For this iteration of Cubeville, Spawn will be separated from Cubeville City. This has been done in the past as well, however in this rendition, you will find far more here than a mere spawn point. As it is, Cubeville City can be a little overwhelming and confusing of a place, especially when you're starting out. Server builds can be difficult to find amongst the player shops, and all together it can be too much for some players' connections or computers to handle.The aim here is threefold -
➳ Reduce Spawn Lag
On CV6, many restrictions were added for plots in CVC to lower lag. Although these measures helped, it was clear that there was still room for improvement. To keep necessary restrictions as minimal as possible whilst combating the lag demon, we decided to separate player plots from Spawn.
➳ Provide a More Welcoming and Navigable Layout
The nature of a field of plots packed together with small footprints and nothing but height to utilize just isn't conducive to finding your way around. Especially when you are new to the server, CVC can be a bit daunting and difficult to navigate. We wanted to improve that for everyone, as well we wanted to make the options, information, and resources that are available to starting players more clear.
➳ Make Server Builds More Accessible and Easier to Find
With functional server builds sprinkled in between many more player plots, it can be awfully hard to find what you need sometimes. On CV7, server builds such as the Quest Hall, Patreon House, Admin Shops, and Pet Shop, for example, are located at Spawn, with directions posted and without so many other builds to search through and block your vision.

The sky grows black, the air goes still. Suddenly, a bolt of lightning splits the world, almost appearing to ignite the Cubeville City skyline with it's brilliance. A resounding crack breaks the stillness, the city.. splits.
...or something. Continuing the war on lag, we will have not one, but two CVCs - Introducing CVC Downtown and CVC Uptown! Each with about half as many plots and an all new, lower build height limit! A lower build height will allow us to begin easing the reins a little on some of the restrictions that were added last map while still cutting back on lag. CVC Downtown will be open at map release, with CVC Uptown opening later into the map as Downtown begins to fill out. The main goal here is lag reduction, but there are a couple other points as well.
➳ Better Plot Layouts
No more plots without direct road access. In fact, there are no shop plots off main roads at all, reducing difficulty in giving people directions to your store or build and getting from place to place. Less plots in each city means all plots can be more prominent.
➳ Less Advantage Over Player Towns
Player towns should be viable options for players over CVC plots. The restrictions we must have on builds at the CVCs, combined with server plot prices, a lower build height, and no longer having access via the spawn command, should help level the playing field with player built communities, where plots are generally more affordable and don't need to have such restrictions.

A bigger map calls for more drops. To help players spread out and make use of all this space, we will be providing more drops out to the wild this map. There will be 4 wild drops available at map release, with an additional 8 reserved to open further into the map.
A little new, a little old. Drop town plots on CV7 will be restricted to one player per plot, this will help us keep abandoned plots cleared for use by active players.
➳ Oar's Rest
We will be opening with an all new drop town, Oar's Rest! For those players who find heading straight out into the wild a little too.. wild, Oar's Rest has plenty of shiny new plots waiting for settlers who want a safer start.
➳ Rivenshire
Rivenshire, our second drop town, will be joining us in its evolved form later into CV7, when we feel we need more droptown stretch room.


