeds is that you need a frame of reference in order to know which seeds are good and which ones are bad. Based on what I played today, here are my preliminary opinions of the new update:

While You're Waiting

Seed: playwright

The Good

I love the new biomes: mountains, rivers, and swamps. They are absolutely gorgeous (no pun intended). Huge cliffs that drop off into water and magnificent gnarled edifices. Swamp mushrooms should be rarer than they are; in real life to find that many mushrooms you'd need a trained pig. I have also found a few rare boards that are only one or two biomes. That makes me very happy.

I found a stronghold on my first map. I have to admit that I was leery of what they would look like on the X-box, but I was impressed. The one I found had doorways that fell off cliffs and hidden passageways and stuff.

The NPC villages were nice. I think they did a good job. My first one had a blacksmith with lava and a well that you could jump into that went way down to Y=30. They look really cool and I look forward to reporting on them.

A tiny, tiny piece of me is starting to understand the appeal of creative mode. I vow here and now that I will only ever use it for reviewing seeds and never for an actual game. The only reason I would ever use superflat would be to illustrate my architecture skills and even then, it would be for very special one-time events.

I refuse to touch the "free box of crap" at the spawn.

I like how pigs and cows run away from you when you try to kill them -- much better.

Most importantly, the game upgrades that this update brings offer me a great opportunity to multiply exponentially the number of seeds I review and the number of different types of features I get to photograph. Getting full maps is a breeze (though I often have to pause to let the map catch up to me; after all it is an X-box) and aerial photographs are going to add some serious bite to the visuals on this blog. I'm very excited.

The Bad

Caves are practically meaningless now and I have yet to find a hidi-hole. Both of these are bad for beginners.

The lava noise is unbelievably distracting and the leg breaking noise when you fall too far is so realistic it makes you feel a little queasy.

Some of the grass is very, very blue. That's annoying. Also, when walking past vines, the thin black box around the vine you are aiming at is ugly as hell.

I noticed that when you change options for a new game, the next time you start a new game it resets those options again back to default. Most people won't care, but it's a huge pain for me.

One of the hardest things I had to do was learn how to sprint. You do it, by the way, by pushing up twice very rapidly on the left thumbstick. This will shoot you like a bullet. It takes some practice. While it is useful -- especially for what I do -- the problem is the controls suck. It's attached to the camera controls, so if you do it wrong, your camera jumps and changes perspective. Über annoying!

Speaking of controls, there are no user defined controls; only three prefab layouts that, frankly, are not optimal. I also tried switching on "southpaw" and discovered that layout one is for all intents and purposes unusable.

The big problem with the update is the way the maps are constructed. Clearly, the designers wanted to make sure that whatever seed you put in (or randomly accepted), you had at least one ravine and one village and one mountain and one swamp. This is an example of bad design. I have gone through eight seed names today and each of them had one or more of these two items. These features need to be rare to make seed names more special.

The Ugly

Even the smallest ravines expose way too much underworld. Almost all of the ravines I found gouge out rock all the way down to Y=24 and some even go down to Y=12. That's bad. Also, with ravines, there is often overhanging mud and stone surface ground that is visually confusing and geographically unrealistic.

This update is still buggy. I have found grass floating in mid air on every seed I've looked at so far. I also have found lava flows that stop in mid air. It's only ever in one or two places, but there is always at least one.

Ugliest is such an ugly word, however it's a tie between the new craptastic sunsets and the absurd number of trees. Anywhere where there are trees -- there are a TON of trees. Especially in frozen wastelands. There are no bald snow mountains! That is incredibly unrealistic.

Final Verdict

For better or worse, the update is true to the Minecraft PC version. I don't think they hit a home run with the interface. Just like crouching, I think sprinting should be an activated option that stays on until turned off by the user. The new features are gorgeous and exciting, albeit too common.

My hope is that other bloggers will offer similar feedback that will encourage the developers to tweak some things. We'll see. For right now, though, it's Minecraft time...

Obsolete Seed Names

I just wanted to remind everyone that -- as in the PC version -- each new update to the X-box Minecraft game makes all of the seed names posted prior to that date (in this case, October 16th) obsolete. That's why I stopped posting new seed names just prior to the update; I knew shortly they would be worthless.

The new seed names that I post will be marked with the "1.8.2" designation to differentiate them from my earlier posts.

Thursday, October 18, 2012

NEW VERSION: 1.8.2

Alright, everyone. This week has been exceptionally exciting. Starting tomorrow when I get off of work, I'm going to go to town on this puppy. I'm dividing the new features into two categories: important features, which are geography and topography related, and eh, that's nice, which have to do with making sandwiches and being able to fly.

Important New Features

The most important features to me (and this blog) have to do with the changes to the way the seeds generate terrain.

  • NPC Villages - I can't tell you how excited I am for villages. This was the reason I started playing Minecraft on the X-box until I realized that the only village was in the tutorial. Now that they're here... I'm excited again.
  • Abandoned Mine Shafts - Creepy.
  • Stronghold - I like this less, but whatever.
  • Ravines - Up until now, I have knowingly been referring to sheer parallel cliff faces as ravines. This will end as now there are actual proper ravines and I will refer to them as such.
  • Sprinting - The faster I can unlock the map, the more of them I can post. Huzzah!
  • New Biomes - Rivers, swamps, and ocean biomes. We'll see how well they are designed, but I'm especially keen on swamps and rivers.
  • Upgraded Mining Speed - Very handy.
  • Renaming Saved Worlds - This is huge for me and believe it or not will speed up how quickly I can post seeds.

Eh, That's Nice.

Hooray, we can fly and make complex food items. So what. Here is a list of meaningless things that I'm sure are nice to those who want to make a ham sandwich.

  • Creative Mode - you can fly around the board assuming your X-box is in perfect condition and the RAM can handle building and ditching blocks that fast. If you use creative mode, you can't earn achievements or improve your rankings -- so at least THAT'S awesome.
  • Stackable Foods - you can make sandwiches
  • New Bad Guys - Enderman, Silverfish, and Cave Spiders... I care not for any of them.
  • Superflat - I guess now I won't have to tell you about flat seeds since there's a mode now.
  • Bow - They changed how the bow works so now it's more... bowie.
  • Vines - It's nice that we have jungles and so it's nice that we have vines.
  • Sword Blocking - I like to parry and thrust as much as the next guy.
  • Icons on Maps - When playing with other players, there's an icon system now when you pull of your map. That's nice, I guess.
  • Death Messages - Nice.
  • Removed the Void - Yeah, how long do you think it's going to be before some intrepid bastard learns how to circumvent this one?

Meaningless Crap

Stuff that really they could have let slip by.

  • TNT and mobs make new sounds
  • huge mushrooms
  • all the new foods and blocks
  • dispenser upgrades
  • quick equip for armor
  • furnace upgrades
  • fruit growing changes
  • eating animations
  • new noses for pigs
  • animals don't despawn
  • rotten flesh
  • chicken spawning
  • changed the sunrise and sunset
  • clouds at top of map (which is stupid because playing above the clouds was awesome)
  • pressure plates on fences for the crazy red stone guys
  • new locks on chests
  • autosave less annoying (we all turn it off anyway)
  • when sprinting, you can see your little avatar
  • updates to all the "How To"s

A Word on Modes

I really do not like the new modes. I didn't like them on the PC and now still on the X-box. I think they cheapen the game. Creative mode is for people who don't have enough creativity to build amazing things while having to account for gravity. I think the hallmark of an excellent architect is being able to build a castle or whatever while still standing on the ground and being an excellent architect myself, I now have no way to prove that the amazing things I build are done without floating.

I get that people like to build on flat land. I don't, but others do. However, "superflat" (nether or otherwise) is a cop out for people who don't want to take the time to dig out some space (which takes a half hour) or search for seed names that have naturally occurring flatland. And seriously... must we have a flat nether?

What It All Means

The grading system is going to change for how I judge seeds. I'm also going to have more to say about each one and will have some hopefully fantastic photography for you to see. Some of the terminology I use will also change. I will make all of these distinctions clear in my first post tomorrow. See you then!

Saturday, July 28, 2012

Rules, Codes, and Definitions for X-Box Minecraft Seed Evaluation

So, I have fallen in love with Minecraft on the X-Box. I think it's fabulous and due to a lack of seed sites on the Web that deal directly with the X-Box version of Minecraft -- as well as the proliferation of infantile jackasses who recommend seed names like "boobies" even though they suck because it's fun to say "boobies" -- I'm starting this blog.

Scoring

I'm going to pick random seeds that I think of and evaluate them using the following seven categories, each on a scale of one to ten, for a total score of between 0 and 70:

  • [MH] - Mountains and Hills are interesting to look at and adventurous to climb. Answers what percentage of the board is covered in hills and mountains and how steep/difficult are they to climb?
  • [DW] - Deep Water is any lake or ocean with significant depth. I love diving deep down under the surface of the water to discover underground entrances to secret caves and extract coal, iron, and diamonds at the bottom of a lake.
  • [C] - Caves include both concave depressions in the side of a cliff and plummeting holes buried in the ground. I also include any "shortcut caves" (caves with an entrance and an exit). Rating reflects both quantity and quality of caves.
  • [W] - Wood is essential in Minecraft -- especially in the first fifteen minutes. The availability of wood is a key determinant of whether a seed is for beginners or more seasoned experts.
  • [SP] - Spawn Point is the point where I spawned. The game remembers your spawn point and puts you there if you die. So it's important to have your house/town/castle somewhere near your spawn. Though the spawn can change from X-Box to X-Box and instance to instance, generally speaking you'll be somewhere in the area of the coordinates I post. If this location is suitable for building your dream house, it gets a high score; if it's in the middle of a sandbar in the middle of the ocean, not so much.
  • [VR] - Visible Resources includes coal, iron, diamonds, gold, redstone, and other extractable resources normally found in caves that can be seen right on the surface of cliffs and things while walking around. Bonuses are added for zombie spawns. It does not include sugar, wool, feathers, eggs, or other collectables.
  • [AF] - Amazing Features incorporates all the really interesting, weird, and unusual land formations like overhangs, waterfalls, cliffs, caves, craters, sea floor quirks, land bridges, and other anomalies that are either visually striking to look at or strategically significant.

There are certain score milestones that earn awards. You can search for seeds that have scored significantly in any category by using the following phrases in the search box:

  • Rolling! - 8.0 or higher in mountains and hills
  • Abyssal! - 8.0 or higher in deep water
  • Spelunked! - 8.0 or higher in caves
  • Treemium! - 8.0 or higher in wood
  • Born Free! - 8.0 or higher in spawn point
  • Cakewalk! - 8.0 or higher in visible resources
  • Anseled! - 8.0 or higher in amazing features
  • Perfection - a seed has registered a perfect ten points in one or more categories.
  • Premium - a seed has accumulated a total score of 40.0 or higher
  • Golden - a seed has accumulated a total score of 50.0 or higher
  • Legendary - a seed has accumulated a total score of 55.0 or higher

Procedure

I spend a single day/night cycle on each seed. I don't bother building any houses or improving any hidi-holes; I simply hoist myself into the air to get a birds-eye view of the area, pick a direction, and then I wonder around with the map jotting down coordinates of landmarks and resources.

If I find a seed that has something truly interesting or unique or I determine that the seed is of top quality, I will continue to navigate the seed until I unlock the entire map. I then post those maps.

Understanding Seed Names

Seed names are sensitive, so I always pick seed names that are lowercase and contain no spaces unless otherwise indicated. All seeds being tested are from the current build of Minecraft for the X-Box. These rules will be reposted (and possibly changed) with each version change. The reason for this is that seeds are specific to each version, so when the version changes all of the seed names I've tested become worthless and we start again. The current build is:

Xbox Minecraft version 1.1.1
(equivalent to PC version 1.7.3)

Terms

So, having done this for over a month now, I have developed a certain lingo that might be confusing to new players. So here are some common terms I use and their meanings.

  • balanced - equal parts awesome and horror; forests and desert; water and land
  • Can't Miss - this is an incredibly rare event that I want to highlight. It gets it's own section
  • cliff diving - anyplace where you can descend rapidly and safely from the top of a cliff into water
  • day-walkers - enemies shaded by overhangs or trees that can survive and kill you during the day
  • landmark - a visually unique object or landmass that can be seen at great distances or that can be used for navigational purposes
  • scenic - any level that is visually beautiful

Definitions - Biomes

  • desert - all sand, cacti, no rain
  • forest - any location where tree density is so thick it causes shade
  • grassland - all green, no trees, lots of grass and flowers, not flat
  • plains - all green, no trees, lots of grass and flowers, flat
  • savanna - vast stretches of grass, mud, and/or rock with small shrubs or few trees
  • shadows - any land that is covered in shade as a result of another land mass above it or high tree density. Enemies lurk in shadows
  • tundra - any location where ice and snow cover the land

Definitions - Quantitative Ratings

  • tiny - about 8x8x8 cubes
  • small - about 16x16x16 cubes
  • medium - about 24x24x24 cubes
  • large - about 32x32x32 cubes
  • massive - about 40x40x40 cubes
  • epic - immeasurable
  • shallow - four cubes deep or less, pertains to islands, ravines and crevasses.
  • deep caves - this rating denotes that a cave has been confirmed to reach down to y=30 or lower or contains a pitfall or contains multiple downward-trending branches
  • deep water - water that reaches y=58 or lower

Definitions - Land Formations

  • basin - imagine the shape of a cup. Now imagine four mountains whose sloping sides create a cup shape in the land
  • cavern - a cave whose ceiling is far above your head
  • cliff - any sheer-rock mountainside that cannot be climbed without renovation
  • craters - deep, sheer-walled depressions in the land; they appear as perfect circles at the top and have flat or rounded bottoms
  • crevasse - a deep, open-air trench cut into flat land
  • dead drop - any hole in the land so deep it will kill you if you fall into it
  • gorge - a deep, open-air trench cut between two mountains
  • floaters - Minecraft can create floating chunks of land that hover above the terrain without touching anything
  • hidi-hole - a tiny cave with no enemies suitable for an initial dwelling at the start of the game.
  • island - small landmass completely surrounded by water
  • land bridge - a narrow, elevated stretch of land that connects two larger land masses
  • overhang - any shelf-like land that protrudes outward from the top of a cliff
  • pitfall - any hole in the land that you can fall through yet survive
  • quarry - any location where land inexplicably strips away exposing the stone underneath
  • ravine - a shallow, open-air trench cut into flat land
  • sandbar - tiny sand formations visible just above the water line of gulfs and oceans
  • spires - sheer rock formations that stretch upward into the sky surrounded on five sides by open-air that cannot be climbed without renovation
  • stalagmites - unsmooth cave ceilings made of sandstone
  • valley - an area of flat land between two mountains

Definitions - Water Formations

  • cove - water surrounded by land on three sides, narrow mouth
  • gulf - water surrounded by land on three sides, open mouth
  • lagoon - water ringed with islands or sandbars
  • ocean - significant water with no bordering land on at least one side, may contain islands
  • river - narrow stretch of water that divides an otherwise homogenous land mass
  • waterfalls - any water source that pours through open-air for more than two blocks of height.

Definitions - Resources

  • cacti - plural of cactus
  • deposit - a collection of coal, iron, diamond, or other resource squares
  • pit - a tiny crater full of an otherwise out-of-place material; sand, lava, gravel can all have pits
  • spawn farm - a naturally-formed zombie spawn located at the base of an open-air pit with sheer sides that prevent the zombies from leaving
  • zombie spawn - any location where enemies spawn regardless of light levels

So that's it. Hope you enjoy the blog and feel free to friend me on Xbox Live (ANGELIKMAYHEM -- in all caps). You can also message me through this site or leave a comment on a page if you find something interesting that I missed or if you'd like to contribute a seed. Note: I do not recommend the seed "boobies" since I am not a 12-year-old boy.