all you have to do is not suck, and you'll be fine.
A tall order indeed, but I'll give it a shot. I'm thinking keep inventory on, but the health regen remaining off since that's such a core gameplay mechanic. I don't trust myself not to fall into the void again.
Take 2, here we go!
I also found out the one command "mods" I tried earlier weren't working because I was too far from the central island, and the world spawn isn't actually on that central island. Tricksy! I will say though that the parachute was awesome, and if you ever make a 1.9 version, elytras plz.
Evantide Trance take 2, now with keepinventory on. Will update as I go.
Still a very slow start running around the very dull colored scenery hunting down those towers, which I still think are just too hard and not rewarding enough considering they're your first stop, but it was at least more manageable now with keepinventory on, and I was able to finally push into the dungeons, which were much more fun and visually appealing.
I liked the surprise loot shower putting the records in, that was a nice touch.
The amount of enchanting books got a little ridiculous. It'd be a load off my inventory space to get 1 power 3 enchant instead of 6 power 1's.
Really been loving the creative use of traps in particular in these dungeons. They seem very defuse-resistant, as every single one I've tried to tunnel into to disable I've triggered.
I've been the most impressed so far with the third dungeon. I love the prismarine and alternating underwater segments. One criticism though, the aquaghasts do not despawn. SCREE AWWRRHHH SCREEE just constantly since I can't destroy the spawners. I finally just resorted to /killing them all. I have a headache now, and need to take a break. >.<
Turned out I was remarkably close to finishing the map. Got the last key and done! Despite the slow start I really had fun with this one. Looking forward to seeing what you can come up with in 1.9! Off the top of my head the overworld of this map would be much more fun to explore if I could hit myself with a brief bit of obscene jump boost, rocket into the air, and elytra around instead of walking.
After I finished the map I installed the parachutes and flew around a bit. It's amazing what a different skybox can do for the view.
Evantide Trance take 2, now with keepinventory on. Will update as I go.
The no healing mechanic made progress agonizingly slow (many an intentional death because of nearly no health and no way to regen my health. Golden apples and healing potions were few and far between)
No bonemeal meant no food. Making a sustainable mushroom farm required tediously spreading out mushrooms for hours on end and leaving them in the dark so mobs would spawn and blow up said farm.
The void did not help in the destruction of my supplies, but I was tipped over the edge by my vanilla mods I wanted to try this map with (parachute and graves) bugging out (the parachute didn't open, dumping me in the void, and the grave didn't spawn because it conflicted with the parachute! That's entirely my fault.[/i])
The map is, quite frankly, really dull to look at. Granted the dungeons look awesome, but 90% of the map is gray and dark purple mycelium. Exploring that for so long (since I had to go run around for towers before doing any dungeons, which I never made it to after several days[/i]) killed my wanderlust.
I did like the gold rush to make mining faster though, that was a nifty mechanic. I wish I had something like this to speed up the loads of slow, cautious hit-and-run combat and incredibly, you-would-not-believe-how-slow-this-was[/i] non-giant mushroom farming.
.
I didn't quit because the map was too hard, I quit because it was too slow and tedious, and with it all looking so samey, I didn't really feel compelled to do the same thing to like 10 more towers before I could actually start doing something exciting.
Still a very slow start running around the very dull colored scenery hunting down those towers, which I still think are just too hard and not rewarding enough considering they're your first stop, but it was at least more manageable now with keepinventory on, and I was able to finally push into the dungeons, which were much more fun and visually appealing.
I liked the surprise loot shower putting the records in, that was a nice touch.
The amount of enchanting books got a little ridiculous. It'd be a load off my inventory space to get 1 power 3 enchant instead of 6 power 1's.
Really been loving the creative use of traps in particular in these dungeons. They seem very defuse-resistant, as every single one I've tried to tunnel into to disable I've triggered.
I've been the most impressed so far with the third dungeon. I love the prismarine and alternating underwater segments. One criticism though, the aquaghasts do not despawn. SCREE AWWRRHHH SCREEE just constantly since I can't destroy the spawners. I finally just resorted to /killing them all. I have a headache now, and need to take a break. >.<
Turned out I was remarkably close to finishing the map. Got the last key and [i]done! [/i]Despite the slow start I really had fun with this one. Looking forward to seeing what you can come up with in 1.9! Off the top of my head the overworld of this map would be much more fun to explore if I could hit myself with a brief bit of obscene jump boost, rocket into the air, and elytra around instead of walking.
Thanks for playing and I really appreciate the feedback. A few thoughts:
RE: [i]No-regen is slow and painful[/i]
I think the natural regen normal MC offers creates sloppy players. I was one of them. No-regen should train you to avoid damage without avoiding combat. There's a lot of micro-mechanics involved in that and it's good for players to learn them. There can be steep learning curve at first.
RE: [i]Golden apples and healing potions were few and far between[/i]
Honestly, this is the first I've heard of this in the current version of the map. I had been feeling like there are waaayyyy too many healing drops so I thank you for a different perspective on healing item density.
RE: [i]The food situation[/i]
Considering you're not loosing saturation or hunger from regenerating health, the scarcity of food should balance itself out. Although, I can't say I've played the map trying to survive on mushroom stew. The trade for porkchops is a much better source of saturation. I personally do not sprint-jump in normal travel, only combat. Sprinting and jumping are huge drains on food supplies.
RE: [i]The map is, quite frankly, really dull to look at[/i]
Meh, it's not absolutely gorgeous, I'll give you that but, it has an aesthetic. I really like to create desolate and dangerous landscapes. I abhor blue skies and flowery froo-froo mooshroom paradises. There's plenty of maps out there that can fulfill the "cornucopia-aesthetic" that modern CTMs seem to have adapted to but, ET just isn't one of them.
RE: [i]The obelisk towers are too hard[/i]
I thought the Ghast tower was too tough, mostly because the health buffs on the mobs were way too much. I felt like the rest of the towers were pretty straight forward and mostly non-threatening though.
RE: [i]The Ghasts don't despawn in Trance #3[/i]
Yup, that spawner was not meant to work that way. I made an error somewhere in the NBT. Something I've been meaning to fix.
With every CTM map you need a brave one, a smart one, and a screaming one. At least, that's what we said before we started the map, and it's held true so far. Follow along with some of my fellow friends and youtubers from the NimbusCraft server as we tackle three_two's Vinyl Fantasy (Eventide Trance) map. We are currently a little less than halfway done and LOVING it so far. I hope you guys enjoy, please like and subscribe if you do; as you know every little bit counts. Thank you so much to three_two for a wonderfully heart-stopping, panic-inducing, beautiful map. We look forward to tackling VFIII in 1.9 in the future.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/11/2013
Posts:
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Member Details
I don't know if you ever still come here, three_two, but I played Eventide Trance this weekend and I loved it. It made me want to go back and play all the rest of your maps. Great job.
Just suddenly had the urge to run through all of your VF maps again because I miss the good ol' days of getting around without command blocks and map difficulty being based on well designed areas and classic mob combat instead of all that custom stuff. Something about your maps, be it how pretty they are or how well built they are, makes them really replayable, and I'm in the mood to do just that. I noticed however that the download you have for VF I is for an older version and I was looking near and far for your v2.0 or 2.1 download and can't seem to find it anywhere. Just curious if it was taken down for a reason or if you could maybe hit me up with a link for it's download. I want to play the maps in 1.8.9 just to see how well they work in better built versions of MC compared to versions packed with lighting bugs (cough cough 1.2). I'll keep looking in the meantime and just edit the post if I finally stumble upon a 2.0 or 2.1 download.
A tall order indeed, but I'll give it a shot. I'm thinking keep inventory on, but the health regen remaining off since that's such a core gameplay mechanic. I don't trust myself not to fall into the void again.
Take 2, here we go!
Evantide Trance take 2, now with keepinventory on. Will update as I go.
I liked the surprise loot shower putting the records in, that was a nice touch.
The amount of enchanting books got a little ridiculous. It'd be a load off my inventory space to get 1 power 3 enchant instead of 6 power 1's.
Really been loving the creative use of traps in particular in these dungeons. They seem very defuse-resistant, as every single one I've tried to tunnel into to disable I've triggered.
I've been the most impressed so far with the third dungeon. I love the prismarine and alternating underwater segments. One criticism though, the aquaghasts do not despawn. SCREE AWWRRHHH SCREEE just constantly since I can't destroy the spawners. I finally just resorted to /killing them all. I have a headache now, and need to take a break. >.<
Turned out I was remarkably close to finishing the map. Got the last key and done! Despite the slow start I really had fun with this one. Looking forward to seeing what you can come up with in 1.9! Off the top of my head the overworld of this map would be much more fun to explore if I could hit myself with a brief bit of obscene jump boost, rocket into the air, and elytra around instead of walking.
After I finished the map I installed the parachutes and flew around a bit. It's amazing what a different skybox can do for the view.
Thanks for playing and I really appreciate the feedback. A few thoughts:
RE: [i]No-regen is slow and painful[/i]
I think the natural regen normal MC offers creates sloppy players. I was one of them. No-regen should train you to avoid damage without avoiding combat. There's a lot of micro-mechanics involved in that and it's good for players to learn them. There can be steep learning curve at first.
RE: [i]Golden apples and healing potions were few and far between[/i]
Honestly, this is the first I've heard of this in the current version of the map. I had been feeling like there are waaayyyy too many healing drops so I thank you for a different perspective on healing item density.
RE: [i]The food situation[/i]
Considering you're not loosing saturation or hunger from regenerating health, the scarcity of food should balance itself out. Although, I can't say I've played the map trying to survive on mushroom stew. The trade for porkchops is a much better source of saturation. I personally do not sprint-jump in normal travel, only combat. Sprinting and jumping are huge drains on food supplies.
RE: [i]The map is, quite frankly, really dull to look at[/i]
Meh, it's not absolutely gorgeous, I'll give you that but, it has an aesthetic. I really like to create desolate and dangerous landscapes. I abhor blue skies and flowery froo-froo mooshroom paradises. There's plenty of maps out there that can fulfill the "cornucopia-aesthetic" that modern CTMs seem to have adapted to but, ET just isn't one of them.
RE: [i]The obelisk towers are too hard[/i]
I thought the Ghast tower was too tough, mostly because the health buffs on the mobs were way too much. I felt like the rest of the towers were pretty straight forward and mostly non-threatening though.
RE: [i]The Ghasts don't despawn in Trance #3[/i]
Yup, that spawner was not meant to work that way. I made an error somewhere in the NBT. Something I've been meaning to fix.
Once again, I'd like to thank the always wonderful Three_Two for creating the amazing Industrial Park map. Here's episode 1:
~A CTM Addict
Check out my channel here.
Still love ya man. Hope all is good. Keep producing that art.
agreed, vinyl fantasy took CTM to the next level with aesthetics, and it wouldn't be far from the truth to call it art.
With every CTM map you need a brave one, a smart one, and a screaming one. At least, that's what we said before we started the map, and it's held true so far. Follow along with some of my fellow friends and youtubers from the NimbusCraft server as we tackle three_two's Vinyl Fantasy (Eventide Trance) map. We are currently a little less than halfway done and LOVING it so far. I hope you guys enjoy, please like and subscribe if you do; as you know every little bit counts. Thank you so much to three_two for a wonderfully heart-stopping, panic-inducing, beautiful map. We look forward to tackling VFIII in 1.9 in the future.
Thanks!
Lindsey
Out of curiosity, if VFIII never gets fully completed, would you post a download to the world anyways? I'm so curious to see what you made \o/
I don't know if you ever still come here, three_two, but I played Eventide Trance this weekend and I loved it. It made me want to go back and play all the rest of your maps. Great job.
GG, i did Eventide Trance :DDDDDDDDDDDDDDD it was pain ;_;
Just suddenly had the urge to run through all of your VF maps again because I miss the good ol' days of getting around without command blocks and map difficulty being based on well designed areas and classic mob combat instead of all that custom stuff. Something about your maps, be it how pretty they are or how well built they are, makes them really replayable, and I'm in the mood to do just that. I noticed however that the download you have for VF I is for an older version and I was looking near and far for your v2.0 or 2.1 download and can't seem to find it anywhere. Just curious if it was taken down for a reason or if you could maybe hit me up with a link for it's download. I want to play the maps in 1.8.9 just to see how well they work in better built versions of MC compared to versions packed with lighting bugs (cough cough 1.2). I'll keep looking in the meantime and just edit the post if I finally stumble upon a 2.0 or 2.1 download.
Still waiting for VF3
I asked around the CTM community for some really old maps to play and was led here. See? Even nine years later this page is still relevant!
Stay fluffy~
Guys please... Dont you have VF II somewhere in your PC? Download links are gone