Cavinator1

**Cavinator1** is the creator of the Assassin of Steve trilogy.

He is also the creator of BlazeandCave's Advancements Pack, Dance Floor, and Celestial Protocol.

## Biography

### Before his mapmaking career

Cavinator1 was born in the Marky Solar System several millennia from now and his pure genius earnt him a spot on the Rock Raiders Space Corp at the age of six years old. After single-handedly leading his comrades off of an uncharted planet they got stranded on and overthrowing the evil N\*\*\*s\*\*\* (title redacted) organisation he invented a time machine and started travelling through time. After several centuries' worth of time travel, Cavinator1 settled down in the beginning of the 21st century and decided to start fighting back against the corporate greed of humanity at the time by creating several Minecraft maps that wildly ignore all trends of the common mapmaking community. This is the first part of his seven-stage plan to take over the world and rule all of the known universe. The second stage is not planned to begin until the year 2169, long after anyone reading this should be dead, so don't worry your pretty little head too much.

### Mapmaking career

#### **Pre-Assassin of Steve**

Cavinator1 started playing Minecraft on June 13th, 2011, version Beta 1.6.6. Like many others he started by playing basic vanilla survival, but it wasn't long until creative mode came out which promised an endless potential for building. He also began discovering various aspects of the Minecraft community, including playable games within Minecraft - Minecraft maps.

The first maps he played were CTM maps, Vechs' Super Hostile maps being among them. These inspired a very early (abandoned) CTM map that Cavinator1 tried making called Disaster Desert, which while was playable, without the use of any external tools it was very basic and not nearly as good as any other CTM maps out there.

The very first thing he ever made using command blocks was the Battle Castle, built in early 2013, in Minecraft 1.4, not long after command blocks were added. All the command blocks did then was let players quickly give themselves armor, weapons and other items. It was intended as a PVP arena for battles with friends, particularly with Blaze, his best friend. Today it is the oldest project available on the BlazeandCave Planet Minecraft profile.

The Battle Castle wasn’t the only PVP map he made back in those days. The second was named *Water Wars*, and featured a number of different areas on a superflat ocean like a pirate ship, an oil rig, and an underwater village. It was never released.

However, later in 2013 he discovered Hypixel's adventure maps, and was blown away by maps like Herobrine's Mansion and Return. They created an experience that at the time he had no idea was possible to even make using commands. To get around the lack of commands like /summon or /setblock or nbt in commands, Hypixel and his team made excessive use of external programs to make custom monster spawners and custom items as well as well-designed storyline scripting using redstone and command blocks. ***They made the best maps that could have possibly been made back then.***

This inspired Cavinator1 to make a map like it, but of course this was easier said than done. Around the Minecraft 1.6 era, he tried making an adventure map named *The Land of the Rising Moon*. He sketched out plans for numerous quests and challenges and custom mobs, and tried making custom mobs by simply spawning a bunch of zombies and having them pick up all the armor he threw at them. Obviously that did cause some problems since it caused every mob to drop their armor with 100% certainty.

Discouraged, he went back to making PVP maps, the next one being Redstone Rampage, which used the most complex command block wiring he’d ever put together at the time to create a streamlined PVP experience with five different maps and customisable options. However, it was when snapshot 13w36a - the first snapshot for 1.7 - came out however that everything changed. The /summon command was added, enabling spawning of mobs using commands. Not just that, but you could summon them with custom NBT. The /give command also had an NBT component added, finally giving the ability to give players items with a custom name and lore, like what Hypixel had done in their *Herobrine* maps with their custom items. While you couldn’t colour the name or lore using commands (yet), it was still better than nothing.

#### **Assassin of Steve 1 & 2**

*Main article: Assassin of Steve#Development*

Abandoning *The Land of the Rising Moon* in favour of a new map that was built taking into account of these new capabilities, Cavinator1 created the first Assassin of Steve map across a period of five months, and released on March 29th 2014.

*Main article: Assassin of Steve 2: The Tribal Snouts#Development*

Assassin of Steve 2's development started almost immediately after Assassin of Steve 1's release within 1.8's snapshots. More additions to commands came with this version, as well as many new ideas for mechanics and boss fights. Assassin of Steve 2 was released on February 22nd 2015, almost a year after the first Assassin of Steve. Updates for 1.8 were also released for Assassin of Steve 1, as well as the Battle Castle and Redstone Rampage.

#### **Beacon Defence**

*Main article: Beacon Defence*

After completing Assassin of Steve 2, Cavinator1 decided to try something different and started creating a map named Beacon Defence, which was more fast-paced and minigame-like, where the goal was to defend the beacon from waves of zombies. It was originally developed in 1.8, but when 1.9's snapshots started coming out it was updated. However, many problems arose due to a large number of command and nbt changes, and ultimately the problem around mob AI becoming too laggy when attempting to pathfind over large distances made this map impossible to complete.

#### **Assassin of Steve 1 & 2 Combat Updates**

After Beacon Defence's failure, Cavinator1 turned his attention back to the Assassin of Steve trilogy, first updating the first two maps for versions 1.9 and 1.10. He had received a lot of feedback and ideas on how to fix both maps from being too hard. 1.9’s new addition of custom loot tables finally enabled him to make custom items that had coloured names and lore just like in the *Herobrine* maps and *Wrath of the Fallen*. Additionally, it also allowed him to better streamline the drops from custom mobs. The new combat system and the change where it was possible to make armor increase health points instead of armor points also made it much easier to balance the weapons and custom mobs such that you wouldn’t have mobs that take 30 hits to kill in the final missions.

*Assassin of Steve 1*’s 1.9 update was released around the same time 1.9 itself was, on March 1st, 2016. A brand new trailer was released for its 1.10 patch, given how old and unpolished the version shown in the original trailer was. *Assassin of Steve 2*’s 1.9 update turned into a 1.10 update due to the relatively short time between update releases, which came out on July 13th, 2016.

#### **Assassin of Steve 3**

*Main article: Assassin of Steve 3: Endergeddon#Development*

Development for Assassin of Steve 3 started in April 2016, and the map was ultimately completed over a year and a half later, being released on 1st December 2017. The map was built in 1.10 and then commands were done for 1.11. A custom resource pack gave 3D models to every weapon and cutscenes were also employed heavily to make the map more cinematic.

#### **BlazeandCave's Advancements Pack**

*Main article: BlazeandCave's Advancements Pack*

In May 2017, 1.12's snapshots introduced customisable advancements, giving Cavinator1 the idea to create an 'advancements pack', which ended up becoming one of the first datapacks in existence and also one of the most popular today.

#### **Celestial Protocol and Dance Floor**

Post-Assassin of Steve 3, Cavinator1's mapmaking career has mostly focussed on Celestial Protocol, an ambitious sci-fi adventure map that so far is well over two years in the making.

In early 2019 he teamed up with CemreK to create Dance Floor, a minigame map set in a dance floor that was designed for Minecraft Realms.

#### **Non-personal projects / Contributions**

Cavinator1 has written numerous articles for MapMakingMag.

* In Issue 3: Building, a question he sent in an email was featured alongside an answer written by the editor.
* In Issue 6: Concept, he wrote an article about custom loot tables. It mostly drew from his experience in updating Assassin of Steve 1 and 2 for 1.9.
* In Issue 8: Complete the Monument, he wrote a short article about BlazeandCave's Advancements Pack.
* In Issue 10: Design, he wrote an article about designing and creating boss fights. Again, it mostly drew from his experience from creating boss fights for the Assassin of Steve maps, but also featured a few tips for creating custom boss health bars using 1.13+ commands.
* In Issue 12: Flights of Fancy, he wrote an article about creating cutscenes using 1.13+ commands, based on his experiences in Celestial Protocol.

In late 2019 Cavinator1 contributed to the Vertex Creations map Realms Collection, which was like a museum containing miniatures of every map ever released on Minecraft Realms. He built the miniature for Dance Floor and also designed commands for it.

### Appearances

#### **Assassin of Steve 3: Endergeddon**

Cavinator1 inserted himself as well as Blaze as characters into Assassin of Steve 3's Hidden Mission 5 as the bosses, mainly as a cameo appearance.

#### **Dance Floor**

Cavinator1 as well as CemreK appear in Dance Floor during the introduction cutscene, and they can also both be purchased as DJs in the map.

Cavinator1 has a price of 15,000 Dance Credits, one of the most expensive items in the map (tying only with CemreK). He appears wearing the same colored leather armor as in Assassin of Steve 3's Hidden Mission 5.

When he is equipped, he will randomly say a random line every so often, and can choose from the following lines:

* "Everybody do the flop!"
	+ This is a reference to a running gag from the asdfmovie series.
* "Minecraft music is super cool!"
* "I need to get the flashing lights on a command block for some effects..."
* "My maps are so awesome!"
* "I have an amazing helmet!"
	+ This references a splash text that is frequently used in his map's resource packs, which goes "Cavinator1 has an amazing... helmet!" which itself is a reference to the vanilla Minecraft splash text "Jeb has amazing hair!"

## Quotes

* "I dread to think what people are going to put here"

* "The statistics tab shall no longer be the super grindy super challenges tab"

* "Imagine farting while wearing the eruption jets"