SOOOOOOOO HARD!
It's sort of funny, I've come to the point when I know exactly when a creeper is behind me in Fog of Demise WITHOUT sound.
As a comment, I prefer to start untouched in a map.
And without items.
SOOOOOOOO HARD!
It's sort of funny, I've come to the point when I know exactly when a creeper is behind me in Fog of Demise WITHOUT sound.
As a comment, I prefer to start untouched in a map.
And without items.
Hmm, looks like my maps allow people to develop the sixth sense of knowing when there's an exploding green thing behind you...
Starting out with nothing is something that I will be implementing in my full maps. For mini ones I like to add potions effects and give out cool supplies since they're a good place for uniqueness and innovation on a small scale.
CTM - Apocalyptic Inferno:
4 out of ~16 areas completed over the course of a week, pretty good progress IMHO. I'm thinking of making it a "Structured Open-World" instead of just plain Open World. From experience I haven't actually played a good CTM map that's classified as Open World without containing some progressive elements. Usually if you wander around enough you can find diamond/insanely OP gear before the first wool.
Boss Battle - Fang and Venom:
Most of the structure is in place, but I unfortunately found out that cave spiders don't enjoy swimming upwards more than a single block -_-. There will be a slight delay while I work out how to have them climb up the appropriate walls, which is slightly harder than you might expect considering they have Swiftness X on them...
Race for Wool:
Or as I prefer it, "Battle for Wool" since race implies speedrunning against your friend instead of blowing him away with a TNT cannon. I have a neat new concept for a RFW map that involves cross-lane players, but I don't plan on starting on anything of this sort until I'm done with another project.
Derp:
Never mind, MCP's being troublesome right now... perhaps later...
I did a video on Dragon Keep!
I hope you like it and put it in the videos section!
i failed quite a bit :c
but that was expected
:edit:
video had a annoying black box in the center of the screen...
reuploading the same video without the box!
:edit:
VIDEO IS UP :3
I hope you like my failing
I do indeed enjoy the failing ;). I think I may change the map to be non-hardcore, though I like it as such because it constrains the player to the hard difficulty, and there's no real opportunity to retrieve your stuff once you die anyways. (P.S. added to vids section of main post)
And of course, customary progress screenshot (Optifine extreme render distance FTW):
In response to this, I suggest you release Version 1.2, this time with Blindness.
I'll save that for 1.3. In 1.2 I'll just increase the potency of the speed, and make the jump distance 50+ blocks. Of course this is all assuming he can complete 1.1
It's sort of funny, I've come to the point when I know exactly when a creeper is behind me in Fog of Demise WITHOUT sound.
As a comment, I prefer to start untouched in a map.
And without items.
Hmm, looks like my maps allow people to develop the sixth sense of knowing when there's an exploding green thing behind you...
Starting out with nothing is something that I will be implementing in my full maps. For mini ones I like to add potions effects and give out cool supplies since they're a good place for uniqueness and innovation on a small scale.
And because nothing says thank you more than a random progress screenshot of virtually nothing:
The maze does seem to be the hardest part. I'm thinking of reworking it to just be a series of wide switchbacks across the lane.
Zero Mercy - The Impossible
Here's what I call a 10/10. Do you really think anything higher is necessary?
(I also challenge anyone to make a map harder and simpler than the concept of this one)
Might get it out in a few days, we'll see...
Indeed
CTM - Apocalyptic Inferno:
4 out of ~16 areas completed over the course of a week, pretty good progress IMHO. I'm thinking of making it a "Structured Open-World" instead of just plain Open World. From experience I haven't actually played a good CTM map that's classified as Open World without containing some progressive elements. Usually if you wander around enough you can find diamond/insanely OP gear before the first wool.
Boss Battle - Fang and Venom:
Most of the structure is in place, but I unfortunately found out that cave spiders don't enjoy swimming upwards more than a single block -_-. There will be a slight delay while I work out how to have them climb up the appropriate walls, which is slightly harder than you might expect considering they have Swiftness X on them...
Race for Wool:
Or as I prefer it, "Battle for Wool" since race implies speedrunning against your friend instead of blowing him away with a TNT cannon. I have a neat new concept for a RFW map that involves cross-lane players, but I don't plan on starting on anything of this sort until I'm done with another project.
Derp:
Yes, yes I mad. If you can do it with default FOV you win Minecraft, or you can just try v1.1:
Zero Mercy - The Impossible v1.1
Thanks! I'm just going to hold off on advertising for a bit until I finish my first full map. Hope you like the ones so far though.
I do indeed enjoy the failing ;). I think I may change the map to be non-hardcore, though I like it as such because it constrains the player to the hard difficulty, and there's no real opportunity to retrieve your stuff once you die anyways. (P.S. added to vids section of main post)
And of course, customary progress screenshot (Optifine extreme render distance FTW):
Challenge Accepted
Unfortunately I had my sound muted, so you can't hear any game sounds
In response to this, I suggest you release Version 1.2, this time with Blindness.
WHAT?!
Danger zone.
I'll save that for 1.3. In 1.2 I'll just increase the potency of the speed, and make the jump distance 50+ blocks. Of course this is all assuming he can complete 1.1