Introducing the Shotbow magazine | PG 3 Community art spotlight info| PG 4 YOUTUBE COMMUNITY SPOTLIGHT | PG 5-6 DEVELOPER INTERVIEWS - STORM345 | PG 7-10 QUBION PLOT HIGHLIGHTS | PG 11 - 12 Annihilation map reviews | PG 13 - 14 Behind the scenes - MineZ | PG 16 - 18 Photo gallery - smash | PG 19 - 22 Community Surveys | PG 23 CREDITS | PG 24 - 25 2 Introduction - Issue #1 Hey there! This is the first release of our Shotbow Magazine. I’m Sunlost, and I’m the lead producer for the project. The idea was first posted on the forums by Dinohoot8, who is the co-producer of the Shotbow Magazine. After going unnoticed for some time, Dinohoot8 reminded me of the idea. I thought it was a great idea, so we ran with it. Two months later, we have a full magazine being released, aiming to bring interesting content to the community. We have a large team of writers, who will be working together to deliver this publication to you bi-monthly. We’re always looking for new concepts for the magazine, so please leave your ideas in the comments of the thread! Without further ado, the Shotbow Magazine team presents Issue #1! 3 Community art spotlight Welcome to the first Shotbow Magazine Community Art Spotlight! Every edition, players can submit their works of art to possibly be included in the Shotbow Magazine! All the submissions will be judged by an un-biased, anonymous panel of admins. Only one player will get the grand prize of 5000 XP, but 2 other runner-ups will also get their art presented in the magazine. They will get their names and their art near the front of the magazine, (and of course, bragging rights). More prizes might be added as new editions are released. (Screenshots, drawings, and renders are all accepted.) Please do note that if there are not enough participants, Shotbow Magazine may not continue the spotlight in future editions. This quarter’s theme is Summer, so put your sunglasses on and head to the beach! Shotbow Magazine will be waiting for your submissions. Submission Link Written and Edited by Sunlost 4 YouTube community spotlights The Shotbow Community makes a lot of fun, entertaining YouTube content. In this article, a few players will have their YouTube videos featured in the magazine. Shotbow Magazine will attempt to select videos that the community really enjoys, either because of comedy or general interest in content. Catsage, a member of the Shotbow Film Crew, also runs her own YouTube channel. She released a video named “MineZ - Quality Town Reviews (that no one asked for)”. In the video, she walks around MineZ with Fridge2177, and does “Town Reviews”, a parody of the typical review system the community has seen. Catsage’s arbitrary point system was funny and Fridge definitely helped with the comedy. Link The Shotbow YouTube Channel released a “Throwback Thursday” Video showing the original MineZ trailer from 4 years ago in celebration of Shotbow’s fourth anniversary. It definitely shows how far the network has come since then! Link 5 Ninja_Bacn, also a member of the Shotbow Film Crew, made a noteworthy video. “MineZ - The West (Cinematic)”. The video is a dark- themed cinematic featuring a lot of the western locations in MineZ. While it may have some slow fps in a few areas, it’s still really cool. The music brings it all together, Lorde’s “Everybody Wants to Rule the World”. It’s a very entertaining video and comes highly recommended. Link SquallyTheWally released a third part to his Annihilation tutorials series, a guide on controlling the middle of the map. He gives some interesting tips, and it would be a helpful guide to anyone who is new to Annihilation. Link Want your videos featured in this article? Post your videos on the announcement thread, and we might put it in! Special thanks to all of the content creators in the Shotbow Community, especially the ones featured in this article. You have brought the community hours of entertainment. Written and Edited by Sunlost 6 Developer interviews Today, we interview Eddie (storm345), the Developer of MTA. Who are you? My name is Eddie (storm345) and I am a developer at Shotbow! The game I work most on is Mine Theft Auto (MTA), although I also do work on other games like Qubion. What do you enjoy most about your position? The best bit about programming anything is seeing the result. It is incredibly rewarding to see real people playing a game or using software you coded. I also love some of the crazy and amazing ideas that our community comes up with. For example, a large chunk of MTA is based on ideas suggested by the community, like houses, handcuffs, and tasers. What is your favorite thing that you have coded? My favorite ‘thing I have coded’ is the MTA Phone. The code behind it isn’t anything particularly special, but I love the idea of it replacing the need to remember hundreds of commands (Like on other servers). Why did you code for Shotbow and not just any other server? Before Shotbow I was the lead developer at another Minecraft Server Network, GameBlade (Formerly ‘MineTheftAuto’). The network had quite a few fun games such as Mirrors Edge, MineTheftAuto (alpha, and 1.0), Creative Plots, Mario Kart, a survival server, and more. However, in 2015 GameBlade shut down and merged with Shotbow, bringing with it Mine Theft 7 Auto (2.0). Shotbow is a great server to be a part of because it has very dedicated staff, a wonderful community and the resources to deliver an excellent gaming experience to all players. How did you start programming? A few years ago I found myself running a Minecraft server for my friends. While I had played around with some web code before, (HTML, CSS, etc.) I had never really done any actual programming, and I thought it’d be fun to create a useful plugin for the server that added some cool extra commands. (Jailing, etc.). The plugin was eventually put onto Bukkit and people started asking for additions to it. I added their requests, learning what I was doing as I coded. After a while I thought it’d be fun to try messing around with vehicles, so I experimented with trying to get minecarts to drive like cars. Once I got it working, I added it into my plugin on Bukkit and it soon became fairly popular. Only a few weeks after, people were asking for it to be added into a new separate plugin just for the cars, and ‘uCars’ was born. At this point I was still very much a novice programmer. Working on uCars taught me quite a lot, it seemed like every day I’d receive feedback from people with bugs to fix and new features to add, each new feature even crazier than the one before it. Before long, uCars was an incredibly complex, and messy, plugin with every possible thing you could want cars to do. The Yogscast (British YouTubers who I am a huge fan of) even did a Yoglabs video (Pig vs Cart) on the plugin, using a map made specifically for it by the talented people over at TheVoxelBox. After working a while longer on uCars and some other Bukkit projects, I noticed my code was looking pretty messy. At this point I made the best decision - to buy a book about programming and java and actually learn the correct way to do things. I would highly recommend anybody who wants to program software to do the 8 same, it made a huge difference to the quality of what I was able to produce. A few months later, I was contacted by a Dutch man named ‘Bjarn’ who was having issues with people being able to exit minecarts and use it to glitch through walls. I took a look at the issue and altered the location players exited from the vehicles. After this, he asked me to help him with some code he had - The code for Mine Theft Auto alpha (The first Minecraft GTA server). The previous developer helping him had recently left and, like me a few months before, he didn’t have much programming knowledge - so the code was very messy and rather poor. Before long I was lead developer of the ‘MineTheftAuto’ server (Later to become GameBlade). Having cleaned up the terribly messy code given to me and producing a massive update to the game (Including the heists you still play today!), MineTheftAuto 1.0 was released. It had a few issues on launch but went on to be a largely successful game. Following the success of MTA 1.0, ‘MineTheftAuto’ became GameBlade and many more games were created; Mirrors Edge, Creative Plots, etc. Fast forward to 2015, due to a person using the ‘kneesnap’ exploit (bug in older vanilla Minecraft giving people in creative servers op powers via a glitch) the network was ruined. The person using the exploit messed about with permissions and spawned in huge sums of money in MTA, entirely breaking the economy and ruining the popularity of the game. Sadly this ultimately caused the death of the network. Luckily, I had at some point ran into lazertester at some point a while beforehand and had his contact information in my 9 skype. After some negotiating Shotbow then agreed to merge with GameBlade and take onboard Bjarn, myself and the admin team. Even before the merge of Shotbow and GameBlade I had been working on a new update to MineTheftAuto: MTA 2.0. This huge update contained new minigames, new guns, a new map, leveling, and many more awesome features that weren’t part of the original game. After the merge with Shotbow, I began work on finishing the update and altering the game to run across multiple servers, instead of the single server used at GameBlade. 2016 then came about. The launch of MTA 2.0 was at the start of January and I was incredibly happy with its success. The game was averaging 200+ players on it at any given time (With 300-500 on weekends). That number has since fallen but I’m hoping after the 1.9 update (And planned super awesome post-1.9 update afterwards) that the player count will soar once again. Any tips for new programmers? I think that a good starting point is to find something fun and useful to work on. For me it was a plugin to use on a server with friends, but it could be anything. Simply creating something and then maintaining and improving upon it will teach you useful skills such as debugging. I would however strongly suggest reading a book, or doing an online course to learn properly about programming before you do anything serious. (Such as selling what you’ve made, or working for a network). Learning the theory behind object oriented programming and learning about core programming concepts, such as concurrency, etc. will help you greatly. Written by Dinohoot8 and Storm345, Edited by Sunlost 10 Qubion plot highlight Welcome to the first ever Qubion plot highlight, where we at the magazine look at plots on the creative server and show case the ones that The Shotbow Community thinks stand out! This edition, we have a Ledari plot created by _Maplemoose_ , a cute little penguin standing over an icy water fall. One thing this plot is to be applauded for is for how it effectively utilizes its terrain. Instead of building the typical single cliff that so many other Ledari plots attempt, this player has shaped his/her terrain so that it forms a kind of dome over his/her penguin. This not only makes for a nice background, but also helps draw the eye to his/her cute penguin in the center. You really can’t say no to that face. 11 _Maplemoose_ also did a good job of making sure that there were no blank spaces on the plot. Normally when cliffs are made, players will make the mistake of leaving the sides of the cliff completely empty. While not a terrible thing to do, it can leave the plot looking rather bare and boring. Maple combatted this by adding ice to the sides of the cliffs, which not only covered the blank space but also added a nice blue color to the terrain. He or She also made sure not to leave the top of the cliff empty, either, and decorated it with some icy pine trees. It is nice to see a Ledari plot that puts a focus on organics. Even though the plots for Ledari rank generally focus on structures, a good organic can really make the difference between a rankup or not. However, this plot should still have some structures, as that is currently one of the requirements to achieve Ledari rank. Thankfully, it shouldn’t be too hard to add one alongside the trees on top of the cliff. Once this plot has a nice structure, it could easily be ranked up. Written by EmeraldClef, Plot by _MapleMoose_, Edited by Sunlost 12 Annihilation map reviews Annihilation is one of the most played games on Shotbow. Between the US and EU servers, there are a lot of people who enjoy playing it. With Annihilation being one of the most popular games, there has to be a map that is the community favorite. In Annihilation’s case, there are three. They are Coastal, Canyon, and Andorra. Coastal is the most played map in Annihilation. It has been around since the beginning of the game and it will be around for a long time. The map is the only map in competitive mode. Jackelofhell and xxsaundersxx made the map. The map has two iron mines, two coal mines, one redstone mine, and one emerald mine per team. There is also one shared diamond mine in the center of the map. The Coastal mid is unique because in the middle there is a beacon and nine iron blocks for people to mine. There’s also a lot of water around the map. The class that is great for water is definitely iceman. You are able to maneuver around quickly and escape from the dangers of getting killed in a crowded mid. Not to mention that you travel in style! Canyon is another popular map. It is frequently played, and a large majority of players love it. The size of Canyon is 382x382, which is the same as Coastal. The map is devoid of water except for a small area in mid. The diamonds are in that water area at mid. 13 The nexus tower is a temple which has many entrances and hiding spots. There is a chamber on the right side of every base that leads into a well to where a player can quickly take a shortcut to the nexus tower. When going to mid, be sure to be careful of the huge drop down to the bottom of the canyon. That's where Acrobat comes in. Acrobat can double jump and is immune to fall damage. This is definitely the best class in Canyon because of the immunity to fall damage. Andorra 3.9.2 is a very fancy map to play on. It has evolved overtime from a simple map to the more elegant version the users play on today. The map size is 401x401 (which is a very large map). The Andorra nexus tower is great because it's not underground where people can just camp on the stairs and kill you. Users can grapple or build to the top of the tower instead of having to run up a flight of stairs. Andorra’s mid is fantastic! Did you ever imagine having a coliseum for a mid? It’s very different from the other maps. There is also a secret room behind the nether portal in the nexus tower. A safe place to brew potions is in the in-base gravel mine. Scout is a huge factor in Andorra because it’s easy to get around the map, grapple away in the water if people are chasing you, and to go across the trees much more efficiently. That was Annihilation Map Reviews! Next month should be more informative as the Shotbow Magazine will be diving into more gameplay tips. 14 Written by Dinohoot8, Athys, Patty2, Zyong, and Superbob1000, Edited by Sunlost Vote for the Shotbow Network! (links below) Voting for Shotbow on Planet Minecraft, Minecraft Forum, and MC Servers is something each and every one of us should do! Not only does it give you 200 free XP daily (600 if you vote on all three), it greatly helps out the Shotbow Network by increasing visibility! Every one of you enjoys Shotbow's many fun games, which the entire staff puts a ton of effort into! With the staff putting in so much effort, it would be appreciated if you would take the time to vote! There is a lot of exciting stuff coming soon for Shotbow, so be sure to spread the word in any way you can! This includes Social media, friends, etc! If you need ways to remind yourself to vote, you can set daily reminders, bookmark the voting page, or even better, make it so the voting page comes up when you start your browser! Vote on MC Forum - Vote on PMC - Vote on MC Servers 15 Behind the scenes - MineZ All of the redstoners are probably wondering how these MineZ dungeons made? Well, Shotbow Magazine has the answer for you. A retired team member went behind the scenes in Desert Canyon Sanctuary and St. Roseluck Crypt to bring you tips and wonderful screen shots from the inside. Desert Canyon Sanctuary The first thing that you see is the stained clay in the middle. They represent the various parts of the ceiling that fall. If you look to the left, you can see a command block next to a line of command blocks, this command makes the TNT drop. The redstone block is pulsed by the glass block, but whichever block places the wool in the line of command blocks or deletes it controls the duration. Once the wool reaches the end, it triggers a chain of command blocks that turns off the boss and opens the loot room. 16 St. Roseluck Crypt: The Wither Bridge This is the redstone for the Wither Bridge. The colored wool in the erratic pattern shows which dispensers are going to be firing. The lined-up command blocks work in pairs, one turns on the right ceiling lights, the other fires the correct dispensers. The Wave Room This is the redstone for the Wave Room. It’s almost identical to the redstone used in DCS’s wave room. You might notice the zombie in the glass cage, he’s the safety feature. If you log out, he will despawn and the dungeon freezes. That means that you can’t continue to the next wave and you’ll be stuck in the dungeon. This is to prevent people from logging out to avoid fighting zombies. If you win and didn’t log out, the Zombie dies. The room is complete, the door opens, and it resets for the next players. The Command Blocks next to the cage determines how many times each dispenser gets pulsed (dropping zombies). It’s preset at 4, 6, or 10. The phase block (the green wool in the line of command blocks) control which ones get powered. 17 Links to Pictures 1 - DCS Boss Room 2 - DCS Boss Room Redstone 3 - Roseluck Bridge Redstone 4 - Roseluck Wave Room Redstone 5 - Roseluck Wave Room Written by Thomas_Dorland, Edited by Sunlost 18 Photo gallery - smash Greetings my fellow Shotbow community members! Welcome to the first photo gallery article for the new magazine. Every edition I, Squally, will be releasing 5 new screenshots from a Shotbow game. They will later be entered into the Shotbow wallpaper pack, but you folks are getting a special look at them simply for reading this! This edition I have chosen SMASH - the swift, actionpacked game that everyone has had loads of fun playing. Screenshot 1 is of the map “The Ship”, which isn’t as popular despite looking absolutely awesome with shaders. I’m sure you will all recognize screenshot 2, “Arena”, undoubtedly one of the most popular SMASH maps out there. “Volcano” is a diverse and somewhat cinematic map and it’s also one of my personal favorites so I just had to implement it. Screenshot 4 is the one I think looks the best, but can you tell what it is? Have a guess - the answer will be released next issue. Finally, if you have ever played SMASH, you will recognize this; the humble hub! Thanks for looking through, and please be sure to SMASH me some new ideas if you have any! - Squally 19 SMASH Map — The Ship SMASH Map — Arena 20 SMASH Map — Volcano Secret 21 SMASH Lobby Download Links Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 Screenshot 5 Written by SquallyTheWally, Edited by Sunlost 22 Community surveys -FluffoonHello all, To begin I’d like to say that I’ve always valued what the community thinks about the server; their suggestions, concerns, etc. Your joint voice is what must inspire and drive us. So I decided to start making surveys each month and get an idea of what you guys want, and how you guys feel about the server and its games. The results of the surveys may be a great help in making decisions in the future. I only ask you for one thing: be honest and serious in your responses. Be constructive and explain your points, and we will give you an appropriate response. One-word comments, troll comments, or insults will not be analyzed. To start off, the first survey will be more of an introductory one - we will be asking you to describe Shotbow through your eyes in 10 questions. Later on we will give you the opportunity to choose more specific topics aimed at certain games or problems. Feel free to suggest questions in the comments of the announcement post. So, without any more delay, here is the link to the survey. I’ve added a password to avoid responses from people not related to Shotbow. The password is survey1. Thanks for participating. Survey 23 Closing and credits As we close this first edition of the Shotbow Magazine, the Editor would just like to thank each and every one of the people who made this possible. Athys - Co-Writer of “Annihilation Map Reviews” Catsage - Featured Video in “YouTube Community Spotlights” Coconut88123 - “Happy 4th Anniversary” Front Cover Art Dinohoot8 - Co-Writer of “Annihilation Map Reviews”, Interviewer in “Developer Interviews”, Organization Fluffoon - Writer of “Community Surveys” Jeroenhero - Dates for “4 Years of Shotbow” Navarr - Dates for “4 Years of Shotbow”, General Guidance Ninja_Bacn - Featured Video in “YouTube Community Spotlights” Patty2 - Co-Writer of “Annihilation Map Reviews” SquallyTheWally - Writer of “Photo Gallery - Smash”, Featured Video in “YouTube Community Spotlights” 24 Superbob1000 - Co-Writer of “Annihilation Map Reviews” Sunlost - Lead Editor, Project Manager, Writer of “Community Art Spotlight” and “YouTube Community Spotlights” Storm345 - Interviewee in “Developer Interviews” Thomas_Dorland - Writer of “Behind the Scenes ~ MineZ” Zyong - Co-Writer of “Annihilation Map Reviews” We’ll see you all in the next edition! Bye! 25
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