Meh, they can stay in... it's only leather armour :/
I don't understand how it could be that they don't break, though. I didn't touch any of those with INVedit or anything.
now that you guys mention it, i was a bit surprised after battling countless enemies in blight town only to find that my helmets and boots had almost broken but the other two were untouched...
but when i was enderpearling to the wool at "the core" i died the first time while wearing the immortal pants so i only have the tunic now
so it turns out I actually had 3 glowstone left, and that was enough to get me to the end of the underwater area... turns out i was super close
so i get to intersection 4 only to find that my only pick is about dead and i just used my last wood to make more torches so i had to trek all the way back to the altar to get more supplies
i also never actually thought to mine all that glowstone at Intersection 1... once again, showing my inexperience...
Meh, they can stay in... it's only leather armour :/
I don't understand how it could be that they don't break, though. I didn't touch any of those with INVedit or anything.
Oh, I can give them positive damage value if I must, but I would put the damage value at full so that it would be as if I just got them. I just wish that I knew that they were not supposed to have a negative damage value before I put a level 30 enchantment of them and got Protection II on the Chainmail Shirt, Blast Protection III on the Leather Shirt and Blast Protection IV, Feather Falling IV on the Leather Shoes.Will you be making a sequel to this map? I can see you becoming a very popular map maker if you make more!
Dang it Curse! No Jeb_ face? Have a BDoubleO face then.
Episode #5, CATHARSIS! Brightness has been boosted post production, give me feedback on that pl0x.
dude, your lp is great. your commentary is fantastic. you're actually just as entertaining as some of the big youtubers (ant, chim, paul, etc.)
if you cleaned up the audio a bit (easier said than done), you could make it big on youtube
also, i've been meaning to tell you that all those annoying chat messages about being unable to locate signs at x,y,z is important. Optifine is having problems with minecraft 1.4 and the creator is being a bit thickheaded saying that it's not optifine's fault even though it is. anyway, what will eventually happen is you will come to a sign/signs that are simply blank. this is an error when the chunks load with optifine. you need to switch to mcpatcher or stop using optifine otherwise you will start coming across blank signs that would otherwise have words on them
Thanks dude. Yeahh I've noticed the blank signs issue, it's been a little frustrating. I think when I reload the map it fixes the signs though... temporarily. I'll have to look into it.
so it turns out I actually had 3 glowstone left, and that was enough to get me to the end of the underwater area... turns out i was super close
so i get to intersection 4 only to find that my only pick is about dead and i just used my last wood to make more torches so i had to trek all the way back to the altar to get more supplies
i also never actually thought to mine all that glowstone at Intersection 1... once again, showing my inexperience...
Oh, I can give them positive damage value if I must, but I would put the damage value at full so that it would be as if I just got them. I just wish that I knew that they were not supposed to have a negative damage value before I put a level 30 enchantment of them and got Protection II on the Chainmail Shirt, Blast Protection III on the Leather Shirt and Blast Protection IV, Feather Falling IV on the Leather Shoes.
Will you be making a sequel to this map? I can see you becoming a very popular map maker if you make more!
I've been working on the next map about a week after I released this one! I've decided it won't be as long as this one, as I'm trying to refine how I'm making my maps so I can not have frustrating parts for the player.
I still have to tackle The Road that never was, IS 5 and the Nether. Everything else is done.
DC is still at 2 thanks to all the awesome loot you are giving out like candy.
So far I enjoyed every area of the map with one exception. The Tomb of the Emperor was a pain, and i still dont get why so many mapmakers include areas like this. If you are somewhat experienced in CTM maps the chance of dying in an area like that is slim to none and the only thing that happens is that creepers blow the ground to pieces and you have to bridge everywhere. I just think that it isnt so much challenging as it is simply annoying. I had the same thoughts playing the Helix Depths in Waking Up. On the other hand, the ghast room in the tomb was nice and stressful, I really liked THAT. Also the nice blue shimmering reward made the success so much sweeter.
But aside from that creeper place you did an awesome job with the map.
The reason I put it in (and probably why other map makers do it as well) is that I was trying to add a variety to the types of danger.
What I mean is, it's easy to make areas with a lot of spawners, or places where the player has to approach in an awkward way. The main danger of the Emperors Tomb is that it has instant-kill dangers, and a lot of traps. Its meant to be different, and keep the player on his/her toes. I can understand why it can be frustrating, though. I might just stay away from that kind of stuff altogether next map.
Are creepers supposed to spawn in your face in I1? I was fighting zombies, finally killed them all, and all of a sudden there's a creeper around the corner. It felt a bit light, so I was wondering where it came from. Are there spawners in the Broken Beach entrance? Or is it something else?
Rollback Post to RevisionRollBack
Tragedy is when I cut my finger.Comedy is when you fall into an open sewer and die. -Mel Brooks
So please dont stop with the instant death areas. Just make them more like the Ghast room and less like the Creeper room. In the Ghast room i had to THINK how to tackle the area. With the creepers it was just a matter of covering their explosion back up, or in the worst case just bridge across the larger explosion holes.
More than fair enough, I get what your saying. I did intend for a strategy for the creeper area, but I probably didn't make it apparent enough to the player
Your supposed to dig through the walls to find out that some contain pockets of creeper spawners. The player then digs out the walls, finding rooms, hallways, and spawner pockets.
I do agree with you on the one block thin floor being annoying; In retrospect, I wasn't really thinking about how that would slow down the pace for the player.
Are creepers supposed to spawn in your face in I1? I was fighting zombies, finally killed them all, and all of a sudden there's a creeper around the corner. It felt a bit light, so I was wondering where it came from. Are there spawners in the Broken Beach entrance? Or is it something else?
There are spawners in Broken Beach, but they shouldn't be anywhere near the entrance. I have no idea how that happened.
EDIT: Actually, he could have walked out of either Broken Beach or The Climb if you had opened up those areas.
Now that I think about it, the creeper came from the walk to the Broken Beach. That singles out either the Intersection or Broken Beach. I had only taken two glowstone from that area of the intersection, so that's slightly out of the question. However, I had lit up the cave leading to Broken Beach, and I was standing at the middle of the intersection, and I had just came out of The Climb. I don't think any creeper is that slow, so it's not from when I checked the Broken Beach out. Also, with that fact, I believe the Broken Beach is a bit far for a creeper to have sensed me, and to my knowledge, mobs don't go after other mobs unless it is attacked or it's a wolf against a chicken. This is rather confusing.
Rollback Post to RevisionRollBack
Tragedy is when I cut my finger.Comedy is when you fall into an open sewer and die. -Mel Brooks
Now that I think about it, the creeper came from the walk to the Broken Beach. That singles out either the Intersection or Broken Beach. I had only taken two glowstone from that area of the intersection, so that's slightly out of the question. However, I had lit up the cave leading to Broken Beach, and I was standing at the middle of the intersection, and I had just came out of The Climb. I don't think any creeper is that slow, so it's not from when I checked the Broken Beach out. Also, with that fact, I believe the Broken Beach is a bit far for a creeper to have sensed me, and to my knowledge, mobs don't go after other mobs unless it is attacked or it's a wolf against a chicken. This is rather confusing.
Your profile pic does indeed convey the aura of confusion :P.
As long as it didn't blow up any signs, I wouldn't consider it too big of a hassle anyway.
I've been working on the next map about a week after I released this one! I've decided it won't be as long as this one, as I'm trying to refine how I'm making my maps so I can not have frustrating parts for the player.
Pic of the spawn island I JUST got done with:
Yay! Not only will there be s [a] sequel, but we also get a screenshot! *Throws a party*
Allright I finished last night. Here's my thoughts on the last areas.
First of all I think you have to smoothen the difficulty curve a little bit. My Deathcount went from 2 to 16 on the last IS and generally I think its way way way harder then the others. It almost felt like I was playing a different map all of a sudden. I dont mean make the last areas easier, I mean you should gradually prepare the player for whats coming. At the moment its like getting punched in the face.
Now a little rundown of the areas specifically:
Nether, I hate Wither Skeletons, otherwise it wasnt too hard with regen and fire resist. The first climb with the 4 spawners on top was a tough, damn gravity.
Glittery Caves, wasnt too hard, I didnt die. Night vision potions really help here, because the way to progress is very small. I didnt really mine any diamonds because I had so much already, and I only started using some in the next area which was...
Endworld Castle, and ooh boy this one was tough. I died several times, but luckily always to mobs and not to the void. Since the end isnt loaded all the time it was easy to recover. And out of pure curiosity, can YOU beat that part ( you know the one I mean) without tunnel ratting? Because I'm not quite convinced its even possible, I had made 2 Notch Apples and still got pummeled to death. But overall a nice but confusing area. The endstone makes it hard to see the way to progress, cause everything blends together. And thanks for the heart, you jerk
Which brings us to the finale, the heart. At first I thought you had gone crazy, but then I remembered the Storm from Uncharted Territory 2. And I was right, the key to success in both areas is NEVER EVER STAND STILL, ALWAYS KEEP MOVING SOMEWHERE. And like that it was a blast, probably my favorite area in the map. I died a couple of times scaling the obsidian spire though, sadly no tactic can negate fall damage.
As for the "epilogue", I really liked the conclusion of your story, its rare that CTM maps dont just have some random lore bits here and there, but rather a coherent "story" with a resolution at the end. Very very nice. Also the "End" was a nice touch, I wont spoil too much, but it felt like coming back home. BTW either it was just my copy, or the piston door doesnt work properly. It left 2 blocks in the doorway.
In conclusion: This was outstandingly well made for your first map, and I wouldnt believe that this was done by a "first timer" if I wouldnt know it better. I would give it a B-, and every problem I had was balancing related. Since that is something you learn by doing, I really look forward to your next map(s).
Now I cant wait to see c4ndlefly tackle the last IS. Good luck there buddy, you're gonna need it.
Thank you my friend! I'm glad you were able to beat the Heart; one of my fears for that part of the map is that it would end up being impossible for the players (Yet I didn't want to make it too easy; it was the last part of the map!). I'm also glad you liked the story line, because that is something I loved in CTM maps, which is why I added it to mine :D. Your rating of my map is probably spot on; It was my first map, and even though I spent a lot of time on it the very basic ideas in some of the levels were flawed to begin with (like Blight Town). I'll probably put a lot more hoopla into my next map, because now that I know how to use MCedit and adjust balancing problems accordingly, it will hopefully turn out to be a great map!
The piston door might have been broken with 1.4.7 update, I'll have to re-check it. I don't really consider it a HUGE problem, because by that point you've finished the map
now that you guys mention it, i was a bit surprised after battling countless enemies in blight town only to find that my helmets and boots had almost broken but the other two were untouched...
but when i was enderpearling to the wool at "the core" i died the first time while wearing the immortal pants so i only have the tunic now
so i get to intersection 4 only to find that my only pick is about dead and i just used my last wood to make more torches so i had to trek all the way back to the altar to get more supplies
i also never actually thought to mine all that glowstone at Intersection 1... once again, showing my inexperience...
also is there actually a wool in blight town?
Oh, I can give them positive damage value if I must, but I would put the damage value at full so that it would be as if I just got them. I just wish that I knew that they were not supposed to have a negative damage value before I put a level 30 enchantment of them and got Protection II on the Chainmail Shirt, Blast Protection III on the Leather Shirt and Blast Protection IV, Feather Falling IV on the Leather Shoes.Will you be making a sequel to this map? I can see you becoming a very popular map maker if you make more!
Dang it Curse! No Jeb_ face? Have a BDoubleO face then.
dude, your lp is great. your commentary is fantastic. you're actually just as entertaining as some of the big youtubers (ant, chim, paul, etc.)
if you cleaned up the audio a bit (easier said than done), you could make it big on youtube
also, i've been meaning to tell you that all those annoying chat messages about being unable to locate signs at x,y,z is important. Optifine is having problems with minecraft 1.4 and the creator is being a bit thickheaded saying that it's not optifine's fault even though it is. anyway, what will eventually happen is you will come to a sign/signs that are simply blank. this is an error when the chunks load with optifine. you need to switch to mcpatcher or stop using optifine otherwise you will start coming across blank signs that would otherwise have words on them
Yeah, there is! It's
I've been working on the next map about a week after I released this one! I've decided it won't be as long as this one, as I'm trying to refine how I'm making my maps so I can not have frustrating parts for the player.
Pic of the spawn island I JUST got done with:
The reason I put it in (and probably why other map makers do it as well) is that I was trying to add a variety to the types of danger.
What I mean is, it's easy to make areas with a lot of spawners, or places where the player has to approach in an awkward way. The main danger of the Emperors Tomb is that it has instant-kill dangers, and a lot of traps. Its meant to be different, and keep the player on his/her toes. I can understand why it can be frustrating, though. I might just stay away from that kind of stuff altogether next map.
More than fair enough, I get what your saying. I did intend for a strategy for the creeper area, but I probably didn't make it apparent enough to the player
There are spawners in Broken Beach, but they shouldn't be anywhere near the entrance. I have no idea how that happened.
EDIT: Actually, he could have walked out of either Broken Beach or The Climb if you had opened up those areas.
Your profile pic does indeed convey the aura of confusion :P.
As long as it didn't blow up any signs, I wouldn't consider it too big of a hassle anyway.
Yay! Not only will there be
s[a] sequel, but we also get a screenshot! *Throws a party*EDITED to fix gramatical error.
Errr... I'd restart if you haven't gotten that far into the map. That seems like quite a blow, and whatnot.
Thank you my friend! I'm glad you were able to beat the Heart; one of my fears for that part of the map is that it would end up being impossible for the players (Yet I didn't want to make it too easy; it was the last part of the map!). I'm also glad you liked the story line, because that is something I loved in CTM maps, which is why I added it to mine :D. Your rating of my map is probably spot on; It was my first map, and even though I spent a lot of time on it the very basic ideas in some of the levels were flawed to begin with (like Blight Town). I'll probably put a lot more hoopla into my next map, because now that I know how to use MCedit and adjust balancing problems accordingly, it will hopefully turn out to be a great map!
The piston door might have been broken with 1.4.7 update, I'll have to re-check it. I don't really consider it a HUGE problem, because by that point you've finished the map
Okey dokey then!