Cubed Community is a free server boasting over 5000 members from around the globe. Its mission is to unite as one, transforming the simple task of creating vast, intricately designed cities that draw inspiration from real-world urban planning techniques. Well, it’s relatively straightforward! In any case, their ongoing contemporary city project, Westpoint, has been in development since 2014. The project showcased above, crafted by Droolie, encompasses 5 GB and continues to expand within Minecraft Pocket Edition!
I spoke with Adam “Aequotis” Berry, the owner of Cubed Community, about how such constructions come to life through player talent and a passion for modern design. Adam describes himself as “a bit of an urban nerd” – a shared obsession among everyone on the server.
“Our team includes quite a few individuals with backgrounds in geography and cartography, so we typically base our work on that,” says Adam. The server tends to lean towards European cities due to their more organic layouts and layered architectural histories. This somewhat contrasts with Minecraft’s strengths—European cities’ vertical growth doesn’t fit neatly into a grid. But that’s precisely what users enjoy in MCPE.
“It’s incredibly appealing to create fluid designs,” Adam explains, noting that this requires considerable time investment. Thus, even in modern cities, whatever we construct reflects some historical knowledge, allowing me to confidently state: ‘This city began its construction in the 17th century; therefore, it won’t adhere to a grid system but will be much more fluid.'”
French cities are particularly favored: “They are simply stunning,” Adam remarks, which inspired the project “Saint-Victoire City” on the server, heavily influenced by 19th-century architecture from Paris and the aforementioned Crankerman. Meanwhile, Westpoint serves as a blend—a “labor of love” that amalgamates all members’ interests into a brilliant modern metropolis. Cubed Community is soon set to embark on Isona, a city inspired by Spain in Minecraft Pocket Edition.
“Typically, older-style cities are denser,” Adam explains while comparing approaches to modernity versus antiquity. “Old towns feature cramped roads, numerous tiny bridges, and abundant greenery.” In contrast, modern cities are very open, well-spaced, and filled with towering skyscrapers. “They are highly structured—with residential areas, skyscraper districts, and zones designated for gardens and parks.”
However, before laying the first brick, the landscape is meticulously planned, informing the city’s shape. This aspect contributes to making Cubed Community projects credible spaces—they acknowledge the realities of urban constraints: awkwardly placed rivers or stubborn mountains.
“We examine the landscape and think,” if we build a bridge here, what will surround it? And if there’s a bridge, what type should it be? Is it meant for transport, or does it need to accommodate pedestrians? If there’s a mountain, does it make sense to go over it or through it? We determine what looks most beautiful and what is most functional.”
The primary focus is establishing a network of roads—around these arteries, the rest of the city’s infrastructure is organized.
“Once the roads were completed, we started constructing actual buildings,” Adam shares. “Each structure may have a specific architectural style or be set in a particular era, influencing the types of vehicles on the road and necessitating certain kinds of infrastructure. Then we branch out from the central point, continuing to build and develop. With Westpoint, we now have a fully operational infrastructure, including roads, tunnels, building interiors, and tram lines—all elements you would find in a typical city.”
To expedite the process, the server utilizes third-party creation tools like WorldEdit and Voxel Sniper, allowing builders to access a library of pre-made assets—trees, cars, and street furniture—to add details quickly.
But how do they coordinate such extensive efforts?
“These cities can sometimes span twenty miles in diameter, so getting everyone to collaborate effectively and ensuring tasks are completed is a challenge,” Adam states. “We have people who reach out to those who then become builders, along with leaders and administrators responsible for assigning tasks to builders, guiding them on layout and refinement—everything is meticulously planned and structured in Minecraft PE 1.4.”
Yet, structure doesn’t equate to being ruthlessly rigid. In fact, it’s quite the opposite. “Sometimes, if we have a builder whose work isn’t up to par with others, we usually bring them in for discussion and then work on enhancing their skills – teaching them, showing them how to build, demonstrating different styles, and mentoring some of them.”
Adam refers to Cubed Community as family—and it’s hard to envision how such large-scale projects could emerge without this sense of shared, friendly purpose. What embodies the spirit of Minecraft PE better than this?
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