The teaser for Assassin of Steve 3: Endergeddon has been added to the thread!
Also I'll probably occasionally begin to post some more Assassin of Steve 3 news and sneak peeks on this thread for those who can't be bothered following me on Twitter.
While we did release a teaser video last week, the key word is that we called it a ‘teaser’ and not a ‘trailer.’ All we’re trying to say is, don’t get too excited that Assassin of Steve 3 will be coming out soon. Because, although we have been working extremely hard on it, as well as balancing Minecraft with life’s other demands, Assassin of Steve 3 is still a large project, larger than Assassin of Steve 1 and 2 (not combined, but still pretty big).
To put this in perspective, many other large, long-term projects that take many months, perhaps even years, have recently been completed by other map-makers, and yes, there was once a time when everyone was really hyped for these maps but it seemed like they’d take ages to be completed and come out. But eventually they did.
Assassin of Steve 3 will have that moment one day. Our current estimate is that it won’t be until around Q3 2017 (This still may change!). Most of the builds are complete, and currently 6 out of 15 missions have been fully wired and are playable.
One cool thing about making sequels to things is that you get to put in lots of references and easter eggs to the previous things, and it's been mad fun putting in nods to Assassin of Steve 1 and 2 throughout Assassin of Steve 3.
I wonder how many you'll be able to find?
In other news, I recently wrote an article about loot tables for Map Making Mag and it got published! If you're ever wondering how to make loot table to create RPG style loot like what has been done in the Assassin of Steve maps check out my article in Issue 6 here!
Assassin of Steve 3 now has almost nine out of 15 missions complete and playable. Our current estimate of a release date is September or October 2017, but this may change.
Another decision that has had to be made is whether or not to update it to 1.12. While 1.12 does bring many new useful features such as advancements, functions, and awesome colored blocks like concrete, concrete powder, and glazed terracotta, and also a fix to a really annoying bug, it also brings one small change that will totally make it difficult to update all the wiring to 1.12. That change is how, now in NBT strings you may (optionally) quote tags like this: {"PersistenceRequired":1}, however unquoted tags are stricter, and their values can no longer contain spaces or special characters, meaning {CustomName:Green Ender Captain} will no longer work.
This means all the tags for all the mobs that spawn through all the missions, all the loot tables with custom items, all the cutscenes, and god knows what else, would need to be updated to this new system. While it is possible to do this, it would likely add another month or two of development, and personally, after making those really large updates to Assassin of Steve 1 and 2 for 1.9 a while back, I have gotten a bit sick of just updating old things for newer versions when I'd much rather be creating something completely new.
Also, in my defense, by the time it's updated for 1.12, a bit later, 1.13 will start coming out, and who knows what that will bring?
This means, essentially, Assassin of Steve 3 will be kept on 1.11.2.
Assassin of Steve 1 has had its Music and Lore update released, which adds custom music through an optional resource pack, lore books, and a brand new starting hub!
With Endergeddon coming, being brought about by the Assassin, there is only one way to be able to stop him, and it involves entering an ancient pyramid...
I'm a bit interested in whether anyone has any thoughts or theories as to Assassin of Steve 3, specifically the Assassin's end goal involving the Squiggly Replic, which is why I've created this poll on twitter.
The last mission in Assassin of Steve 3 has recently been completed. All that's left is bug fixing and final testing. Release will likely be in a couple of weeks.
The last mission in Assassin of Steve 3 has recently been completed. All that's left is bug fixing and final testing. Release will likely be in a couple of weeks.
Hey dudes! You have a big problem with your map. It cant be played in multiplayer via mcprohosting or aternos. For aternos too big, for mcprohosting, badly compressed file 3583282 higher than protocol maximum 2041847 (the numbers arent true of course). It can be fixed by removing scoreboard.dat, but then the tps and animations wont work? Need a fix and or help asap. AOS 1 and 2 worked fine. Not a hostsided problem afaik contacted mcph support they said it should work without scoreboard.dat doesnt though
Hey dudes! You have a big problem with your map. It cant be played in multiplayer via mcprohosting or aternos. For aternos too big, for mcprohosting, badly compressed file 3583282 higher than protocol maximum 2041847 (the numbers arent true of course). It can be fixed by removing scoreboard.dat, but then the tps and animations wont work? Need a fix and or help asap. AOS 1 and 2 worked fine. Not a hostsided problem afaik contacted mcph support they said it should work without scoreboard.dat doesnt though
Only other thing I can suggest is you enter the world with the minimum required render distance (6 chunks). If it's possible to increase the bandwidth on your server at all try that.
Also you could try removing the "resources.zip" file from the world - this is the required resource pack - and then install the resource pack yourself by downloading it here and using it.
Aside from that, I've done a ton of googling for other people who have had that problem but I can't find any quick fixes. This isn't the first time I've encountered this problem - about two years ago back in the 1.9 snapshots this happened on a different world I used to play with my friend, and nothing we tried could fix this problem. Not even when 1.9 released (or 1.10) was it fixed.
Now, Blaze and I never experienced this problem ourselves in Assassin of Steve 3 while testing using LAN, and believe me, if we had, we would have certainly tried to fix it before releasing the map to the public, so I think probably the best thing you can do is either swallow your pride and play singleplayer separately (you could even have a race or a contest to see who gets the most kills/least deaths) or wait a little bit. I'll put out a patched version a bit later that may or may not fix this - there's no guarantee that I can fix this tremendous problem.
i've tried both of those too unfortunately. We play it together to play it together though, so playing it separately wouldn't really work (and because i can't stand competition due to my complete lack of skill). I'll ask around though, thanks!
OK, I've just uploaded a patched version of the world. It is not an official patch - it's more like a test patch because I have no idea if it will solve your problems. In the spawn lobby is a button that, when pressed, will transform the ~30 repeating command blocks used to give you different arrows for all the custom bows into impulse command blocks that will be triggered about once or twice every second, which would put less strain in terms of the number of commands being run per tick.
This may or may not fix the multiplayer issues. Please try it out. If it works, let me know and I'll release it as an official patch. If it doesn't work, well, back to the drawing board!
Download it here. (Download removed due to later fixes)
The teaser for Assassin of Steve 3: Endergeddon has been added to the thread!
Also I'll probably occasionally begin to post some more Assassin of Steve 3 news and sneak peeks on this thread for those who can't be bothered following me on Twitter.
Had so much fun playing the first two maps! Can't wait.
To put this in perspective, many other large, long-term projects that take many months, perhaps even years, have recently been completed by other map-makers, and yes, there was once a time when everyone was really hyped for these maps but it seemed like they’d take ages to be completed and come out. But eventually they did.
Assassin of Steve 3 will have that moment one day. Our current estimate is that it won’t be until around Q3 2017 (This still may change!). Most of the builds are complete, and currently 6 out of 15 missions have been fully wired and are playable.
One cool thing about making sequels to things is that you get to put in lots of references and easter eggs to the previous things, and it's been mad fun putting in nods to Assassin of Steve 1 and 2 throughout Assassin of Steve 3.
I wonder how many you'll be able to find?
In other news, I recently wrote an article about loot tables for Map Making Mag and it got published! If you're ever wondering how to make loot table to create RPG style loot like what has been done in the Assassin of Steve maps check out my article in Issue 6 here!
OK, here is a progress report of sorts.
Assassin of Steve 3 now has almost nine out of 15 missions complete and playable. Our current estimate of a release date is September or October 2017, but this may change.
Another decision that has had to be made is whether or not to update it to 1.12. While 1.12 does bring many new useful features such as advancements, functions, and awesome colored blocks like concrete, concrete powder, and glazed terracotta, and also a fix to a really annoying bug, it also brings one small change that will totally make it difficult to update all the wiring to 1.12. That change is how, now in NBT strings you may (optionally) quote tags like this: {"PersistenceRequired":1}, however unquoted tags are stricter, and their values can no longer contain spaces or special characters, meaning {CustomName:Green Ender Captain} will no longer work.
This means all the tags for all the mobs that spawn through all the missions, all the loot tables with custom items, all the cutscenes, and god knows what else, would need to be updated to this new system. While it is possible to do this, it would likely add another month or two of development, and personally, after making those really large updates to Assassin of Steve 1 and 2 for 1.9 a while back, I have gotten a bit sick of just updating old things for newer versions when I'd much rather be creating something completely new.
Also, in my defense, by the time it's updated for 1.12, a bit later, 1.13 will start coming out, and who knows what that will bring?
This means, essentially, Assassin of Steve 3 will be kept on 1.11.2.
Yeah, don't worry about updating. My map's still on 1.8
Assassin of Steve 1 has had its Music and Lore update released, which adds custom music through an optional resource pack, lore books, and a brand new starting hub!
The second teaser has been released!
With Endergeddon coming, being brought about by the Assassin, there is only one way to be able to stop him, and it involves entering an ancient pyramid...
I'm a bit interested in whether anyone has any thoughts or theories as to Assassin of Steve 3, specifically the Assassin's end goal involving the Squiggly Replic, which is why I've created this poll on twitter.
Go vote on it if you wish.
The last mission in Assassin of Steve 3 has recently been completed. All that's left is bug fixing and final testing. Release will likely be in a couple of weeks.
There's no subtle way to put this...
Assassin of Steve 3 is here!!!
Hey dudes! You have a big problem with your map. It cant be played in multiplayer via mcprohosting or aternos. For aternos too big, for mcprohosting, badly compressed file 3583282 higher than protocol maximum 2041847 (the numbers arent true of course). It can be fixed by removing scoreboard.dat, but then the tps and animations wont work? Need a fix and or help asap. AOS 1 and 2 worked fine. Not a hostsided problem afaik contacted mcph support they said it should work without scoreboard.dat doesnt though
I am having the same compression issue, vanilla hosted server. Deleting scoreboard.dat fixes it but breaks the map obviously.
Edit: command block at 253 163 1023 is empty
Playing it over LAN worked while I was testing with my friend, so if that's possible to do at all you might want to try that.
I'll look into this problem and try to find a solution.
I tried, didn't work :/
Only other thing I can suggest is you enter the world with the minimum required render distance (6 chunks). If it's possible to increase the bandwidth on your server at all try that.
Also you could try removing the "resources.zip" file from the world - this is the required resource pack - and then install the resource pack yourself by downloading it here and using it.
Aside from that, I've done a ton of googling for other people who have had that problem but I can't find any quick fixes. This isn't the first time I've encountered this problem - about two years ago back in the 1.9 snapshots this happened on a different world I used to play with my friend, and nothing we tried could fix this problem. Not even when 1.9 released (or 1.10) was it fixed.
Now, Blaze and I never experienced this problem ourselves in Assassin of Steve 3 while testing using LAN, and believe me, if we had, we would have certainly tried to fix it before releasing the map to the public, so I think probably the best thing you can do is either swallow your pride and play singleplayer separately (you could even have a race or a contest to see who gets the most kills/least deaths) or wait a little bit. I'll put out a patched version a bit later that may or may not fix this - there's no guarantee that I can fix this tremendous problem.
i've tried both of those too unfortunately. We play it together to play it together though, so playing it separately wouldn't really work (and because i can't stand competition due to my complete lack of skill). I'll ask around though, thanks!
OK, I've just uploaded a patched version of the world. It is not an official patch - it's more like a test patch because I have no idea if it will solve your problems. In the spawn lobby is a button that, when pressed, will transform the ~30 repeating command blocks used to give you different arrows for all the custom bows into impulse command blocks that will be triggered about once or twice every second, which would put less strain in terms of the number of commands being run per tick.
This may or may not fix the multiplayer issues. Please try it out. If it works, let me know and I'll release it as an official patch. If it doesn't work, well, back to the drawing board!
Download it here. (Download removed due to later fixes)