Hey what do you guys think about in the start of an area you have a flint and steel and no torches and so you must light netherrack near the spawners in order to light them up? (IDK if anyone has done this feel free to use the concept if you like).
I've seen this before in Nightmare Realm and Pantheon and I might use it in my CTM too (if i'll ever make one). I think this type of lighting ( ) increase the difficulty of map (player can catch fire pretty easily - I know what I am talking about) If you're building Medium/Hard difficult map than you could use it, but if you're building Easy difficult map than I should not recommend doing this. That's my opinion.
Am I the only one that misses the good old days when minecraft ctms by vechs and such used to depend on certain hand placed loot and more on larger areas with natural spawns than this crazy enchantment smaller area with more monsters type of deal nowaday?.
Am I the only one that misses the good old days when minecraft ctms by vechs and such used to depend on certain hand placed loot and more on larger areas with natural spawns than this crazy enchantment smaller area with more monsters type of deal nowaday?.
No, you're not the only one.
Try playing some of Vechs' legacy maps in beta 1.7.3, or play Three_Two's Vinyl Fantasy maps. VF has a very "old-school" feel. You could also try Thadiwyn's Blight Castle, and Mattgeek's The Fire Beneath. All of these rely more on traps, natural spawns, and normal mobs, than on custom stuff. Loot is mostly or all hand-placed, with you being forced to do most of the grinding yourself.
There's still a few mapmakers who don't make what are essentially adventure maps, but you gotta look for 'em.
Am I the only one that misses the good old days when minecraft ctms by vechs and such used to depend on certain hand placed loot and more on larger areas with natural spawns than this crazy enchantment smaller area with more monsters type of deal nowaday?.
For anyone who uses the smoothshape filter by Sethbling in MCEdit, I took the filter and made some modifications to it to optimize it. It should visually look the same as the original and run noticeably faster than the original. If you use it feel free to give me any feedback on it and let me know how it's working for you. I'd recommend making a backup before first testing it in case for some reason it acts weird, just for safety sake.
Harvest Valley (May replace dirt with podzol, not sure)
Also, does anyone know how to turn an X block into a mob when the player gets in X radius?
Nice area! (it looks good as is, but combo podzol soulsand looks good too^^)
Re your question, I guess the first idea that comes to my head is to use a couple of command blocks.
One to detect the player in the radius triggering the second one to set the "X" block to "air" and the third one to spawn the desired mob at the location of the "X" block.
Of course you would need several of these if you have several blocks to change.
I've seen this before in Nightmare Realm and Pantheon and I might use it in my CTM too (if i'll ever make one). I think this type of lighting ( ) increase the difficulty of map (player can catch fire pretty easily - I know what I am talking about) If you're building Medium/Hard difficult map than you could use it, but if you're building Easy difficult map than I should not recommend doing this. That's my opinion.
So I got a chance to try it today and when I put spaces the modif actually appears as usual in dark blue...
If I leave it blank, just like you mentioned, MC crashes!
And the main reason is that the modifier name can't be "empty" (crash report):
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 18/04/15 13:12
Description: Rendering screen
java.lang.IllegalArgumentException: Modifier name cannot be empty
at org.apache.commons.lang3.Validate.notEmpty(Validate.java:398)
at net.minecraft.entity.ai.attributes.AttributeModifier.<init>(SourceFile:29)
at net.minecraft.entity.SharedMonsterAttributes.func_111259_a(SourceFile:94)
at net.minecraft.item.ItemStack.func_111283_C(ItemStack.java:735)
at net.minecraft.item.ItemStack.func_82840_a(ItemStack.java:576)
at net.minecraft.client.gui.GuiScreen.func_146285_a(GuiScreen.java:104)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(bex.java:157)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1357)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:990)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at org.apache.commons.lang3.Validate.notEmpty(Validate.java:398)
at net.minecraft.entity.ai.attributes.AttributeModifier.<init>(SourceFile:29)
at net.minecraft.entity.SharedMonsterAttributes.func_111259_a(SourceFile:94)
at net.minecraft.item.ItemStack.func_111283_C(ItemStack.java:735)
at net.minecraft.item.ItemStack.func_82840_a(ItemStack.java:576)
at net.minecraft.client.gui.GuiScreen.func_146285_a(GuiScreen.java:104)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(bex.java:157)
-- Screen render details --
Details:
Screen name: net.minecraft.client.gui.inventory.GuiChest
Mouse location: Scaled: (243, 94). Absolute: (973, 639)
Screen size: Scaled: (480, 255). Absolute: (1920, 1018). Scale factor of 4
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Crazy_Clamp'/3544, l='MpServer', x=15,71, y=156,15, z=3502,38]]
Chunk stats: MultiplayerChunkCache: 345, 354
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (764,58,665), Chunk: (at 12,3,9 in 47,41; contains blocks 752,0,656 to 767,255,671), Region: (1,1; contains chunks 32,32 to 63,63, blocks 512,0,512 to 1023,255,1023)
Level time: 7115787 game time, 1726969 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 10 total; [EntityPainting['Painting'/3552, l='MpServer', x=32,94, y=164,50, z=3424,00], EntityPainting['Painting'/3550, l='MpServer', x=25,06, y=165,00, z=3424,00], EntityPainting['Painting'/3552, l='MpServer', x=32,94, y=164,50, z=3424,00], EntityClientPlayerMP['Crazy_Clamp'/3544, l='MpServer', x=15,71, y=156,15, z=3502,38], EntityItemFrame['entity.ItemFrame.name'/3546, l='MpServer', x=25,06, y=164,50, z=3420,50], EntityItemFrame['entity.ItemFrame.name'/3547, l='MpServer', x=28,50, y=164,50, z=3416,06], EntityItemFrame['entity.ItemFrame.name'/3548, l='MpServer', x=26,50, y=164,50, z=3418,06], EntityItemFrame['entity.ItemFrame.name'/3549, l='MpServer', x=30,50, y=164,50, z=3418,06], EntityPainting['Painting'/3550, l='MpServer', x=25,06, y=165,00, z=3424,00], EntityItemFrame['entity.ItemFrame.name'/3551, l='MpServer', x=32,94, y=164,50, z=3420,50]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2433)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:908)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 660419832 bytes (629 MB) / 2819719168 bytes (2689 MB) up to 4281597952 bytes (4083 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1230 Minecraft Forge 10.13.2.1230 Optifine OptiFine_1.7.10_HD_B5 6 mods loaded, 6 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
FML{7.10.85.1230} [Forge Mod Loader] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
Forge{10.13.2.1230} [Minecraft Forge] (forge-1.7.10-10.13.2.1230.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
TooManyItems{1.7.10} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
DamageIndicatorsMod{3.2.3} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
worldedit{6.0-beta-01} [WorldEdit] (worldedit-forge-mc1.7.10-6.0-beta-01.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available->Available
Launched Version: 1.7.10-Forge10.13.2.1230
LWJGL: 2.9.1
OpenGL: GeForce GTX 660 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 347.88, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [faithful32packOptiFine.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Anyone else has a solution to make modif on a item and "hide" them?
New update on my full CTM map "Hell In Sky II"
Rings Of Skies/Spawn/White Wool
Palace Of Doom/Iron Block/Orange Wool
Mushroom Skies/Magenta Wool
Desert Of End/Light Blue Wool
Road To Inferno/Yellow Wool
Heavenly Waterfalls/Monument
Feedback welcome!
Thanks
Good Job ! Nice design on all of the areas. Question: is Desert Of End in the End or just theme alike ?
End Portal is situated in this area.
Am I the only one that misses the good old days when minecraft ctms by vechs and such used to depend on certain hand placed loot and more on larger areas with natural spawns than this crazy enchantment smaller area with more monsters type of deal nowaday?.
No, you're not the only one.
Try playing some of Vechs' legacy maps in beta 1.7.3, or play Three_Two's Vinyl Fantasy maps. VF has a very "old-school" feel. You could also try Thadiwyn's Blight Castle, and Mattgeek's The Fire Beneath. All of these rely more on traps, natural spawns, and normal mobs, than on custom stuff. Loot is mostly or all hand-placed, with you being forced to do most of the grinding yourself.
There's still a few mapmakers who don't make what are essentially adventure maps, but you gotta look for 'em.
No.
For anyone who uses the smoothshape filter by Sethbling in MCEdit, I took the filter and made some modifications to it to optimize it. It should visually look the same as the original and run noticeably faster than the original. If you use it feel free to give me any feedback on it and let me know how it's working for you. I'd recommend making a backup before first testing it in case for some reason it acts weird, just for safety sake.
http://www.mediafire.com/download/8hy4apgzb99953m/SmoothErosion.py
The test case example I used was a 50x62x28 area with 3 benchmark runs of it using each identical areas.
smoothshape - 114.205, 114.419, 115.03 - average time: 114.551
smootherosion - 75.916, 76.641, 76.081 - average time: 76.212
Special thanks to Axl Rosie for the sig.
Spawn
White Wool
Intersection 1
Started working on my new map today, please tell me what you think I can do to improve these areas.
Looks nice but you have obvious brush stokes in you areas. Erode erode and erode.
Also:Why screenshots so small?
Nice area! (it looks good as is, but combo podzol soulsand looks good too^^)
Re your question, I guess the first idea that comes to my head is to use a couple of command blocks.
One to detect the player in the radius triggering the second one to set the "X" block to "air" and the third one to spawn the desired mob at the location of the "X" block.
Of course you would need several of these if you have several blocks to change.
Maybe there is smth more efficient...
I am with Extri here, show us bigger screenshot and it needs erosion. Besides this it looks like a nice start !
Looks like really nice.
I'm not sure why the screenshots are so small. I think it has to do with them being taken in fraps,next time I'll take the in MC.
Try upload them through imgur.
@TheXhen talking over forums is difficult, I can help though, you got a skype or something? -> PM
I love it
Straya Moite
Yeah.....we sure do?
Sarcasm :3
EDIT: What should I put on the bottom layer of this Chichen Itza thing?