Currently MCEdit, Too Many Items, and Single Player Commands for the mob spawners. I'll likely try setting up a local server so I can take advantage of Voxel Sniper and World Edit though. Those two would be insanely helpful for what I'm working on now.
Whoa. Awesome pictures man. I can see you've already given the link to quite a few people, but any chance of getting a sneak-peek?
Most certainly I'll send you a PM with the last version that I've balanced out! I'm honestly open for any and all beta-ers right now. The more feedback, the better, right?
Alright, some updates on what I've been working on:
-Thanks to all the beta feedback so far; I've very happily changed Dungeon 01 to be a bit easier, and harder, at the same time, by setting it up in rooms.
-I've also adjusted the way the start plays, so it's fairly more... fair... to survive.
-The Palamock's Deadground area has been severely adjusted, and I've added numbered dungeons to that area
-Adjusted some loot chests around the built parts of the map
-I've now finished the Underoots (Which the last posted picture if of), the first area in City of Fallen Trees. This area is your coal provider, but isn't what I'd call safe...
I've also begun work on City of Fallen Trees officially! Due to my extreme inexperience with MCEdit with fine structures, I've began hand-building a massive (About 180 block long, 40 block high) fallen tree, which will be joined by at least four more when done. So I'll be stuck at CoFT for a fair while, as it'll definently be the hardest to build.
Yeesh, that is some hard stuff! So far I've formed a base just outside the first dungeon. I actually thought it was easy to get the loot inside (I was expecting something much more insane given the insane start!)
I've cleared out the entire left hallway (Just 2 more to go!) Once I have some more coal, I will be able to convert the first dungeon into a base.
One thing, how the *bleep* was I supposed to conquer the lifeguard-tower looking thing right at the start?
Yeesh, that is some hard stuff! So far I've formed a base just outside the first dungeon. I actually thought it was easy to get the loot inside (I was expecting something much more insane given the insane start!)
I've cleared out the entire left hallway (Just 2 more to go!) Once I have some more coal, I will be able to convert the first dungeon into a base.
One thing, how the *bleep* was I supposed to conquer the lifeguard-tower looking thing right at the start?
Hehe, that one is a serious *bleep*. It's there for a bonus challenge, I guess. The idea is to make a tower out of gravel and throw some torches up top, before jumping on. It makes getting up to the top a *lot* easier with the supplies.
Now that you've conquered Dungeon 01, it should let you begin to work towards 02 and the first intersection Nice work so far!
I wouldn't exactly suggest making Dungeon 01 much of a base though. It's a bit far away from the Intersection to be too much help, but if you've built a staircase, I guess it'd work just fine.
I've heavily reworked some of the area names/themes and now am working on actually creating a story for each area. I'd really love to create a 'boss fight' but I don't think that'd be much possible in a CTM map, lol.
I've also drawn a pretty (Hahahahahaha) map in paint just to get me an idea of what I want. Geez some of these areas are likely going to be huge.
Each of the intersections do have a theme though:
-Intersection 1: The Palamock's Catacombs (Dead themed areas, all story-based around a necromancer called The Palamock)
-Intersection 2: The Castle of Lost Minds (A large castle area, with a story based around a mad Ruler, who was under the Palamock's control)
-Intersection 3: The Land Beyond the Curtain (A series of warped expansive biome themed areas. The story now begins to shift to how the land was affected by the Palamock's influence)
-Intersection 4: Beyond the Lost Veil (Based in either the End or the Nether [not sure which yet] this area will be the Palamock's rising again, who will be a villain if I decide to continue making these maps The story is mostly based around trying to steal the final pieces for the monument to stop the Palamock.
I really like the idea of having themed intersections and am excited to see how that will affect how the dungeons look. Can't wait for the map. Looks really good.
I'm planning on theming each of the intersections past the first (As it's just a very vague theme anyway) will fit very strongly into the look and theme of the areas. Intersection 2 is planned to have a very impressive Castle-esque intersection, which will also be reflected in entrance to the intersection as well. No vague/hidden intersections on that front
From what I'm aware you've played enough of the CTM genre to make a damn good one yourself!
And you seem to being proving me right with those screenshots.
If you wouldn't mind me adding to your ever increasing cohort, I'd happily help in whatever regard
Your words mean quite a lot considering the very high quality of your very excellent map series
I'd love for one of the best of the CTM genre to look at my humble offering. I'd be extremely happy to send you a beta copy once I finish the bits that I'm currently working on
Wowzers, there's been work done since I last checked... I'd love to test for you as soon as the next incarnation of the map goes out. I can do an SMP test as well if you'd like.
Wowzers, there's been work done since I last checked... I'd love to test for you as soon as the next incarnation of the map goes out. I can do an SMP test as well if you'd like.
Both of those would be quite fantastic. I'm not sure how well SMP spawn would work, so a test of that would be really appreciated. I'll shoot you and all those who asked a download link once I finish up City of Fallen Trees.
I just got out of a hospital today after a nasty round of Kidney Stones, so I'll be getting back to work once I'm settled and feeling top notch (pun intended)!
Alright, after some amazing feedback from the wonderful dinosaurwizard, I went ahead and did an entire playthrough of the stuff that I've finished so far. I'm really glad I did, because I found a number of things to fix, which I did. It mostly involved my spawner placement though.
Luckily, I had a freaking blast. I'm glad I enjoy my own map so far! I was suprised with how tactical I had to be during a lot of it, as to not die for all three of the 'areas' that I could play, I had to play stunningly tactical-y for everything. This included uses Fence Posts for safespots, bridging over an area that really technically didn't need bridging, killing spawners with wooden picks, and beating things to death with a feather.
I've also added a few bits of enchanted stuff around, and, inspired by the one and only Vechs, I've decided to go ahead and add a special enchanted item that levels up. And I chose the one completely unused item in the game. A dragon egg! So look out for the Mk 1 - Mk 5 of the Egg of Power once the map is all done A Smite 3, Knockback 2 Feather, called the Tickle-Me Undead has also been added, and many of the spawners in the map have been either removed or changed a bit, for fairness's sake
I hope to have my next test build done by next week, and be able to begin work on Intersection 2 then as well, so anyone beta testing, I'll send you the updated copy as soon as it's done!
Currently MCEdit, Too Many Items, and Single Player Commands for the mob spawners. I'll likely try setting up a local server so I can take advantage of Voxel Sniper and World Edit though. Those two would be insanely helpful for what I'm working on now.
You do know that world edit comes with SPC, don't you?
I'd love more Let me get the link!
Currently MCEdit, Too Many Items, and Single Player Commands for the mob spawners. I'll likely try setting up a local server so I can take advantage of Voxel Sniper and World Edit though. Those two would be insanely helpful for what I'm working on now.
Most certainly I'll send you a PM with the last version that I've balanced out! I'm honestly open for any and all beta-ers right now. The more feedback, the better, right?
-Thanks to all the beta feedback so far; I've very happily changed Dungeon 01 to be a bit easier, and harder, at the same time, by setting it up in rooms.
-I've also adjusted the way the start plays, so it's fairly more... fair... to survive.
-The Palamock's Deadground area has been severely adjusted, and I've added numbered dungeons to that area
-Adjusted some loot chests around the built parts of the map
-I've now finished the Underoots (Which the last posted picture if of), the first area in City of Fallen Trees. This area is your coal provider, but isn't what I'd call safe...
I've also begun work on City of Fallen Trees officially! Due to my extreme inexperience with MCEdit with fine structures, I've began hand-building a massive (About 180 block long, 40 block high) fallen tree, which will be joined by at least four more when done. So I'll be stuck at CoFT for a fair while, as it'll definently be the hardest to build.
I've cleared out the entire left hallway (Just 2 more to go!) Once I have some more coal, I will be able to convert the first dungeon into a base.
One thing, how the *bleep* was I supposed to conquer the lifeguard-tower looking thing right at the start?
My Minecraft Maps: coldfusionmaps.com
Hehe, that one is a serious *bleep*. It's there for a bonus challenge, I guess. The idea is to make a tower out of gravel and throw some torches up top, before jumping on. It makes getting up to the top a *lot* easier with the supplies.
Now that you've conquered Dungeon 01, it should let you begin to work towards 02 and the first intersection Nice work so far!
I wouldn't exactly suggest making Dungeon 01 much of a base though. It's a bit far away from the Intersection to be too much help, but if you've built a staircase, I guess it'd work just fine.
I've heavily reworked some of the area names/themes and now am working on actually creating a story for each area. I'd really love to create a 'boss fight' but I don't think that'd be much possible in a CTM map, lol.
I've also drawn a pretty (Hahahahahaha) map in paint just to get me an idea of what I want. Geez some of these areas are likely going to be huge.
Each of the intersections do have a theme though:
-Intersection 1: The Palamock's Catacombs (Dead themed areas, all story-based around a necromancer called The Palamock)
-Intersection 2: The Castle of Lost Minds (A large castle area, with a story based around a mad Ruler, who was under the Palamock's control)
-Intersection 3: The Land Beyond the Curtain (A series of warped expansive biome themed areas. The story now begins to shift to how the land was affected by the Palamock's influence)
-Intersection 4: Beyond the Lost Veil (Based in either the End or the Nether [not sure which yet] this area will be the Palamock's rising again, who will be a villain if I decide to continue making these maps The story is mostly based around trying to steal the final pieces for the monument to stop the Palamock.
I'm planning on theming each of the intersections past the first (As it's just a very vague theme anyway) will fit very strongly into the look and theme of the areas. Intersection 2 is planned to have a very impressive Castle-esque intersection, which will also be reflected in entrance to the intersection as well. No vague/hidden intersections on that front
Your words mean quite a lot considering the very high quality of your very excellent map series
I'd love for one of the best of the CTM genre to look at my humble offering. I'd be extremely happy to send you a beta copy once I finish the bits that I'm currently working on
You start with this:
Love you all!
Both of those would be quite fantastic. I'm not sure how well SMP spawn would work, so a test of that would be really appreciated. I'll shoot you and all those who asked a download link once I finish up City of Fallen Trees.
I just got out of a hospital today after a nasty round of Kidney Stones, so I'll be getting back to work once I'm settled and feeling top notch (pun intended)!
Luckily, I had a freaking blast. I'm glad I enjoy my own map so far! I was suprised with how tactical I had to be during a lot of it, as to not die for all three of the 'areas' that I could play, I had to play stunningly tactical-y for everything. This included uses Fence Posts for safespots, bridging over an area that really technically didn't need bridging, killing spawners with wooden picks, and beating things to death with a feather.
I've also added a few bits of enchanted stuff around, and, inspired by the one and only Vechs, I've decided to go ahead and add a special enchanted item that levels up. And I chose the one completely unused item in the game. A dragon egg! So look out for the Mk 1 - Mk 5 of the Egg of Power once the map is all done A Smite 3, Knockback 2 Feather, called the Tickle-Me Undead has also been added, and many of the spawners in the map have been either removed or changed a bit, for fairness's sake
I hope to have my next test build done by next week, and be able to begin work on Intersection 2 then as well, so anyone beta testing, I'll send you the updated copy as soon as it's done!
You do know that world edit comes with SPC, don't you?
Aye, but it's being a butt and glitching out every time I try to use it >.< I'm just waiting 'til 1.3 at this point to update.