I like the idea of command blocks changing difficulty levels - Not to prevent cheating, but as a game mechanic. The ability to dial in difficulty for the player is always a bonus, as are peaceful zones with a non 90% glowstone theme to em
Edit: Prediction for Vechs next map, lots of glowstone in the VM area. Watch for it
I like the idea of command blocks changing difficulty levels - Not to prevent cheating, but as a game mechanic. The ability to dial in difficulty for the player is always a bonus, as are peaceful zones with a non 90% glowstone theme to em
Edit: Prediction for Vechs next map, lots of glowstone in the VM area. Watch for it
mushroombiome
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
Here's a hint: After playing Borderlands 2 pretty much non-stop for ~1 week, be careful when you return to Minecraft. Remember that in Minecraft you can no longer jump 3 meters in the air, fall down 100 meters without taking any damage and enemies actually walk towards you instead of staying behind cover. Because that's exactly what happened while in From Flames (While waiting for IM). Didn't kill me, but it took a bit of time for muscle memory to recover.
Rollback Post to RevisionRollBack
I hate hate hate hate hate hate hate hate hate HATE skeletons!
Here's a hint: After playing Borderlands 2 pretty much non-stop for ~1 week, be careful when you return to Minecraft. Remember that in Minecraft you can no longer jump 3 meters in the air, fall down 100 meters without taking any damage and enemies actually walk towards you instead of staying behind cover. Because that's exactly what happened while in From Flames (While waiting for IM). Didn't kill me, but it took a bit of time for muscle memory to recover.
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
Does anyone have a link to the post where Vechs showed the loot table he's using for the chest randomiser tool in Inferno Mines?
I remember he posted it a while ago,maybe back in October or so,but I've been searching alot of keywords for the past hour or so and haven't found the post.
Rollback Post to RevisionRollBack
Quote from Keeltoll »
Yo dawg I heard you like playing Portal so now you can play Portal while playing Minecraft while going to Hell.
Does anyone have a link to the post where Vechs showed the loot table he's using for the chest randomiser tool in Inferno Mines?
I remember he posted it a while ago,maybe back in October or so,but I've been searching alot of keywords for the past hour or so and haven't found the post.
Not that,agh,I meant the loot table he's using for it.
The text configuration file named RandomItems.txt that says what items can generate and what chances it has,ie:the text file saying that there's a 1 in 4 chance for 24 stone bricks to appear in a generated chest.
Not that,agh,I meant the loot table he's using for it.
The text configuration file named RandomItems.txt that says what items can generate and what chances it has,ie:the text file saying that there's a 1 in 4 chance for 24 stone bricks to appear in a generated chest.
Not that,agh,I meant the loot table he's using for it.
The text configuration file named RandomItems.txt that says what items can generate and what chances it has,ie:the text file saying that there's a 1 in 4 chance for 24 stone bricks to appear in a generated chest.
Here's a hint: After playing Borderlands 2 pretty much non-stop for ~1 week, be careful when you return to Minecraft. Remember that in Minecraft you can no longer jump 3 meters in the air, fall down 100 meters without taking any damage and enemies actually walk towards you instead of staying behind cover. Because that's exactly what happened while in From Flames (While waiting for IM). Didn't kill me, but it took a bit of time for muscle memory to recover.
There's also no Rabid enemies, there's no phaselocking, none of the fun elemental effects, no millions of guns, and worst of all, no Butt Stallion.
Just completed Waking Up(v3.6.3) on hard difficulty with a friend!
After many hours of gameplay, many MP freakouts and ridiculous deaths we finally completed the monument!
Pic:
Thoughts:
Overall:
The map was hard, compared to even NR or Legendary, and in fact, I'd say it is one of most challenging ones out there. The gameplay is surprisingly addictive, I found myself coming back to map again and again, even after major breaks.
This is exactly what I felt when I played SMW ROMHacks.
Locations:
Some of locations were surprisingly easy, and some unexpectedly difficult.
Areas+commentary in order of completion:
Trees of Fun
Quite interesting forking starting area. I admit, I never tried to cross the lava lake by suspended maze, though Pavel(The guy I was playing with) did with ease, only to fall and burn in lava on his way back. For some reason I figured out that trees are trapped before we even reached them, but I set them all off anyway. This is the first area where we build first zombie grinder.
Grove of Sssshrooms
First serious trouble came up when we tried to conquer the area. After we lit up Trees of Fun, we hit maxspawn in this area. It was so bad that you could remain in air being juggled by hits of natural spawn for minutes, had you have enough HP. Wines didn't help. At this point we just gone full TunnelRat mode, digging around the ceiling(Silverfish were quite the problem until we figured out that you could in fact kill them before they call for help). After hitting wool room I robbed potion turret and caused medium sized silverfish apocalypse, which caused server to freak out and not calculate mobs and some of entities. I visited the area later in the map, and it didn't pose any serious threat in any of my later visits. I guess the difficulty spike was caused by maxspawn. Overall - neat design, mooshrooms came in really handy at that part of the game.
Boomer Castle
Serious Silverfish apocalypse on a spot of turret. Entire floor just went down 5 or 7 blocks, on a bright side, though, that turned out to be quite fast mean of getting 30 levels. I accidentally found the book when I was digging towards spider hissing, assuming that's another trap that I should disarm.
The area itself turned out to be hard due to MP creepers being poorly coded and exploding whenever hell they want. The front of the castle was simply mutilated by explosions. I think no less than 10 creepers went off before I was able to set my foot inside the first corridor.
Hardest parts were obviously, library and later rooms. To my surprise, the last area was conquered pretty smoothly by blatant full-protectioned bridging. Killing charged creepers wasn't even hard, I just suffocated them in gravel. Overall - rather challenging area.
We All Float
What can I say - after first areas full of fiery death and explosions this suddently felt like a relaxing zone. The gameplay was pretty rhytmic(Swim, swim, hungry break spawner, torch in a middle, swim...) - and it remained easy if you kept the said rhytm. Among the downsides I'd include overall dullness of the area. There's just no detail, except for small island.
Cavern of Peace
Neat breather area with farm setup, grinder obvously implied. After difficulty we met in previous locations, I honestly expected this whole peaceful area to blow up, and then fill with lava and fire-resistance-speed-X-charged-creepers. I was equally disappoined and relieved when it didn't happen.
Legion Halls
I tried overtaking this area by brute force and nearly had my ass handed to me by huge pile of silverfish and zombies. Pavel tried overtaking this area by speed, and was mauled in in far corner of netherrack column corridor.
After some thinking I figured out the strategy involving lava and some tunneling that allowed me to conquer area alone. Only serious problem was the last room with blazes, as we didn't use or make any potions. Thankfully said blazes were vulnerable to Instant Harm potions, which I had billions of(Seriously, we dedicated separate 2*2*4 crate stand in the base to stolen potion stacks. And it got full before we hit third intersection!). This is the first area which required some serious planning to conquer.
Blast Arrow Castle
Both traps at start were obvious, so we simply bridged to the castle wall and then went in. This felt like some sort of classical dungeon with all these skeletons popping out of every corner. The only thing that took us by surprise is flaming skeleton spawner. We just didn't know what to expect. I knew that fire means some special setting applied in spawner, but important part - we didn't know WHICH. It was kinda funny to discover that those are one-hit skellies. The end of the dungeon was quite... Strange. When I saw the blast shield I thought it was stuffed with TNT, so I triggered TNT incased in glass and jumped down the tunnel I came from. Turned out that it was convenient short-way exit. Overall - I think for me personally, it was easier than boomer castle.
Helix Cavern
Pretty much straightforward but nevertheless pretty area. Spam torches, avoid explosions, grab the wool and tear everything that stands in your way into shreds. Repeat steps 1, 2 and 4 until you reach end of area.
This area is not nearly as difficult as any of previous locations(minus cavern of peace) and you can relax a little while you travel from one side to another.
Helix Depths
Despite being done with no deaths, this is a very nerve-racking area. It is quite possible that I would've been much more confident having Fire Resistance potion in my inventory. While we were chatting over Skype during conquering this area top 5 phrases were:
"Hey, a loot chest"
"Cover me, I'm going to break the spawners"
"Quick, bridge this up!"
"FUGGIN LITTLE SPIDERS!!"
"CREEPER, OH SHI~"
I even think these were ONLY phrases that we used during assault.
Overall - Gameplay is tense, mostly due to bedrock fog and lava
Frozen Venom
Our first attempt at this area was completely disastrous, we were both wiped out by ceiling bomb that has gone off at the wrong time. I managed to survive some TNTs to the face(enchanted iron armor), but explosions knocked me off a high ledge and falldamage did its job. I think that was my first death on the map. Shortly continued by two deaths trying to reach my equipment which disappeared under tons of gravel and spiders. After this we had to resort to tunnel ratting out way through, and circled around the area for hours(broke a ton of iron shovels and stone picks) until I looked up the position of wool. After I located wool, getting it was not a problem.
The hardest thing about this area was FINDING the wool, not FIGHTING to get it.
The Nest
After Frozen Venom I simply said screw this and built an air tunnel 2*3 through the whole area. As turned out, and proven to be true for later locations, you can never have enough cobblestone. Cobblestone generator is a must-have for every good base setup.
At some point after getting unlucky I fell out of my tunnel straight to the bottom of the area, and had to pillar in order to get away before mobs could get to me.
After I reached the space above fleecy box, I made 2*2 pipe down with gravel and simply travelled down in a water column.
This area's difficulty highly varies on approach. I managed to do it solo and without really getting hit, but that was typical tunnel-ratting, and that took the fun out of it. Design was pretty good and quite evil(Again, how many creeper spawners are there around the fleecy box?).
We All Burn
Pavel grabbed wool in solo by just running straight up to it. No tactic, no safety. In empty, out with a wool.
Getting through the area, though, was completely different problem. We didn't have the nearly unbreakable flint and steel(as seen in Waking Up DevCom), so for us this area was limited to a traditional approach. Also, we played earlier version of map that didn't have that nice shortcut in later area, so we had to build a convenient tunnel through this area that wouldn't get us a nice zombie horde tail every time we pass through.
Much later we turned near-wool section of this area in to a zombie grinder. During the construction I have died 2 times due to being unable to sprint and jump properly in MP.
Overall - Not hard if you stick to wall and don't stay too much in same place.
Deathshallow Ruins
Neat and easy area, cleared without noticeable occasions. Death Sentence was a great acquisition, and served us well enough, saving our lives countless times in IWHF. As difficulty of the area is a joke, the only problem with it is a little repetitiveness of same material through the dungeon. It starts to irritate eye after awhile.
Lower Deathshallow
Fairly difficult area - a combination of three worst possible things - water, skeletons and occasionally spawning creepers. Usual spawners were overwhelmingly enough, I didn't even notice weak skeleton spammer until I watched DevCom. Me and Pavel both died in this area 1 time each, but we at least could grab our loot quick enough for it not to disappear. Due to bedrock fog fighting was hard, but navigation was even harder - I nearly missed the fleecy box tunnel.
Overall - Hard, like it should be.
Hissing Sand
I find it hard to believe, but Pavel has done whole thing solo without collapsing anything. I tried finding any traces of collapse but couldn't. It is hard for me to judge the difficulty, as the dungeon was conquered without my participation, but to me it looks pretty hard, especially after seeing other people doing this area.
IWHF - Inventory Wipe Horror Festival (And my mind tries to de-abbreviate that as I Wanna Have Fun(Yes, that kind of Fun))
Part before Nether portal went pretty much like we all burn:
Pavel did the impossible again, and just took the red wool without any special preparations.
I had to create tunnel to the exit of the area to avoid its inhabitants. I burned some times to death, which made me get the brewing stand and ingridients and make some Fire Resistance potions. After that everything went pretty smoothly until we hit the portal. Skeletons weren't the problem - I made small suffocation chamber that supplied us with arrows. The portal was the problem. For some reason after teleporting server decides to place player somwhere far BELOW the portal platform, efficiently dropping everyone who passes through in void. After fixing that in creative we found out that when going back from nether we appear... one block below IWHF chamber ceiling. (That was obviously some plugin's failure and Pavel found out which one, but turns out that after shutting that plugin down portals stop working at all.) After we resolved that issue with lots of cobweb, we continued conquering the area.
I must say, part after nether portal was much like playing ROMHacks: You try, you fail, you try again... repeat until victory. I cannot even count total deaths in that area, but worst enemy so far are naturally spawning pigmen. Their speed, health, damage(We play on hard, 2 hits kill you without armor) and lack of weak sides made that area pure hell. Puns. The first platform costed us roughly 5 deaths each, while we were using creepers to explode spawners. After we made it in the tower and got rid of ghast/creeper spawners we concentrated on getting redstone and diamonds. Both went surprisingly easy. Pavel simply mined closest redstone, and diamond area had an impact of powerful lava bucket-fire resistance strategy.
The black wool was essentially me enderpearling to spawners, taking them out and dying. Repeat.
Overall - Punishing and brutal - even more than I expected. You can't seriosly say that the last area, hardest challenge that map has to offer should be any easier.
And now to "Being trolled by Minecraft", by Xtremekiwi.
Does anyone know how the enchanting system works deciding what enchants to put on an item? Because I think it needs work. Why? Well, I had 30 levels saved up and wanted to get a good enchant on a bow. Maybe not superb, but at least something like Power III and Infinity I. I drop 30 levels on a bow and what do I get? Flame I. That's it. Gee, thanks game. And just to rub it in, I then drop 7 more levels on a different bow, just to get something decent. Power I. Not great, but many times better then Punch I, as power allows to 2-shot enemies with a bow.
Also, killing iron chestplate-wearing woodheads, hoping to get a full durability iron chestplate. 5 chestplates later, it was still at 75% durability. I should mention that the chestplate started at ~40%.
That concludes this episode of "Being trolled by Minecraft". Tune in next time for more frustration and raging.
Edit: Prediction for Vechs next map, lots of glowstone in the VM area. Watch for it
mushroombiome
... I've been Pwned. You win this time!
My Minecraft Maps: coldfusionmaps.com
I second this. Brilliance.
I hate hate hate hate hate hate hate hate hate HATE skeletons!
I know that feeling very, very well.
Good to know.
My turn guys.
What is "this" exactly. Vechs has released over a dozen maps. Please be more specific.
I remember he posted it a while ago,maybe back in October or so,but I've been searching alot of keywords for the past hour or so and haven't found the post.
http://www.minecraftforum.net/topic/1133295-custom-spawner-custom-shop-populate-chests-anvil-light-fixer-and-more/
Knock yourself out.
Not that,agh,I meant the loot table he's using for it.
The text configuration file named RandomItems.txt that says what items can generate and what chances it has,ie:the text file saying that there's a 1 in 4 chance for 24 stone bricks to appear in a generated chest.
Thanks for trying to help anyways
http://www.minecraftforum.net/topic/191908-ctmcollection-vechs-super-hostile-series/page__st__45360#entry20060182
Also, smartass Djess and myself made the exact same mistake, linking someone to the tool rather than the text file.
Loot - Normal (With Potions).txt
Holy kitten I love you guys
I think there are way too many potions,they should be much rarer.
Still,thanks for posting it.
There's also no Rabid enemies, there's no phaselocking, none of the fun elemental effects, no millions of guns, and worst of all, no Butt Stallion.
WHAT?!
Danger zone.
You could always make a horse made of diamond blocks...
After many hours of gameplay, many MP freakouts and ridiculous deaths we finally completed the monument!
Pic:
Thoughts:
Overall:
The map was hard, compared to even NR or Legendary, and in fact, I'd say it is one of most challenging ones out there. The gameplay is surprisingly addictive, I found myself coming back to map again and again, even after major breaks.
This is exactly what I felt when I played SMW ROMHacks.
Locations:
Some of locations were surprisingly easy, and some unexpectedly difficult.
Areas+commentary in order of completion:
hungrybreak spawner, torch in a middle, swim...) - and it remained easy if you kept the said rhytm. Among the downsides I'd include overall dullness of the area. There's just no detail, except for small island.Does anyone know how the enchanting system works deciding what enchants to put on an item? Because I think it needs work. Why? Well, I had 30 levels saved up and wanted to get a good enchant on a bow. Maybe not superb, but at least something like Power III and Infinity I. I drop 30 levels on a bow and what do I get? Flame I. That's it. Gee, thanks game. And just to rub it in, I then drop 7 more levels on a different bow, just to get something decent. Power I. Not great, but many times better then Punch I, as power allows to 2-shot enemies with a bow.
Also, killing iron chestplate-wearing woodheads, hoping to get a full durability iron chestplate. 5 chestplates later, it was still at 75% durability. I should mention that the chestplate started at ~40%.
That concludes this episode of "Being trolled by Minecraft". Tune in next time for more frustration and raging.
I hate hate hate hate hate hate hate hate hate HATE skeletons!