Spawn (Survival 2)

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{{Infobox_City_Template|title1 = Spawn|world = [[Survival 2]]|mayors = Headmod Team & [[ReNDoG]]|opened = September 2nd, 2017|status = Defunct|railway = Spawn Station (SRN)|nether = Nether Hub Room / Spawn Station (NTN)|builders = A team led by head moderator Rustbite - staff members with some regular players|image1 = 2019-05-28 21.42.00.png|caption1 = |location = -1975, 2380}}'''Spawn''' on the [[Survival 2]] world was the point of origin for all players joining the world, the center of the World Border and features a kingdom cityscape and castle to mark the gateway to the world. Dotted around these areas were groups of purchasable plots for players to build in. the plots were a one time permanent purchase using /buyspawnplot. The area can be accessed using the [[Commands Guide|command]] /spawn in game, which teleports the player to the [[rules]] room windmill at Spawn.
{{Infobox Settlement
[[File:Spawnpoint mill.png|left|thumb|220x220px|''The spawnpoint windmill'']]
|title        = Spawn
|image        = 2019-05-28 21.42.00.png
|caption      = An overhead picture of the region
|world       = Survival 2
|mayors       = Headmod Team & [[ReNDoG]] <br>{{Player|renthedog}}
|contributors = A buildteam consisting of both staff and non-staff players, led by headmoderator {{Player|Rustbite}}.
|founded      = 2<sup>nd</sup> September, 2017
|xcoord      = -1975
|ycoord      = 64
|zcoord      = 2380
|dimension    =  
|status      = {{Defunct}}
|railway      = [[Survival Railway Network (Survival 2)|SRN]] Spawn Station
|nether      = Nether Hub Room / [[Nether Transport Network#Survival 2|NTN]] Spawn Station
}}


== Layout and Builds ==
'''Spawn''' on the [[Survival 2]] world was the point of origin for all players joining the world, and the center of the World Border. It featured three kingdoms built in different styles and a castle to mark the gateway to the world. Dotted around these areas were groups of purchasable plots for players to build in. The plots were a one-time permanent purchase using /buyspawnplot. The area could be accessed using the [[List of Commands|command]] <code>/spawn</code> in-game, which teleported the player to the [[rules]] room windmill at Spawn.
 
==Layout and Builds==
The large Spawn area was split into themed districts with plots of differing colours at each.
The large Spawn area was split into themed districts with plots of differing colours at each.


=== Dwarven Area ===
===Dwarven Kingdom===
The Dwarven area of Spawn was the biggest of spawn and featured the most memorable build of the larger spawn area, the formidable castle in the centre. The main building style here can be described as medieval and rustic.  
The Dwarven area of Spawn was the biggest out of the three and featured one of the most notable builds of Spawn, the formidable Spawn Castle in the centre. The main building style here can be described as medieval and rustic.  
[[File:Dwarven mines.png|left|thumb|220x220px|''Dwarven mines - the gateway to other underground areas'']]
[[File:Dwarven mines.png|left|thumb|220x220px|''Dwarven mines - the gateway to other underground areas'']]
This area featured two sets of player plots - yellow and brown. These plots proved to be the most popular, because of their proximity to the spawnpoint windmill.
This area featured two sets of player plots - yellow and brown. These plots proved to be the most popular, because of their proximity to the spawn point windmill.


Several lore-driven hidden builds were built in the area. The Dwarven Mines, an elaborate themed ravine, led to both the Crystal Caves and Thief's Guild. The Caves connected the area to the Elven area underground. The original proposal for the Thief's Guilds included that it would use admin shops to sell players unobtainable items for very large sums of [[Dogcraft Dollars|dcd]], although this was later scrapped.
Several lore-driven hidden builds were built in the Dwarven Kingdom. The Dwarven Mines, an elaborate ravine, led to both the Crystal Caves and Thief's Guild. The Caves connected the area to the Elven Kingdom through an underground passage. The original proposal for the Thief's Guilds would have had it use admin shops to sell players unobtainable items for very large sums of [[Dogcraft Dollars|DCD]], although this was later scrapped.


=== Elven Area ===
===Elven Kingdom===
[[File:Elven.png|thumb|220x220px|''Centrepiece of the Elven area'']]
[[File:Elven.png|thumb|220x220px|''Centrepiece of the Elven area'']]
An area furthest south was Elven themed and was the smallest of the three. Its main build was a fantasy style basin with waterfalls and greenery, with a bridge through the middle. The basin had a tunnel connection to the Crystal Caves and therefore the Dwarven area. The small set of cyan plots was located nearby.
An area further south of spawn castle was the Elven Kingdom. It was the smallest of the three sections of spawn. The main build in it was a fantasy style basin with waterfalls and greenery, and a bridge through the middle. The basin had a tunnel connection to the Crystal Caves and therefore the Dwarven Kingdom. A small set of cyan plots were nearby.


=== Human Area ===
===Human Kingdom===
The Human area was located against the southeastern boundary of the castle wall, and had two main sections. One, a large garden featuring hedge maze and biodome among other natural attractions. The other was centred around a large jousting arena and housed the largest set of plots, which were pink.
The Human area was located near the south-eastern boundary of the castle wall, and was split into two main sections. The first was a large garden, featuring a hedge maze and a biodome, among other natural attractions. The other area was centred around a large jousting arena and housed the largest number of plots, which were pink.
[[File:Pink plots.png|thumb|220x220px|''Wide view of the Human area and its pink plots'']]
[[File:Pink plots.png|thumb|220x220px|''Wide view of the Human area and its pink plots'']]


=== Miscellaneous Builds ===
===Miscellaneous Builds===
Located to the east of the castle was the [[Events Committee]] Headquarters for Survival 2. Although some intention to document the events of the world, it was never utilised once the world launched.
Located to the east of the castle was the [[Cyberdog Events Committee|Events Committee]] Headquarters for Survival 2. Although initially intended to be a place where the events of the world could be documented, it wasn't utilised after the world launched.
 
The only public farm on the world was the Spawn wheat farm. Although located in the Dwarven area, the wheat field took on a well-known life of its own as the saviour to many new players, but also somewhat infamously as the leading cause of moderator warnings.


The server nether hub was accessible from Spawn, taking the form of an impressive diamond shaped space with lava ceiling.
The only public farm on the world was the Spawn wheat farm. Although located in the Dwarven area, the wheat field took on a well-known life of its own as the saviour to many new players, but also somewhat infamously as the leading cause of many moderator warnings.
[[File:Events hq 2.png|thumb|237x237px|''Events Committee HQ'']]
The server nether hub was accessible from Spawn, in the form of an impressive diamond-shaped room with lava ceiling.


[[Spawn Station (Survival 2)|Spawn Station]] was a railway station intended to help players to find a place in the wild, or explore the world. It was operated by the [[Survival Railway Network|SRN]].  
[[Spawn Station (Survival 2)|Spawn Station]] was a railway station intended to help players to find a place in the wild, or explore the world. It was operated by the [[Survival Railway Network|SRN]].  


A [[Scooberson Hidey Holes|Scooberson Hidey Hole]] was also hidden underground in the Dwarven Area.
A [[Scooberson Hidey Holes|Scooberson Hidey Hole]] was also hidden underground in the Dwarven Area.
 
==Lore==
== Lore ==
Extensive lore was written by {{Player|Wildfirev}} to explain the placement and contents of the Spawn area. The central storyline uses names from the team that build the area. In the story, several characters find the source of tremors that are occurring in the land. It turns out to be a large crystal that their ruler, King Rendog covets (this crystal can be viewed in-game). They rush to tell him and while returning to the crystal, they are confronted by an army of wither skeletons. The full script can be viewed on the forum.
Extensive lore was written by ''Wildfirev'' to explain the placement and contents of the Spawn area. The central storyline uses names from the team that build the area. Several characters find the source of tremors that are occurring in the land, a large crystal that their ruler, King Rendog covets (this crystal can be viewed in-game). They rush to tell him and while returning to the crystal, are confronted by an army of wither skeletons. The full script can be [https://dogcraft.net/forum.php?page=%2Ftopic%2C834.msg8466.html%23msg8466 viewed here].
[[File:Tremor crystal.png|thumb|220x220px|''The large crystal, important to Spawn's lore'']]
[[File:Tremor crystal.png|thumb|220x220px|''The large crystal, important to Spawn's lore'']]


== Reception ==
==Reception==
The plot system that was used in Spawn was not particularly successful. Although around a third of the plots were bought, only around half of these were fully completed and no buildings of note were created in the Spawn Area after the launch of the world.
The plot system used in Spawn was not particularly successful. Although around a third of the plots were bought, only around half of those were fully completed.
 
Most players were not focused on the decorative and lore elements of Spawn, preferring to leave quickly and start a base first. Common comments on Spawn was that it was too big of an obstacle to leave, somewhat confusing in layout, and that other player-built settlements had become more lively.  


Much later, in 2018, an attempt to entice people to explore Spawn as intended was made by moderators. 'Hunt the mod' was an occasional game where dcd was offered to players for finding a hiding moderator in the Spawn Area.{{Navbox Survival 2}}
Most players were not focused on the decorative and lore elements of Spawn, preferring to leave quickly and start a base first. Common comments on Spawn were that it was too big of an obstacle when attempting to leave, somewhat confusing in layout, and it did not have an active local community. After a few months of Survival 2 being active other player-built settlements had become more lively, with bigger active communities.
__NOEDITSECTION__
[[File:2019-05-29 20.10.46.png|left|thumb|154x154px|''Map of a large portion of Spawn'']]
Much later, in 2018, an attempt was made to entice people to explore Spawn by moderators. 'Hunt the mod' was an occasional game where dcd was offered to players for finding a hiding moderator in the Spawn Area.{{Navbox Survival 2}}
[[Category:Settlements]]

Latest revision as of 15:19, 7 May 2022

Spawn
Survival 2
2019-05-28 21.42.00.png
An overhead picture of the region
Settlement
WorldSurvival 2
Founded2nd September, 2017
Mayor(s)Headmod Team & ReNDoG
20.png renthedog
ContributorsA buildteam consisting of both staff and non-staff players, led by headmoderator 20.png Rustbite.
LocationX= -1975
Y= 64
Z= 2380
TransportSRN Spawn Station
Nether Hub Room / NTN Spawn Station

Spawn on the Survival 2 world was the point of origin for all players joining the world, and the center of the World Border. It featured three kingdoms built in different styles and a castle to mark the gateway to the world. Dotted around these areas were groups of purchasable plots for players to build in. The plots were a one-time permanent purchase using /buyspawnplot. The area could be accessed using the command /spawn in-game, which teleported the player to the rules room windmill at Spawn.

Layout and Builds

The large Spawn area was split into themed districts with plots of differing colours at each.

Dwarven Kingdom

The Dwarven area of Spawn was the biggest out of the three and featured one of the most notable builds of Spawn, the formidable Spawn Castle in the centre. The main building style here can be described as medieval and rustic.

Dwarven mines - the gateway to other underground areas

This area featured two sets of player plots - yellow and brown. These plots proved to be the most popular, because of their proximity to the spawn point windmill.

Several lore-driven hidden builds were built in the Dwarven Kingdom. The Dwarven Mines, an elaborate ravine, led to both the Crystal Caves and Thief's Guild. The Caves connected the area to the Elven Kingdom through an underground passage. The original proposal for the Thief's Guilds would have had it use admin shops to sell players unobtainable items for very large sums of DCD, although this was later scrapped.

Elven Kingdom

Centrepiece of the Elven area

An area further south of spawn castle was the Elven Kingdom. It was the smallest of the three sections of spawn. The main build in it was a fantasy style basin with waterfalls and greenery, and a bridge through the middle. The basin had a tunnel connection to the Crystal Caves and therefore the Dwarven Kingdom. A small set of cyan plots were nearby.

Human Kingdom

The Human area was located near the south-eastern boundary of the castle wall, and was split into two main sections. The first was a large garden, featuring a hedge maze and a biodome, among other natural attractions. The other area was centred around a large jousting arena and housed the largest number of plots, which were pink.

Wide view of the Human area and its pink plots

Miscellaneous Builds

Located to the east of the castle was the Events Committee Headquarters for Survival 2. Although initially intended to be a place where the events of the world could be documented, it wasn't utilised after the world launched.

The only public farm on the world was the Spawn wheat farm. Although located in the Dwarven area, the wheat field took on a well-known life of its own as the saviour to many new players, but also somewhat infamously as the leading cause of many moderator warnings.

Events Committee HQ

The server nether hub was accessible from Spawn, in the form of an impressive diamond-shaped room with lava ceiling.

Spawn Station was a railway station intended to help players to find a place in the wild, or explore the world. It was operated by the SRN.

A Scooberson Hidey Hole was also hidden underground in the Dwarven Area.

Lore

Extensive lore was written by 20.png Wildfirev to explain the placement and contents of the Spawn area. The central storyline uses names from the team that build the area. In the story, several characters find the source of tremors that are occurring in the land. It turns out to be a large crystal that their ruler, King Rendog covets (this crystal can be viewed in-game). They rush to tell him and while returning to the crystal, they are confronted by an army of wither skeletons. The full script can be viewed on the forum.

The large crystal, important to Spawn's lore

Reception

The plot system used in Spawn was not particularly successful. Although around a third of the plots were bought, only around half of those were fully completed.

Most players were not focused on the decorative and lore elements of Spawn, preferring to leave quickly and start a base first. Common comments on Spawn were that it was too big of an obstacle when attempting to leave, somewhat confusing in layout, and it did not have an active local community. After a few months of Survival 2 being active other player-built settlements had become more lively, with bigger active communities.

Map of a large portion of Spawn

Much later, in 2018, an attempt was made to entice people to explore Spawn by moderators. 'Hunt the mod' was an occasional game where dcd was offered to players for finding a hiding moderator in the Spawn Area.

Background SRN Opening by Montenator