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[Hide] (1.8MB, 1819x1046) Reverse >>968
yeah I've been having spooks with this cursed world too. the cinematic horror of this little shit speeding up the mine shaft from the depths could never be recreated with just a screencap. he spawned in a tiny little hidden pocket in the deepslate layer, with a 1x1 hole for him to escape from and one diamond in the center. Also one of those niggermen chimped out on me in the mushroom farm, I'm usually good at KILLING NIGGERMEN but this one was elusive in the DARK caverns.. he harassed me for over half an hour teleporting in and out at random intervals wherever he could fit, sneak attacking with no warning within these fucking back room looking ass rooms I built. he got away with it like they all tend to do.
I love certain things about every era of minecraft's terrain generation, from the isolated, uncanny and liminal worlds of classic to infdev, the schizo crazy random noise generated world absurdities in alpha-beta, the wide open oceans in the more recent versions from the mid 2010s and of course, to the the hyper realistic terrain they have going on now. I feel like some of the realism has negated the crazy randomness the alpha-beta era could come up with though. they should never compromise the classic wild minecraft terrain feeling in pursuit of whatever new "improvements" are conjured up, I can see why and how it could happen, but minecraft needs to stay feeling like minecraft. I remember stupid shit li