Thats a really good idea, though in an actual CTM it would be more rewarding if you have un-tamed ocelots and the player had to grind for fishies.
This is the first intersection of my map and the last picture is of Intersection 2. Keep in mind that these areas are not complete, they need buildings and objects to help fill in the gaps and open areas in the caverns. This is my very first attempt at making a map (and of course I chose to make a full-sized CTM), so feedback would be very appreciated.
EDIT: Areas are meant to look like a giant mess, but thats for I1 only
I think everything looks great accept for that big clump of slabs in the first screenshot looks out of place.
Thoughts on an invulnerable supercharged creeper named Sparkles that has a 26 minute fuse so you can have him as a creeper repellant/companion? (Creepers run away from him when he's trying to explode in snapshot). The only problems I see with him is that if you afk for ~26.666 minutes while standing next to him he'll go boom... also if you light him with flint/steel he'll be immobilized and inevitably explode eventually (~26.666 minutes = 32000 ticks, max fuse for creepers methinks).
I wasn't speaking about Pantheon itself; I was a member of the group working on its sequel a long time ago. That's what failed, and now that Fang's started it back up again (work on the sequel), I expressed my desire to re-join the project :3 Anyway, I've messaged Fang on Skype about this.
lol I like how you replied to it even though I'd already edited it out and noted that hybran had explained it to me
OK guys I have a problem, I went into my map one day to discover that one of the chunks in my map had done something funky and moved itself down a couple of blocks so I fixed it in mcedit and then when I went back in game it wasn't fixed. I then refilled it and eroded it in mcedit once more and now I have this, any fixes?
So... I made a bridge. The walls could use some work, though.
-sneep-
Yeah, the walls can use some work for sure. Use smoothed double-slab blocks (43:8 is the ID) instead of the normal ones. Also just dynamic lighting will probably make this look a lot better. Use darkness to hide the parts that look less than beautimuss
What do you guys think of areas with void and skeletons?
I think it adds difficulty, but not sure if it is too much.
Well you can consider it a fact (not opinion, true fact) that void only increases difficulty if it encourages the player to take LESS gear since they might lose it all. If you force the player to take their best gear, you basically set the difficulty to hardcore. That doesn't make it harder, just lamer.
Exactly!
I think everything looks great accept for that big clump of slabs in the first screenshot looks out of place.
That sounds like an awesome idea!
Okay now I'm somehow thinking about throwing a baby shower (or a map shower?) on R3DWING's new map.
My brain is weird...
Oh, and congrats on the new map, R3DWING! Can't wait to play it soon
Thanks for your thought on that section. As for the punch skeletons, don't worry about that.
Here's the update. Made some minor changes to this room.
There's something that is "odd".
Oh and I'm a Carpenter now
9 more post than I am also a Carpenter I am going to miss a lot around here in next few days because I will be away:(
Congrats!
Well, maybe I can summarize afterwards?
Also maybe add a little circle stonebrick on the walls just to add some texture variation
Thanks! I'll see you soon:D
I think it adds difficulty, but not sure if it is too much.
They are great, but in areas like that, I tend to give more gear and good to recover. But its hard-earned loot
Two year anniversary of the posting of the Septum thread! So have a screenie - feedback is always appreciated!
Happy 2 year anniversary! Also, I really like what this area looks.
es bad
lol I like how you replied to it even though I'd already edited it out and noted that hybran had explained it to me
It looks great. It reminds me a lot of one of the areas you showed in a live stream.
such pretty, much beautifulz, so amaze
Yeah, the walls can use some work for sure. Use smoothed double-slab blocks (43:8 is the ID) instead of the normal ones. Also just dynamic lighting will probably make this look a lot better. Use darkness to hide the parts that look less than beautimuss
Here we go again.
Well you can consider it a fact (not opinion, true fact) that void only increases difficulty if it encourages the player to take LESS gear since they might lose it all. If you force the player to take their best gear, you basically set the difficulty to hardcore. That doesn't make it harder, just lamer.