Random comments about some name candidates I dreamed up 5 minutes ago:
Ascent: pretty good for a generic map, doesn't give away too much. Intriguing.
Uprising: still sticks to the _RISE theme, and it doesn't sound politicky at all. But if you could incorporate some story that might fit it (or find some bit that ties in with the name) this might work.
Random comments about some name candidates I dreamed up 5 minutes ago:
Ascent: pretty good for a generic map, doesn't give away too much. Intriguing.
Uprising: still sticks to the _RISE theme, and it doesn't sound politicky at all. But if you could incorporate some story that might fit it (or find some bit that ties in with the name) this might work.
Thanks for the feedback. As i'm not certain with the name yet, it might end up being completely unrelated to "Rise\Ascent\going up" theme, so I guess we'll see how it's gonna turn.
I have a question for you guys who finished Animosity - were custom potions useful for you or not.? (Golden apple juice, Sugary water, Compressed Pixie etc.) And if they were useful, which ones exactly?
I would like some of them to stay in next maps of mine, but there is no point in keeping them if they are useless. In that case I'll think of some other way to redo them or scrap these concepts at all.
I just looked it up, and it doesn't seem like it is: animosity (plural animosities) Violent hatred leading to active opposition; active enmity; energetic dislike. Synonyms enmity hatred opposition acrimony bestiality (plural bestialities) (archaic) A status of lower animal. (archaic) An animal-like instinct or behaviour. (archaic) A mark, trait, or emblem of a beast. "What's your bestiality?" (What's your mark?) Sexual activity between a human and another species. (dated) Bestial in nature, savagery, inhumanity, like (or akin to) an animal: "Man's bestiality to man" (dated) Any abstract entity similar to a beast.
Is SP #1 compatible with 1.7.2? Or do I have to play in 1.6.4?
I assume that's what you meant. 1.7.2 shouldn't break much (although I've heard about custom spawners reverting) and only increases the difficulty. Like witches? 1.7.2. Hate witches? 1.6.4.
Is SP #1 compatible with 1.7.2? Or do I have to play in 1.7.2?
You should play 1.7.2 only if you are ready for some glitches (not very much, as Interion said, but still) to appear, (custom villager trades seem to crash the game in some situations, I need to look into that more in-depth).
I'm fairly busy with stuff right now, so I haven't yet updated Animosity to 1.7.2 properly, thus 1.6.4 is probably the best option for you.
Last time it was earlier, this time it is late.
Yeah, Dev. Update №8. (holy cow, I've done these for two months now)
If the previous week was a week of hardcore non-stop building, this one seems to be more of a technical and theoretical kind. I started working on Intersection 3, even though the second one is only 70-75% done. That way I'm giving myself various tasks to complete, while avoiding pretty boring types of work. I also got my hands on custom items for this map and reworked quite a bit of them. The last thing I was working on is remaking custom potions from the first map.
The concept of "equal health for hunger exchange potion" and vice versa doesn't seem to work as I wanted it to. It looks like no one really uses these potion, so i'm rethinking them. "Compressed Pixie", which instantly heals 4 hearts in exchange of 4 hunger bars lost, will probably be changed to "Flask of Restoration". The effect will either remain the same, or be buffed to 6 hearts for 6 hunger bars. "Siren's Blood", which damaged you by 3 hearts, but added 3 hunger bars, I will just get rid of. Originally it was added like a counterpart for Comp. Pixie, and now I think that that's not the way to implement things. It's probably the most useless potion out of all that I created, so there is no point in keeping it.
The one potion that'll remain untouched is "Sugary Water", (okay, it'll have a different name). As it's basically a bucket of milk, except without a bucket, I see no point in removing it. This potion gives me freedom to nerf any area that has custom debuffs.
Last potion to talk about is "Golden Apple Juice" that gives you Absorption 1/2 for 3 minutes. While I like the idea of Absorption potion, Juice seems to be too weak to be usable. So, in SP#02, it will be buffed to 6 minutes instead of 3, and, probably, will have another side effect.
Enough of boring technical-ish talk about potions, let's have a screenshot, shall we?
Yeah, another "early wip" screenshot, but I really don't want to give you two pictures of the same area in a row.
Hey! I'm looking into using this in a somewhat distant YouTube series and I was wondering what would be the maximum amount of players for me to have on this map?
Rollback Post to RevisionRollBack
Go to fngnation.net for an awesome gaming experience!
Hey! I'm looking into using this in a somewhat distant YouTube series and I was wondering what would be the maximum amount of players for me to have on this map?
I would recommend no more that 3 players. 4 would probably still be okay, but I can't say for sure if there would be enough loot for everyone.
My work schedule is very inconsistent, so I don't know how fast I'll progress through the development process. I guess, I should answer your question like this: "all in good time". Even though I got a lot of stuff done already, there is still an enormous amount of it left.
I've been playing through Animosity in a multi-player server, and i have to say its a blast!
We finally got every block except the Emerald. Could you give us a hint as to where it is? I hope someone didn't find it and die, but a couple of us have searched each area and can't find it.
Rollback Post to RevisionRollBack
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
I've been playing through Animosity in a multi-player server, and i have to say its a blast!
We finally got every block except the Emerald. Could you give us a hint as to where it is? I hope someone didn't find it and die, but a couple of us have searched each area and can't find it.
Thanks for kind words. ;D
Emeralds are "hidden" in
Rushing Water. At the center of the area, there is an intersection. One path will take you to the fleecy box, another to the emerald deposits. You'll have to look around a bit to find them, though.
Dev. Update №9 (redstone :C)
What not-really-impressive-but-kind-of-important thing did I make this week?
Well, I'm still not done almost done with Lime Wool, and started a Pink wool area. So, now I'm sitting here with 4 unfinished areas. : D
Guess I'll have to get my stuff together and finish them. And then, at last, I'll be able to get my hands on mythical "Intersection 3", after which, the map will be almost ready.
Now, to some more boring technical talk. : D
In SP#02, I want to remake the whole teleportation system. Rather than having one moderately big area for all the teleporters in the monument area, I'm gonna try to have one little platform, where you could teleport to any available intersection in the map. The choice will be given to you through tellraw menu, (a screenshot of which I'll include at the end of this post). The one problem that I thought about while trying this concept out is that the player would be able to teleport from hostile areas using chat. The solution was, as always, pretty simple and elegant - a tiny-little check for player to be near the teleporter while teleportating. During the upcoming week I would like to implement the teleporters like this into the map and, preferably, make the third intersections itself.
Ah, and remember me talking about potions and stuff last week? I finished them, so I hope (I hope), I'll finally make some building progress this week, (let's face it, I'll probably not).
And now, the one and only, a closing screenshot from my test world!
The central circular platform represents the teleporter. Boxy rooms at the back are the destinations for me to teleport to while I test the concept. A box with command blocks and hoppers is basically the "brain" of teleporter, that makes it do all these cool text things and stuff.
Ascent: pretty good for a generic map, doesn't give away too much. Intriguing.
Uprising: still sticks to the _RISE theme, and it doesn't sound politicky at all. But if you could incorporate some story that might fit it (or find some bit that ties in with the name) this might work.
I will. ;D
Thanks for the feedback. As i'm not certain with the name yet, it might end up being completely unrelated to "Rise\Ascent\going up" theme, so I guess we'll see how it's gonna turn.
I would like some of them to stay in next maps of mine, but there is no point in keeping them if they are useless. In that case I'll think of some other way to redo them or scrap these concepts at all.
also you can make Ascent sound nicer by changing it to Ascendance, or Ascension.
I just looked it up, and it doesn't seem like it is:
animosity (plural animosities)
Violent hatred leading to active opposition; active enmity; energetic dislike.
Synonyms
enmity
hatred
opposition
acrimony
bestiality (plural bestialities)
(archaic) A status of lower animal.
(archaic) An animal-like instinct or behaviour.
(archaic) A mark, trait, or emblem of a beast.
"What's your bestiality?" (What's your mark?)
Sexual activity between a human and another species.
(dated) Bestial in nature, savagery, inhumanity, like (or akin to) an animal: "Man's bestiality to man"
(dated) Any abstract entity similar to a beast.
You just have to look around a little. You'll know it when you see it.
Don't look if you don't want to spoil the map for you:
You know, "Ascendance" actually sounds a lot better that "Ascent", even though it means a different thing.
I assume that's what you meant. 1.7.2 shouldn't break much (although I've heard about custom spawners reverting) and only increases the difficulty. Like witches? 1.7.2. Hate witches? 1.6.4.
You should play 1.7.2 only if you are ready for some glitches (not very much, as Interion said, but still) to appear, (custom villager trades seem to crash the game in some situations, I need to look into that more in-depth).
I'm fairly busy with stuff right now, so I haven't yet updated Animosity to 1.7.2 properly, thus 1.6.4 is probably the best option for you.
Yeah, Dev. Update №8. (holy cow, I've done these for two months now)
If the previous week was a week of hardcore non-stop building, this one seems to be more of a technical and theoretical kind. I started working on Intersection 3, even though the second one is only 70-75% done. That way I'm giving myself various tasks to complete, while avoiding pretty boring types of work. I also got my hands on custom items for this map and reworked quite a bit of them. The last thing I was working on is remaking custom potions from the first map.
The concept of "equal health for hunger exchange potion" and vice versa doesn't seem to work as I wanted it to. It looks like no one really uses these potion, so i'm rethinking them. "Compressed Pixie", which instantly heals 4 hearts in exchange of 4 hunger bars lost, will probably be changed to "Flask of Restoration". The effect will either remain the same, or be buffed to 6 hearts for 6 hunger bars. "Siren's Blood", which damaged you by 3 hearts, but added 3 hunger bars, I will just get rid of. Originally it was added like a counterpart for Comp. Pixie, and now I think that that's not the way to implement things. It's probably the most useless potion out of all that I created, so there is no point in keeping it.
The one potion that'll remain untouched is "Sugary Water", (okay, it'll have a different name). As it's basically a bucket of milk, except without a bucket, I see no point in removing it. This potion gives me freedom to nerf any area that has custom debuffs.
Last potion to talk about is "Golden Apple Juice" that gives you Absorption 1/2 for 3 minutes. While I like the idea of Absorption potion, Juice seems to be too weak to be usable. So, in SP#02, it will be buffed to 6 minutes instead of 3, and, probably, will have another side effect.
Enough of boring technical-ish talk about potions, let's have a screenshot, shall we?
Yeah, another "early wip" screenshot, but I really don't want to give you two pictures of the same area in a row.
I would recommend no more that 3 players. 4 would probably still be okay, but I can't say for sure if there would be enough loot for everyone.
My work schedule is very inconsistent, so I don't know how fast I'll progress through the development process. I guess, I should answer your question like this: "all in good time". Even though I got a lot of stuff done already, there is still an enormous amount of it left.
We finally got every block except the Emerald. Could you give us a hint as to where it is? I hope someone didn't find it and die, but a couple of us have searched each area and can't find it.
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
Thanks for kind words. ;D
Emeralds are "hidden" in
What not-really-impressive-but-kind-of-important thing did I make this week?
Well, I'm
still not donealmost done with Lime Wool, and started a Pink wool area. So, now I'm sitting here with 4 unfinished areas. : DGuess I'll have to get my stuff together and finish them. And then, at last, I'll be able to get my hands on mythical "Intersection 3", after which, the map will be almost ready.
Now, to some more boring technical talk. : D
In SP#02, I want to remake the whole teleportation system. Rather than having one moderately big area for all the teleporters in the monument area, I'm gonna try to have one little platform, where you could teleport to any available intersection in the map. The choice will be given to you through tellraw menu, (a screenshot of which I'll include at the end of this post). The one problem that I thought about while trying this concept out is that the player would be able to teleport from hostile areas using chat. The solution was, as always, pretty simple and elegant - a tiny-little check for player to be near the teleporter while teleportating. During the upcoming week I would like to implement the teleporters like this into the map and, preferably, make the third intersections itself.
Ah, and remember me talking about potions and stuff last week? I finished them, so I hope (I hope), I'll finally make some building progress this week, (let's face it, I'll probably not).
And now, the one and only, a closing screenshot from my test world!
The central circular platform represents the teleporter. Boxy rooms at the back are the destinations for me to teleport to while I test the concept. A box with command blocks and hoppers is basically the "brain" of teleporter, that makes it do all these cool text things and stuff.