There are also rumours that
a] Vechs has stopped making maps
b] Aimoskeeto has left minecraft again
c] Apollo9898 is the account used by undercover Vechs
d] Chicklet keyboards cause cancer
Just because they're rumours doesn't make the rumours false.
Except dat number C, dat's totes cray-cray home slice
Once more, I would like some ideas for potential villager trades in AC 2.0.
I am nearing the completion of the map (just the final intersection left), and I don't have quite enough trades yet.
I do not need any trades like cakes or diamonds, I'd like specific items from your map.
No, I didn't lose inspiration for trades, I just like the idea of being able to get an item in multiple maps, and I like references.
If you want to be able to buy your item in my map, please reply with the following info:
-Type of item
-Custom name of the item
-Enchantments
-Lore
-Attributes
I know I'm a little late to the party, but...
Item: Block (Cauldron)
Custom Name: Frying Pan
Enchantments: Sharpness 2, Smite 2, Knockback 3
Lore: Go Rapunzel all over your foes!
Attributes: None
Does this area look too generic? I'm thinking the map is gonna have a bedrock roof, like the Black Desert maps, or VFI, think it'll work?
And, if you didn't get it...the area's not done
First off, when you post a picture of a Map Indev, especially for comments, you shouldn't use shaders, as it provides an inaccurate representation of the build. Besides that, it looks great!
EDIT- Unless of course you're not using shaders, in which case, what?!
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
First off, when you post a picture of a Map Indev, especially for comments, you shouldn't use shaders, as it provides an inaccurate representation of the build. Besides that, it looks great!
EDIT- Unless of course you're not using shaders, in which case, what?!
Preeeeeety sure that picture is shader-free. The fancy clouds are probably a combination of a custom skybox and custom cloud texture. The fog in the middle is natural distance fog. No other indicators of shaders.
Preeeeeety sure that picture is shader-free. The fancy clouds are probably a combination of a custom skybox and custom cloud texture. The fog in the middle is natural distance fog. No other indicators of shaders.
Well other than the omigosheyegasm factor...
aww dangit, just realized i passed (a while ago) 1337 posts. I wanted to be an irc hacker and celebrate
So, for those not in the know, I released the name of my minimap via twitter yesterday, (albeit in an encrypted form.) I'm calling it "Dreadsky Falls," abbreviated DsF. I've also been posting daily hints about what kind of content you can expect from the map, also via my twitter. I'll be continuing these hints until I finish the spawn area (hopefully this weekend,) at which point I'll release a picture of the spawn, an overview of the lore behind the map/what you can expect from it, as well as the area names and a corresponding progress chart.
Get hyped for this map, guys. I'm going pour every ounce of effort and mapmaking knowledge that I have into this thing. It's gonna be unique, engaging, and epic.
So I'm back. But! I'm not really doing a lot of mapping right now. However, you can add me on Steam, because y'all are a bunch of great guys and I wanna stay in touch <3
So, for those not in the know, I released the name of my minimap via twitter yesterday, (albeit in an encrypted form.) I'm calling it "Dreadsky Falls," abbreviated DsF. I've also been posting daily hints about what kind of content you can expect from the map, also via my twitter. I'll be continuing these hints until I finish the spawn area (hopefully this weekend,) at which point I'll release a picture of the spawn, an overview of the lore behind the map/what you can expect from it, as well as the area names and a corresponding progress chart.
Get hyped for this map, guys. I'm going pour every ounce of effort and mapmaking knowledge that I have into this thing. It's gonna be unique, engaging, and epic.
Cool! Looking forward to it. Any estimates on when you'll finish it?
Rollback Post to RevisionRollBack
Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
Cool! Looking forward to it. Any estimates on when you'll finish it?
The original idea was to have it be a side project while I worked to get my new computer, and to have the map released around the time it arrives. However, the time it's taken to make spawn is indicating that it'll probably take a bit longer than that. Gonna have to stick with ye olde "It'll be done when it's done."
EDIT: That said, the purpose of this project was to have a short development cycle, so it won't be too far off.
Ok, so i've come across a slightly depressing issue.
So i have a really small fanbase, and apparently not that many active forum users playing my mini-map Infamy's Lava Land. May its the name that's keeping the away, idk. Regardless, i don't care about the small fanbase problem except that because of that, the map has been out for like five freaking months and no one ever bothered to tell me it was massively unbalanced in two of its three areas! Come on guys, this is the stuff i NEED to know so i can improve! The only reason i found out was from watching Orchard's LP of the map where he experienced waaay more difficulty than intended due to max spawn and me generally designing the first area wrong.
In conclusion, i've updated ILL to version 1.2 to hopefully fix these problems. I ask you to play it, not so i can get more downloads (i can't even track them now anyway, stupid mediafire forcing me to switch to fileswap! >:U ) but so i can i actually GET FEEDBACK and MAKE IT BETTER! And please, PLEASE don't let this happen to my full map. If its crap, tell me. So long as you tell me in a not-frothing-at-the-mouth manner, then you won't hurt my feelings or my peripheral vision.
Anyone know if there is a way to test for players above or below a certain height using command blocks?
I've decided to restart "Manic Depression, a love story" using the following superflat settings as a base
2;45x0,1x79,5x9,1x89,4x97,66x1,11x7,45x82,1x172,6x11,70x0;2;
The resulting layer cake of pain looks like this (Top to bottom)
Air 70
Lava 6
Hardened clay 1
Clay 45
Bedrock 11 (Right at cloud level, thick enough to hide the bastards on fancy - also serves as a barrier for the two worlds.)
Stone 66
Stone silverfish block 4
Glowstone 1
Water 5 (Inside squid spawning level, looks badass with the Glowstone.)
Ice 1
Air 45
Void. Endless void below.
I'm going to use a "Simple block Vein" filter in MCedit to scramble up things a bit in all the areas that are generated once my map is done. Make things look more natural and less flat, and make sure that silverfish show up more unexpectedly. I just want them to be there helping to make glowstone harvesting interesting if the player decides to wander. :-3
Spider Mother's venom will take them from Mania (Lava, clay, big open nighttime sky, much faster monsters) to it's mirror image in Depression (Feesh, darkness, gray stone tunnels, water and ice with endless void below) and vice versa. The problem is that I can only figure out how to make it work by killing beds and controlling the players spawn point. I would rather not kill beds. Detecting Y location would be much better.
Rollback Post to RevisionRollBack
Cakes can always be trusted. *Nodnod* If you're gullible...- Said HunterEris
Please only+ me if I post something funny or informative.
Ok, so i've come across a slightly depressing issue.
So i have a really small fanbase, and apparently not that many active forum users playing my mini-map Infamy's Lava Land. May its the name that's keeping the away, idk. Regardless, i don't care about the small fanbase problem except that because of that, the map has been out for like five freaking months and no one ever bothered to tell me it was massively unbalanced in two of its three areas! Come on guys, this is the stuff i NEED to know so i can improve! The only reason i found out was from watching Orchard's LP of the map where he experienced waaay more difficulty than intended due to max spawn and me generally designing the first area wrong.
In conclusion, i've updated ILL to version 1.2 to hopefully fix these problems. I ask you to play it, not so i can get more downloads (i can't even track them now anyway, stupid mediafire forcing me to switch to fileswap! >:U ) but so i can i actually GET FEEDBACK and MAKE IT BETTER! And please, PLEASE don't let this happen to my full map. If its crap, tell me. So long as you tell me in a not-frothing-at-the-mouth manner, then you won't hurt my feelings or my peripheral vision.
Well I guess I will play it later than. Well that sucks
Last call for anyone wanting to apply to be a thread admin! PM your application to the CTMCommunity account as well as me, and hopefully we can get some more people in here ASAP.
That sounds really interesting- I'd love to see how it turns out
Sounds a bit like a God or Deity-themed map, with Heaven and Hell (Mania and Depression)- I look forward to playing it; one of my lasting interests has been the Aztecs, Mayans and Incas as a result of their culture and religious and mythological beliefs.
It's more based on my own experience with being bat insane than any heaven / hell cosmology
Creatures in depression hit amazingly hard and have extra HP, but are also quite slow. Their spawners are also a lot more likely to shut down when you put a light on them.
Creatures in mania are weaker, but fast, and they follow the player from a much larger radius. Also, even if they are not on fire they are certainly fire immune - so that's something to watch out for.
Mania burns what depression freezes.
I keep restarting the map and I've been at it for over a year now - but it genuinely gets better each time. It is starting to feel close to my standard of quality
I fear there is no way to reliably test Y location however. I will just need to give the player insomnia as well.
Rollback Post to RevisionRollBack
Cakes can always be trusted. *Nodnod* If you're gullible...- Said HunterEris
Please only+ me if I post something funny or informative.
It's more based on my own experience with being bat insane than any heaven / hell cosmology
Creatures in depression hit amazingly hard and have extra HP, but are also quite slow. Their spawners are also a lot more likely to shut down when you put a light on them.
Creatures in mania are weaker, but fast, and they follow the player from a much larger radius. Also, even if they are not on fire they are certainly fire immune - so that's something to watch out for.
Mania burns what depression freezes.
I keep restarting the map and I've been at it for over a year now - but it genuinely gets better each time. It is starting to feel close to my standard of quality
I fear there is no way to reliably test Y location however. I will just need to give the player insomnia as well.
I'm not entirely sure what the problem is with respect to beds. Do you not want players dying in one region and respawning in the other? Just use a command block to /spawnpoint whenever the player is teleported between worlds.
An alternative: Just have a command block-redstone clock setup every now and then that tests if the player is within a certain radius of the top or bottom of the map. Basically, when testing if the player is in the top part of the map, have a command block /testfor @p[~0,255,~0,r=133] (133 is the total blocks in the top half, including bedrock, where the player shouldn't be anyway). Hook up a comparator, and repeat the system every now and then (I'll do the math for exact distance later), and you should be good.
EDIT: Screw it, I'm doing the math now. I like math.
So, you basically have a sphere of radius 133 centered at the top of the map, testing for players within that region. That sphere overlaps with the bedrock layer quite considerably, seeing as it's 11 blocks thick. This is good. Now, if you have the command block systems too far apart, the spheres may still overlap, but there may be some area underneath where they overlap that isn't covered by either sphere. That would be bad; it means you won't be able to tell that the player is in the top half, and they're in the top half. (If you're not following, look up any basic Venn diagram. There's an area underneath where the two circles overlap that's not inside either circle, but is above the bottom of the circles. Our goal is to make that area be entirely inside the bedrock layer, so that the player can't be there.)
So, you've got a sphere of radius 133. The bedrock layer is 122 blocks away from the center. Imagine a diagonal line from the center of the sphere to the place where the outside of the sphere overlaps the top of the bedrock. This diagonal line is 133 blocks, since it's still the radius of the sphere. Draw a vertical line from the center of the sphere straight down to the top of the bedrock. This line is 122 blocks long. We now have 2 sides of a triangle. Using good ol' Pythagoras, we can find that the horizontal distance from the center of the sphere to where it stops finding players (in some cases) who are in the top half of the map is about 52 blocks. This means that, on a 2-dimensional plane, you'd need another command block system at (at most) every 104 blocks. But the problem is, we're not in a 2-dimensional plane, we're in 3D space. If we put a grid of command block systems every 104 blocks, there would be spots in the centers of the squares formed by the systems which the systems don't cover.
The solution is to take the 52-block distance, which is the base of that triangle, and make it the radius of the base of a cone made by rotating that triangle around the vertical side of the triangle. This forms a circle of radius 52 against the top of the bedrock. Draw a diagonal line (at a 45 degree angle from the horizontal). The length of this line is 52. Now, make a right triangle by drawing a horizontal line from the center of the circle, and a vertical line from where the 52-long line meets the circle. We now need to find the length of one of these new lines (they're the same length). Using Pythagoras again, we find that the answer is 37. Thus, your system-thingies need to be 37 x 2 = 74 blocks apart. I'd round down to 64, or 4 chunks.
You know what? I feel like I need to make a picture.
TL;DR: Make those systems 64 blocks apart, in a grid.
I'm not entirely sure what the problem is with respect to beds. Do you not want players dying in one region and respawning in the other? Just use a command block to /spawnpoint whenever the player is teleported between worlds.
An alternative: Just have a command block-redstone clock setup every now and then that tests if the player is within a certain radius of the top or bottom of the map. Basically, when testing if the player is in the top part of the map, have a command block /testfor @p[~0,255,~0,r=133] (133 is the total blocks in the top half, including bedrock, where the player shouldn't be anyway). Hook up a comparator, and repeat the system every now and then (I'll do the math for exact distance later), and you should be good.
Yes. The respawning in the wrong area is the problem. If I'm using tags to keep track of what area the player is in the next time the player teleported they would die terribly.
The problem is that radius is a sphere and I want people to be able to roam through the areas freely without going absolutely bonkers with the command blocks. Theoretically I am aiming for this being an infinite world with renewable sources for all resources and no rules. See what people make with it.
(As an example, mother spider is summoned by placing blocks made of spider string - AKA:Wool - in a certain pattern you discover described in both a map and a book. The wool blocks become end stone when you light them up, then the cocoon explodes open in a shower of sandified spider webs to reveal the OP mother spider and three of her children. An infinite source of webs and endstone, as well as a boss mob with decent loot. And it looks cool.)
I'm building it as a survival map with a big final monument and several smaller hidden ones with no rules about how to get the blocks. Trying to go back to that "Legendary" feel while making use of the new mechanics. Not that I expect to ever match Legendary - but I think I can do a little better than inferno mines at least.
If there's no way to detect players at Y= the only way to make it work as I want is to nerf beds. Such is life.
Except dat number C, dat's totes cray-cray home slice
I know I'm a little late to the party, but...
Item: Block (Cauldron)
Custom Name: Frying Pan
Enchantments: Sharpness 2, Smite 2, Knockback 3
Lore: Go Rapunzel all over your foes!
Attributes: None
JUST SHUT UP AND TAKE MY MONEY!!!
First off, when you post a picture of a Map Indev, especially for comments, you shouldn't use shaders, as it provides an inaccurate representation of the build. Besides that, it looks great!
EDIT- Unless of course you're not using shaders, in which case, what?!
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Far better alternative (IMHO) to a bedrock roof over the entire map: Perma-night. (Easy to do ever since the gamerule doDaylightCycle was created.)
...unless you don't want snow, in which case just don't use any snow biomes in outdoor areas.
...or if you don't want the player to see the night sky. But why would you want that?
Well other than the omigosheyegasm factor...
aww dangit, just realized i passed (a while ago) 1337 posts. I wanted to be an irc hacker and celebrate
EDIT: and more youtube yaaaay
Get hyped for this map, guys. I'm going pour every ounce of effort and mapmaking knowledge that I have into this thing. It's gonna be unique, engaging, and epic.
infamyhadhisnamestolen
[YOUR AD HERE FOR JUST $69.69]
Cool! Looking forward to it. Any estimates on when you'll finish it?
EDIT: That said, the purpose of this project was to have a short development cycle, so it won't be too far off.
So i have a really small fanbase, and apparently not that many active forum users playing my mini-map Infamy's Lava Land. May its the name that's keeping the away, idk. Regardless, i don't care about the small fanbase problem except that because of that, the map has been out for like five freaking months and no one ever bothered to tell me it was massively unbalanced in two of its three areas! Come on guys, this is the stuff i NEED to know so i can improve! The only reason i found out was from watching Orchard's LP of the map where he experienced waaay more difficulty than intended due to max spawn and me generally designing the first area wrong.
In conclusion, i've updated ILL to version 1.2 to hopefully fix these problems. I ask you to play it, not so i can get more downloads (i can't even track them now anyway, stupid mediafire forcing me to switch to fileswap! >:U ) but so i can i actually GET FEEDBACK and MAKE IT BETTER! And please, PLEASE don't let this happen to my full map. If its crap, tell me. So long as you tell me in a not-frothing-at-the-mouth manner, then you won't hurt my feelings or my peripheral vision.
Anyone know if there is a way to test for players above or below a certain height using command blocks?
I've decided to restart "Manic Depression, a love story" using the following superflat settings as a base
2;45x0,1x79,5x9,1x89,4x97,66x1,11x7,45x82,1x172,6x11,70x0;2;
The resulting layer cake of pain looks like this (Top to bottom)
Air 70
Lava 6
Hardened clay 1
Clay 45
Bedrock 11 (Right at cloud level, thick enough to hide the bastards on fancy - also serves as a barrier for the two worlds.)
Stone 66
Stone silverfish block 4
Glowstone 1
Water 5 (Inside squid spawning level, looks badass with the Glowstone.)
Ice 1
Air 45
Void. Endless void below.
I'm going to use a "Simple block Vein" filter in MCedit to scramble up things a bit in all the areas that are generated once my map is done. Make things look more natural and less flat, and make sure that silverfish show up more unexpectedly. I just want them to be there helping to make glowstone harvesting interesting if the player decides to wander. :-3
Spider Mother's venom will take them from Mania (Lava, clay, big open nighttime sky, much faster monsters) to it's mirror image in Depression (Feesh, darkness, gray stone tunnels, water and ice with endless void below) and vice versa. The problem is that I can only figure out how to make it work by killing beds and controlling the players spawn point. I would rather not kill beds. Detecting Y location would be much better.
Not trying to obligate you to play it just...well it'd be nice to get some actual feedback. ;3;
It's more based on my own experience with being bat insane than any heaven / hell cosmology
Creatures in depression hit amazingly hard and have extra HP, but are also quite slow. Their spawners are also a lot more likely to shut down when you put a light on them.
Creatures in mania are weaker, but fast, and they follow the player from a much larger radius. Also, even if they are not on fire they are certainly fire immune - so that's something to watch out for.
Mania burns what depression freezes.
I keep restarting the map and I've been at it for over a year now - but it genuinely gets better each time. It is starting to feel close to my standard of quality
I fear there is no way to reliably test Y location however. I will just need to give the player insomnia as well.
I'm not entirely sure what the problem is with respect to beds. Do you not want players dying in one region and respawning in the other? Just use a command block to /spawnpoint whenever the player is teleported between worlds.
An alternative: Just have a command block-redstone clock setup every now and then that tests if the player is within a certain radius of the top or bottom of the map. Basically, when testing if the player is in the top part of the map, have a command block /testfor @p[~0,255,~0,r=133] (133 is the total blocks in the top half, including bedrock, where the player shouldn't be anyway). Hook up a comparator, and repeat the system every now and then (I'll do the math for exact distance later), and you should be good.
EDIT: Screw it, I'm doing the math now. I like math.
So, you basically have a sphere of radius 133 centered at the top of the map, testing for players within that region. That sphere overlaps with the bedrock layer quite considerably, seeing as it's 11 blocks thick. This is good. Now, if you have the command block systems too far apart, the spheres may still overlap, but there may be some area underneath where they overlap that isn't covered by either sphere. That would be bad; it means you won't be able to tell that the player is in the top half, and they're in the top half. (If you're not following, look up any basic Venn diagram. There's an area underneath where the two circles overlap that's not inside either circle, but is above the bottom of the circles. Our goal is to make that area be entirely inside the bedrock layer, so that the player can't be there.)
So, you've got a sphere of radius 133. The bedrock layer is 122 blocks away from the center. Imagine a diagonal line from the center of the sphere to the place where the outside of the sphere overlaps the top of the bedrock. This diagonal line is 133 blocks, since it's still the radius of the sphere. Draw a vertical line from the center of the sphere straight down to the top of the bedrock. This line is 122 blocks long. We now have 2 sides of a triangle. Using good ol' Pythagoras, we can find that the horizontal distance from the center of the sphere to where it stops finding players (in some cases) who are in the top half of the map is about 52 blocks. This means that, on a 2-dimensional plane, you'd need another command block system at (at most) every 104 blocks. But the problem is, we're not in a 2-dimensional plane, we're in 3D space. If we put a grid of command block systems every 104 blocks, there would be spots in the centers of the squares formed by the systems which the systems don't cover.
The solution is to take the 52-block distance, which is the base of that triangle, and make it the radius of the base of a cone made by rotating that triangle around the vertical side of the triangle. This forms a circle of radius 52 against the top of the bedrock. Draw a diagonal line (at a 45 degree angle from the horizontal). The length of this line is 52. Now, make a right triangle by drawing a horizontal line from the center of the circle, and a vertical line from where the 52-long line meets the circle. We now need to find the length of one of these new lines (they're the same length). Using Pythagoras again, we find that the answer is 37. Thus, your system-thingies need to be 37 x 2 = 74 blocks apart. I'd round down to 64, or 4 chunks.
You know what? I feel like I need to make a picture.
TL;DR: Make those systems 64 blocks apart, in a grid.
Yes. The respawning in the wrong area is the problem. If I'm using tags to keep track of what area the player is in the next time the player teleported they would die terribly.
The problem is that radius is a sphere and I want people to be able to roam through the areas freely without going absolutely bonkers with the command blocks. Theoretically I am aiming for this being an infinite world with renewable sources for all resources and no rules. See what people make with it.
(As an example, mother spider is summoned by placing blocks made of spider string - AKA:Wool - in a certain pattern you discover described in both a map and a book. The wool blocks become end stone when you light them up, then the cocoon explodes open in a shower of sandified spider webs to reveal the OP mother spider and three of her children. An infinite source of webs and endstone, as well as a boss mob with decent loot. And it looks cool.)
I'm building it as a survival map with a big final monument and several smaller hidden ones with no rules about how to get the blocks. Trying to go back to that "Legendary" feel while making use of the new mechanics. Not that I expect to ever match Legendary - but I think I can do a little better than inferno mines at least.
If there's no way to detect players at Y= the only way to make it work as I want is to nerf beds. Such is life.
Antree-gravity
Fire Hazard
Wool Reactor
Coded Tundra
Sculpted Caverns.
Go crazy.