Sending out 3 robot spies to track down the godmodder. Also sent out 7 decoys. Killing a decoy will cause an explosion. Whenever a robot is disabled, it sends out a distress signal, and the other robots put up their indestructible force fields.
R1 20/20
R2 20/20
R3 20/20
R's 4-10 All 20/20
I build 6 more, Disposable Combat Mini-Sentry Guns around the battlefield to attack the Godmodder and his alliance. They're, yet again, Anti-Godmodder, which prevents the Godmodder from hacking them, or anything like that. They and the Level 9 Sentry Gun won't fight together, since the Disposable Sentry Guns are level 1, not 6.
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
I free KRONOS, GOD OF TIME AND KING OF TITANS, from his prison in Tartarus.
He points his scythe backbiter at the godmodder and freezes time for him. Time now constantly flows around the godmodder making him unable to move....
I discontinue charging my attack since ending the world isn't fun.
Instead, I begin to build the Subspace War-Ship from Super Smash Bros. BRAWL Story Mode.
1/15
The godmodder uses his godmodding powers to dispell the time flow, but you still distract him that he can't do anything this turn.
Kondor: 150,000 HP
Behemoth x 4: 35,000 HP each.
Heavy Gunner army: 50,000 HP.
The backup comes from an underground mountain tunnel. The godmodder detects the backup coming before it arrives, and brings down the entire mountain on top of them with a huge payload of explosives. No one survives.
Noooooo!!! Steve!! To prevent this from happening again, I try to use /gamerule keepInventory true
Alright, all of the relics attacks and stats are in the spoiler. I'll just start sticking this at the end of my posts if it makes it easier for you.
Relic uses tremor! It's ___________ effective!...
1 fire charge; 3 earth charges
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
That's better. 5000 damage to terror magma cube, terror spider, and terror ghast(somehow!)!
Health:1000/1000
Ammo: Spash potion of harming II
Targets: Terror Spider, Enderman, Ghast, Magma Cube and Blaze
Rate of Fire: 1,000 potions/ minute
DPS: 100 health
Attaching Titanium Plating 1/3
Should I add it to the list of combatants or wait until you get the armor installed?
And since it is now done with it's construction, it's stats are revealed:
(It is essentially a Boss, but from the Anti-Godmodder side. Because why can't our side have bosses?)
Level 9 Sentry Gun attributes:
+ 122700 health(Don't think this is OP, I was planning to make it 1,000,000 instead)
+ Unsappeable
+ Unhackable
+ Infinite Ammo
+ Regenerates health in a medium pace
+ Regenerates health in a very fast pace when next to an allied Dispenser of any level
+ Automatic, doesn't needs a wrangler to manually attack
+ Flamethrower device: The Sentry's flamethrowers constantly spew up flames to form a ring of fire around it. While the flames doesn't damages Anti-Godmodder units, they can(and will) ignite any Godmodder allied unit that approaches it too much. Note that, while it doesn't damages Blazes, Zombie Pigmen, Magma Cubes and Ghasts, it does not heal them!
+ Extra Rocket Launcher device: As opposed to the single rocket launching device that the previous levels had, the Level 9 Sentry gun has two of them, plus two standard Rocket Launchers attached to the side. This makes it throw 10 rockets instead of 4.
+ Grenade Launching device: In addition to rockets, the Sentry will also throw Grenades from it's four Grenade launchers. While they're not direct like Rockets, they can actually bounce on the ground.
+ Teleportation device: The Sentry is able to teleport around places to get better points of view. However, teleportation is slow, which means it can't be used to avoid attacks unless the attack takes a very long time to deal the damage.
+ Decoy device: The Sentry is able to produce up to 4 copies of itself. Then, it will teleport itself and it's copies around to prevent knowing where the real Sentry is.
+ Mega Minigun: The Sentry has a big main Minigun in it's core. It is the biggest damage-dealing device, and has an incredibly large knockback. This part has the biggest health out of all the Sentry parts, but all other parts must be deactivated before the Mega Minigun can be actually damaged.
- Rivals with Level 6 Sentry Guns
- I can only repair the Sentry once all parts except the Mega Minigun are deactivated. (I can, however, tank damage, effectively reducing the damage the next Godmodder unit or the Godmodder himself/herself will deal)
Here are all of the parts' health:
Mega Minigun: 112000 Left Miniguns: 1000 Right Miniguns: 1000 Left Rocket: 500 Right Rocket: 500 Lower Left Grenade Launcher: 250 Upper Left Grenade Launcher: 250 Upper Right Grenade Launcher: 250 Lower Right Grenade Launcher: 250 Upper Rocket Launching Device: 750 Lower Rocket Launching Device: 750 Flamethrower 1: 200 Flamethrower 2: 400 Flamethrower 3: 600 Flamethrower 4: 800 Core Flamethrower: 1000 Flamethrower 6: 800 Flamethrower 7: 600 Flamethrower 8: 400 Flamethrower 9: 200 Left Appendages: 100 Right Appendages: 100
Total Health: 122700
Also, it has no weak spot.
It should look like this:
(Ignore the 'LEVEL 4 SENTRY' writting. Consider it a Level 9 instead)
Health:2500/2500 Ammo: Spash potion of harming II Targets: Terror Spider, Enderman, Ghast, Magma Cube and Blaze Rate of Fire: 1,000 potions/ minute DPS: 100 health
Oh, this is in the backfield of the anti-godmodder side since it's basically artillery Attaching Forcefield generator 1/3
I build a Monolith for no reason(Neutral, not in Godmodder's side, but not against him/her either)
However, even though the Monolith is Neutral, it will raise Steve's tier level faster as long as Steve is within a certain distance from the Monolith.
If the monolith gives benefits to the anti-godmodder team without giving a bonus of equal level to the godmodder team, then it is not truly neutral and will be considered anti-godmodder. Are you sure you wish to add this?
Sending out 3 robot spies to track down the godmodder. Also sent out 7 decoys. Killing a decoy will cause an explosion. Whenever a robot is disabled, it sends out a distress signal, and the other robots put up their indestructible force fields.
R1 20/20
R2 20/20
R3 20/20
R's 4-10 All 20/20
Progress in tracking: 1/5
You already know where the godmodder is in-game. And there is no way they would make it past any security measures in real-life. What is the purpose of this?
I build 6 more, Disposable Combat Mini-Sentry Guns around the battlefield to attack the Godmodder and his alliance. They're, yet again, Anti-Godmodder, which prevents the Godmodder from hacking them, or anything like that. They and the Level 9 Sentry Gun won't fight together, since the Disposable Sentry Guns are level 1, not 6.
Disposable sentries fall apart due to the repetetiveness curse.
The terror blaze kills Steve again, and the other 6 terrors destroy the dispenser to cut off the source of the l9 sentry gun's healing. The godmodder is too busy dispelling the time flow to help. The l9 sentry blasts the terror enderman for 6000 damage.
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
If the monolith gives benefits to the anti-godmodder team without giving a bonus of equal level to the godmodder team, then it is not truly neutral and will be considered anti-godmodder. Are you sure you wish to add this?
5/5 oh the godmodder is gonna get messed up..
Sky tells the army to attack all terrors. The army has 100,000 health, and each member has full butter armor with unbreaking X, and 2 butter swords with unbreaking X.
Could you add the sky army to the list please?
Rollback Post to RevisionRollBack
GENERATION 9004: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
The tracking robots were actually all endermen in disguise. They instantly teleport to the godmodder and his bodyguards.
Tracking progress: 5/5
However, they were actually CHARGED CREEPERS disguised as endermen disguised as robot spies! They immediately blow up around the godmodder and all his terrors!
Meanwhile, the Great Battle Droid Armada has landed on planet Minecraft!
Total health: 20500/20500
Breakdown:
Shield generator: 2000/2000
None of the following can be harmed until the shield generator is destroyed!
Left engine: 1000/1000
Right engine: 1000/1000
Secondary engines: 500/500
Right blaster: 750/750
Left blaster: 750/750
Ion cannon: 1000/1000
Armored plating: 1500/1500
None of the following can be harmed until the armored plating is destroyed!
Cockpit: 2000/2000
Droid rack 1: 5000/5000
Droid rack 2: 5000/5000
I send the armada towards the Godmodder!
Progress: 1/3
I summon the Fierce Deity Link using the Fierce Deity Mask from my inventory. He starts to attack any Terrors in sight, eliminating them methodically, starting from the weakest, and saving the Terror Ghast till the last. (Hey that rhymed!)
Rollback Post to RevisionRollBack
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
A Cargoship full of potions are loaded and potions are fired at the Terror blaze for 15 minutes. Could my cannon be added to the list? I think health is 4000/4000.
The Zerg and Protoss armadas engage. the Zerg drop a horde of Zerglings to back up a pack of Protoss Immortals. That army provides cover for Probes and Drones to build a massive base. Because the armada carried a massive amount of resources, the base is huge.
Zerg rush with Immortals: 10000/10000 HP, 25% chance for hardened shields to reduce damage to 10.
However, even though the Monolith is Neutral, it will raise Steve's tier level faster as long as Steve is within a certain distance from the Monolith.
R1 20/20
R2 20/20
R3 20/20
R's 4-10 All 20/20
Progress in tracking: 1/5
Health: 4000/4000
other:same
Truckloads of potions are poured in and it fires for about five minutes
All robots at full health.
When the spies find the Godmodder, they will alert the battle droid army ships.
All robots at full health.
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
Terror skeleton killed!
5000 damage to the terror ghast!
The godmodder uses his godmodding powers to dispell the time flow, but you still distract him that he can't do anything this turn.
The terror skeleton is dead, it already despawned.
1000 damage to non-undead terrors!
The backup comes from an underground mountain tunnel. The godmodder detects the backup coming before it arrives, and brings down the entire mountain on top of them with a huge payload of explosives. No one survives.
That's better. 5000 damage to terror magma cube, terror spider, and terror ghast(somehow!)!
3000 damage to the terror enderman!
I ask if you're sure you summoned them.
4000 damage to the terror enderman, the terror skelly is dead!
Should I add it to the list of combatants or wait until you get the armor installed?
8000 damage to the terror enderman!
Level 9 sentry added!
If the monolith gives benefits to the anti-godmodder team without giving a bonus of equal level to the godmodder team, then it is not truly neutral and will be considered anti-godmodder. Are you sure you wish to add this?
You already know where the godmodder is in-game. And there is no way they would make it past any security measures in real-life. What is the purpose of this?
At what?
Disposable sentries fall apart due to the repetetiveness curse.
The terror blaze kills Steve again, and the other 6 terrors destroy the dispenser to cut off the source of the l9 sentry gun's healing. The godmodder is too busy dispelling the time flow to help. The l9 sentry blasts the terror enderman for 6000 damage.
Large bacon acidic creepy dummy: 16/20
Mystery gate: 937500/1000000(neutral)
Steve: 10/10(anti-godmodder)(respawn ability)(at fist level)
Terror blaze: 131000/150000(bodyguard)
Terror enderman: 222000/250000(bodyguard)
Terror Spider: 4000/40000
Terror wither skeleton: 62000/80000
Terror Zombie Pigman: 89000/100000(bodyguard)
Terror Ghast: 213000/250000(total boss)
Terror magma cube: 50000/94000
Relic: 150000/150000(anti-godmodder)
Level 9 sentry: 122700/122700(anti-godmodder)
Godmodder HP: 24/80
Check out my bad CTM map reviews here.
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
And I proceed to give Steve a set of Leather Armor enchanted with Fire Resistance III, so the Terror Blaze won't spawn-rape him anymore.
Alright, you can make it Anti-Godmodder.
You should put the parts' stats below the Level 9 Sentry's health, but put it within a spoiler, so it ends up like this:
Level 9 sentry: 122700/122700(anti-godmodder)
Left Miniguns: 1000/1000
Right Miniguns: 1000/1000
Left Rocket: 500/500
Right Rocket: 500/500
Lower Left Grenade Launcher: 250/250
Upper Left Grenade Launcher: 250/250
Upper Right Grenade Launcher: 250/250
Lower Right Grenade Launcher: 250/250
Upper Rocket Launching Device: 750/750
Lower Rocket Launching Device: 750/750
Flamethrower 1: 200/200
Flamethrower 2: 400/400
Flamethrower 3: 600/600
Flamethrower 4: 800/800
Core Flamethrower: 1000/1000
Flamethrower 6: 800/800
Flamethrower 7: 600/600
Flamethrower 8: 400/400
Flamethrower 9: 200/200
Left Appendages: 100/100
Right Appendages: 100/100
Also, don't remove the parts from the list once they're destroyed. Just put their HP number as 0.
Sky tells the army to attack all terrors. The army has 100,000 health, and each member has full butter armor with unbreaking X, and 2 butter swords with unbreaking X.
Could you add the sky army to the list please?
Tracking progress: 5/5
However, they were actually CHARGED CREEPERS disguised as endermen disguised as robot spies! They immediately blow up around the godmodder and all his terrors!
Meanwhile, the Great Battle Droid Armada has landed on planet Minecraft!
Total health: 20500/20500
Breakdown:
Shield generator: 2000/2000
None of the following can be harmed until the shield generator is destroyed!
Left engine: 1000/1000
Right engine: 1000/1000
Secondary engines: 500/500
Right blaster: 750/750
Left blaster: 750/750
Ion cannon: 1000/1000
Armored plating: 1500/1500
None of the following can be harmed until the armored plating is destroyed!
Cockpit: 2000/2000
Droid rack 1: 5000/5000
Droid rack 2: 5000/5000
I send the armada towards the Godmodder!
Progress: 1/3
I summon the Fierce Deity Link using the Fierce Deity Mask from my inventory. He starts to attack any Terrors in sight, eliminating them methodically, starting from the weakest, and saving the Terror Ghast till the last. (Hey that rhymed!)
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
Zerg rush with Immortals: 10000/10000 HP, 25% chance for hardened shields to reduce damage to 10.
Zerg base: under construction.
Protoss base: under construction.
Godmodder is distracted.
I propel myself at the speed of light at the godmodder and stab him in the hand with my carbonium blade pirate saber.
TT2000, you are genius.