Alright. My playthrough of Chunk Restore is finished. My main feedback? I WANT MORE.
This map looks wonderful. Even though it's so short now, all the systems and town-building aspects are so intriguing I just want to see more of them. I'm playing the entire map on Void mode, and it seems like a healthy challenge - my only request is that I get some way to tone down the 10% gold loss on death. I'm dying so much, I doubt I'll ever have enough money to purchase anything major...
There's a lot of neat little details I really like, like being able to fish up apples, and the mob "notice" system - I hope to see possible stealth approaches in the future! I can't wait to see how this map develops.
Mithey, playing chunk restore got me in the mood for more of your maps, so I went and played through Terra Restore again, just for the fun of it. What makes your maps amazing is the story line. The feeling of being a big part of something bigger really draws the player into the game more than anything. Don't get rid of that same feeling in chunk restore. It's what makes the games amazing.
I agree with TT2000, I just played through the map (again) on void mode and died SO MUCH (24 times xD) and had literally 7 gold at the end. 10% is harsh! I assume that void mode is much more balanced on multiplayer, but on single-player it's downright hard... That boss fight is almost impossible without dying in singleplayer. A big pat on the back to whomever beats the opening boss on void without dying by themselves.
Something that I noticed more when I played through Chunk Restore again was about the loot chests scattered around the world/dungeons. It felt like those chests with little things, like a potion or ladders/blocks like there were in all the other games, were missing. Is the problem with random stuff like that similar to TR 1/2 that this is fully in adventure mode? It was just armor and dyes in these chests and it made me feel pretty disappointed when there was nothing else I could use.
The food update that you pushed out in v0.1.1 is perfect! It fixes the problem of the regen time without making it over-powered. Nice job fixing that up.
so i was playing chunk restore, i had the resource pack on and for one the cookie is still a normal cookie buuut i could see the custom weapons however i picked up a "apple" that was bread i dont know why. also some of the custom textures like all of the checkpoints and the zone swappers as well as a few chest turned pure white is it the map or just me? the map is great btw, better than 2 by a looooong shot (kinda sad when you canceled that but for this im ok with it) cant wait for more (thankfully none of these really impact gameplay but i thought it would be good to tell you so there is no chance of the map becoming a white blob)
so i was playing chunk restore, i had the resource pack on and for one the cookie is still a normal cookie buuut i could see the custom weapons however i picked up a "apple" that was bread i dont know why. also some of the custom textures like all of the checkpoints and the zone swappers as well as a few chest turned pure white is it the map or just me? the map is great btw, better than 2 by a looooong shot (kinda sad when you canceled that but for this im ok with it) cant wait for more (thankfully none of these really impact gameplay but i thought it would be good to tell you so there is no chance of the map becoming a white blob)
Have you installed the correct version of Optifine? The cookie shouldn't be an original cookie sprite.
Alright. My playthrough of Chunk Restore is finished. My main feedback? I WANT MORE.
This map looks wonderful. Even though it's so short now, all the systems and town-building aspects are so intriguing I just want to see more of them. I'm playing the entire map on Void mode, and it seems like a healthy challenge - my only request is that I get some way to tone down the 10% gold loss on death. I'm dying so much, I doubt I'll ever have enough money to purchase anything major...
There's a lot of neat little details I really like, like being able to fish up apples, and the mob "notice" system - I hope to see possible stealth approaches in the future! I can't wait to see how this map develops.
Different punishments based on difficulty for dying is something I could possibly do. I'm not sure if making higher difficulties less punishing on death would make sense or not though. Maybe I could make it so just void mode has 5% gold loss on death instead of 10%.
Mithey, playing chunk restore got me in the mood for more of your maps, so I went and played through Terra Restore again, just for the fun of it. What makes your maps amazing is the story line. The feeling of being a big part of something bigger really draws the player into the game more than anything. Don't get rid of that same feeling in chunk restore. It's what makes the games amazing.
I agree with TT2000, I just played through the map (again) on void mode and died SO MUCH (24 times xD) and had literally 7 gold at the end. 10% is harsh! I assume that void mode is much more balanced on multiplayer, but on single-player it's downright hard... That boss fight is almost impossible without dying in singleplayer. A big pat on the back to whomever beats the opening boss on void without dying by themselves.
Something that I noticed more when I played through Chunk Restore again was about the loot chests scattered around the world/dungeons. It felt like those chests with little things, like a potion or ladders/blocks like there were in all the other games, were missing. Is the problem with random stuff like that similar to TR 1/2 that this is fully in adventure mode? It was just armor and dyes in these chests and it made me feel pretty disappointed when there was nothing else I could use.
The food update that you pushed out in v0.1.1 is perfect! It fixes the problem of the regen time without making it over-powered. Nice job fixing that up.
All in all, can't wait for the next update!
Unlike the Terra Restore maps which only have their boss fights/events scaled with the amount of players, the actual whole map scales this time. Areas are loaded in with extra monsters by default, but then it checks for the amount of people online and gets rid of the unnecessary scaling ones if needed. So I'm not sure if it would be that much easier on multiplayer.
Potions could probably be added to the loot in the next update. I just need to make sure I come up with a good balanced system for them and figure out what to do with them this time...
As per usual potions like fire resistance will likely be banned. I'm also already using both strength and resistance in the custom level system, but I could probably still use them. Jump boost will likely be banned too since you're in adventure mode this time and you could skip entire sections of dungeons. That being said though potions like fire resistance, jump boost, and water breathing could still make it into an area with the "area bound" tag. I may try and use lingering and potions that you have to drink more this time too instead of mainly just using splash ones. Lastly I'm thinking of having potions be short but potent this time rather than something that lasts a long time that you usually have active 24/7. Anyway, there is a fair amount to get figured out with that.
Ladders/blocks will only be found in chests if they have the "area bound" tag and will likely continue the trend of only being placeable on emerald blocks.
Torches will likely make a re-appearance too to help see in dark areas and to disable certain spawners.
so i was playing chunk restore, i had the resource pack on and for one the cookie is still a normal cookie buuut i could see the custom weapons however i picked up a "apple" that was bread i dont know why. also some of the custom textures like all of the checkpoints and the zone swappers as well as a few chest turned pure white is it the map or just me? the map is great btw, better than 2 by a looooong shot (kinda sad when you canceled that but for this im ok with it) cant wait for more (thankfully none of these really impact gameplay but i thought it would be good to tell you so there is no chance of the map becoming a white blob)
It sounds like you probably changed some of the default Optifine settings. Ensure that video settings -> quality -> custom items is on, and also have video settings -> performance -> fast render off.
I've been planning and figuring out more things and I think I might push Mistwood to the update after the next one. There is quite a lot of things that actually need to get done before I can start working on the town, and the town itself would be a big task. There will be at least two areas that the player has to go through to get to Mistwood that I have to do up, and not to mention a few systems that I've still yet to implement. Not to mention I'm planning on making the map a bit more "open world" from this point onward and as such there will be things like side quests and side dungeons branching off the main path. Basically it would be way too much for one update and I'd like to make updates at least fairly regular. (Monthly version releases would be the dream)
I'm currently working on the next "road" type area, which I'm actually going to be renaming to a "field" type area instead. I've been trying to define the types of areas a bit more and what they will normally contain to help build more of a proper structure and flow. Right now I'm thinking there are 4 main types of areas: Fields, dungeons, farms, and towns.
Towns - Normally safe areas. Often contain shops, quests, jobs(?), minigames, lots of mobs and interaction, and story elements.
Fields - Not safe but pretty easy. Night time things get slightly more dangerous and more mobs appear. Act as a hub or intersection with areas connected to it. Often will have a few material items, food, and other resources scattered around it. Often fairly large. Sometimes contains things found in towns.
Dungeons - Difficult areas for the player to try and tackle. Often will have unique gameplay or puzzles attached to them. Structured with gameplay and challenges first in mind rather than looks having a big part. Majority of the best loot is found in them. Not a lot of general resources are given to help the player, but there are some hidden throughout the area. Traps are often throughout the area. Often contains secrets. Often ends with a boss fight or event.
Farms - Not safe but pretty easy. Main place to find and gather material items and other general resources from. Sometimes contains environmental obstacles. Grindy type of area. Often has some treasures and random things hidden throughout it. Often fairly chill and relaxing.
Those are the 4 main types of areas I'm thinking of right now, along with the player base of course. I might add in things like parkour only, puzzle only, and minigame only areas at some point too if people are interested. ^^
For the next update I'm thinking area wise it will contain this field area that I'm working on now, 1-2 dungeons, and a farm area.
I've never done a farm type of area before but I think they would be a nice addition. There is something nice about doing a fairly relaxing grind while gathering materials for a sweet new item or whatever in RPGs. It also acts as an area to spend some time and cool down in so you're not constantly at it and killing mobs.
For the new farm type area I'm thinking of making a cave in which you mine in. Basically it would be similar to normal mining in Minecraft, but there would be custom caverns and things throughout the area to help make it interesting. Also you'd only be able to mine certain parts that are cobblestone or ores. Ores that you collect can of course be used as material items for recipes. I'm thinking something like that would work pretty well but lemme know what you think!
Also I've been trying to try out different build styles and such than I'm used to. I just don't want environments to become too repetitive looking. Here is a small screenshot of something I was working on and I believe the first structure I actually used stone itself in. Oh also those stone pillars are a custom block I added in
Can you bring back the boss battle after you beat the 1st dungeon, I enjoyed the boss fight very much, Please do this for the other boss fights too. Maybe set an Arena gamemode?
Considering how cool the bosses or dungeons are, do you think you could possibly add a challenge mode in the hub that allows you to replay the dungeons or bosses with some extra challenge? For instance, what if you had to fight Exiel without Vuco? Or go through the Old Tower on a time limit? Or defend Bob's airship with ghasts that require multiple hits? Or maybe, later on in the map, you can go through a boss rush, where you fight all of the bosses you fought so far, one after another, with little to no breaks to heal yourself. Just a thought.
Hey Mithey! Just wanna sugggest something for the map.
Back in the days of TR1 AND TR2, I was so confused when collecting rare treasures, and one of the reasons is I can't memorize the treasure all the time.
What I wanna say is put a system that records the rare treasures you've collected that can be interacted at ANY TIME! I know I maybe asking much, but as simple as that mechanic sounds, it makes things more easier. You can just also put a quest log if you don't wanna waste ur time. That'll help, right?
Anyways, I'm gonna replay TR1 and get back the nostalgia from when I first playing the huge series of map you've made.
Seriously, you mapmaking is really different from others in this community, it has such a huge impact on whoever who've played this map.
I'm also wondering how these 3 years I get to enjoy your maps so much. Up until now, it's still not boring at all!
Hey,Mithey! By now I have played a few maps made by you but liked the Chink Restore The BEST!!! I started playing your Maps after watching PopularMMOS channel. I liked this a lot and it did not lag much on my laptop.(I have a very low-end laptop). At last, keep up the good work and I am looking forward to the next version more than ever
(PS:Sorry my English may not be that good because it is my third language)
Heyo, some more news for you all The new update isn't ready yet and probably won't be for around a few weeks at least I imagine. I have gotten a fair amount of new systems and things done here however.
The custom ability system has finally been implemented and I'm pretty happy with it. Basically on your journeys you may encounter chests which have custom ability items inside them. (I might also have things like hitting X level could reward you with an ability too) You can only have 3 abilities equipped at a time to help prevent lag, make the player choose carefully what abilities they want, and to of course not overwhelm the player. The abilities will often have cooldowns attached to them so you can use them every like 10 seconds or whenever.
When the update hits the player base will now contain a basement where you can choose what abilities you want. Also in the basement there is now a quick room dedicated to armor stands where you can put your armor up on display. (Just 5 armor stands currently though)
There probably won't be very many custom abilities at first. Currently only one ability has been made, but I'm considering adding in 1-2 more for next update. I'm also considering in the future having "ability upgrades" or tweaks which could make the ability more effective or switch up the visual effect or whatever for more customization.
I'm also considering adding in some sort of "passive trait" system in the future. Like where if you hit level 10 then you might get 25% more gold from mobs, completing some sort of challenge might unlock like 10% more exp from kills, passive status effects, etc. I'm still thinking about all of that though.
I've also improved the update system a bit more. Now when you update the map you will be sent to an update room below the player base where there will be villagers set up with trades for items that have been changed over time.
The recipe system is finally up and going now too! Currently when you find a recipe you just need to take it back to the player base and some villagers will appear in front with the recipe trades. When 1.13 comes out I'm hoping instead to have it so you can just right click the recipe to unlock it and then you can craft the item anywhere.
Material items have been made too, which I've been thinking of how to implement for a while. At first I was thinking of having a ton of different material items out there to find and collect, but I didn't like that for a few reasons. Such as inventory clogging, overwhelming the player with too many items, and wanting items that work for a lot of recipes rather than just a few.
So I've went down a slightly modified version of the old recipe route. To make an item from a recipe the majority of the time you will be using some of the essences. (Essence of fire, earth, wind, or water) Though sometimes a recipe may still require other unique material items too which may drop from specific mobs or whatever. The essences will be mainly found from hidden chests throughout the world, and may or may not drop from mobs at all this time. They are meant to be more of a somewhat rare and hidden thing instead of them being easily farmable. Screenshot of them:
Aside from that all the obtainable items for the next update have been made, and there is a fair amount of them this time to collect. I've also went ahead and put together some potions and torches to hopefully be included in the loot this time. Some of the previous dungeons have been nerfed slightly too, mainly just on casual/normal mode though. Oh I also have it set up so that the fishing rod can now be used to pull mobs that haven't detected you yet, however it only works if you have normal or max performance on.
A few areas still have to be made which I'm hoping to finally get to here now. I'm also thinking of adding in some advanced options to the map. (disable/enable/force 2-4 player multiplayer scaling, toggle glow effect, toggle weather, and toggling whether the amount of treasures should be displayed in an area or not)
Can you bring back the boss battle after you beat the 1st dungeon, I enjoyed the boss fight very much, Please do this for the other boss fights too. Maybe set an Arena gamemode?
Considering how cool the bosses or dungeons are, do you think you could possibly add a challenge mode in the hub that allows you to replay the dungeons or bosses with some extra challenge? For instance, what if you had to fight Exiel without Vuco? Or go through the Old Tower on a time limit? Or defend Bob's airship with ghasts that require multiple hits? Or maybe, later on in the map, you can go through a boss rush, where you fight all of the bosses you fought so far, one after another, with little to no breaks to heal yourself. Just a thought.
One of the things I actually wanted to do in Terra Restore 2 was add in a button you could press to make the dungeon you were on even harder for some benefit. The problem was that system wasn't that easy to implement, especially with how the map was setup. I am interested in the idea of being able to replay a dungeon with extra challenge attached to it and some sort of loot or something if you succeed.
Seeing how each area already naturally resets when you reload it and how I can easily reset any memory bits it probably would be pretty easy to implement too. Doing up the challenges such as more/harder mobs, trickier bosses/events, trickier puzzles, time limits, small environmental changes, and that sort should be fairly easily too. So yeah, I could probably see about adding in such a system with the new dungeons when they are finished here ^^
Hey Mithey! Just wanna sugggest something for the map.
Back in the days of TR1 AND TR2, I was so confused when collecting rare treasures, and one of the reasons is I can't memorize the treasure all the time.
What I wanna say is put a system that records the rare treasures you've collected that can be interacted at ANY TIME! I know I maybe asking much, but as simple as that mechanic sounds, it makes things more easier. You can just also put a quest log if you don't wanna waste ur time. That'll help, right?
Anyways, I'm gonna replay TR1 and get back the nostalgia from when I first playing the huge series of map you've made.
Seriously, you mapmaking is really different from others in this community, it has such a huge impact on whoever who've played this map.
I'm also wondering how these 3 years I get to enjoy your maps so much. Up until now, it's still not boring at all!
If I add in some sort of chat based menu at some point then I might do that. In Chunk Restore at least it tells you how many treasures are left after you both find a chest or enter the area. In most cases it probably would still be in chat history if you forget.
Mithey amazing map i have played it 2 times and the first time i didn't fish but the second time i did and i got a fake diamond.... i guess thanks.
And when will you update the map ? i can't wait to play the part 2 =D
Edit:i got a fish sword after this WOoooo
The update might be ready in a few weeks, it's hard to say until it is just like 1 week away from being done.
I am a really big fan of your maps and creations. I am also a big fan of Popularmmos and I love the maps you make him. I know its a big ask but I was wondering if you could make the map that Popularmmos uses for burning maps into an iPad version because I am an iPad user. Reply back to me if you can at [email protected]
Hello Mithey, I've really enjoyed Chunk Restore. I think it will be an amazing map once it has been fully completed. I have one question though. When a new version of Optifine comes out before you have updated the map should I download it even if it is for the same version of Minecraft or not. Thanks in advance.
Alright. My playthrough of Chunk Restore is finished. My main feedback? I WANT MORE.
This map looks wonderful. Even though it's so short now, all the systems and town-building aspects are so intriguing I just want to see more of them. I'm playing the entire map on Void mode, and it seems like a healthy challenge - my only request is that I get some way to tone down the 10% gold loss on death. I'm dying so much, I doubt I'll ever have enough money to purchase anything major...
There's a lot of neat little details I really like, like being able to fish up apples, and the mob "notice" system - I hope to see possible stealth approaches in the future! I can't wait to see how this map develops.
Check out my bad CTM map reviews here.
Mithey, playing chunk restore got me in the mood for more of your maps, so I went and played through Terra Restore again, just for the fun of it. What makes your maps amazing is the story line. The feeling of being a big part of something bigger really draws the player into the game more than anything. Don't get rid of that same feeling in chunk restore. It's what makes the games amazing.
I agree with TT2000, I just played through the map (again) on void mode and died SO MUCH (24 times xD) and had literally 7 gold at the end. 10% is harsh! I assume that void mode is much more balanced on multiplayer, but on single-player it's downright hard... That boss fight is almost impossible without dying in singleplayer. A big pat on the back to whomever beats the opening boss on void without dying by themselves.
Something that I noticed more when I played through Chunk Restore again was about the loot chests scattered around the world/dungeons. It felt like those chests with little things, like a potion or ladders/blocks like there were in all the other games, were missing. Is the problem with random stuff like that similar to TR 1/2 that this is fully in adventure mode? It was just armor and dyes in these chests and it made me feel pretty disappointed when there was nothing else I could use.
The food update that you pushed out in v0.1.1 is perfect! It fixes the problem of the regen time without making it over-powered. Nice job fixing that up.
All in all, can't wait for the next update!
so i was playing chunk restore, i had the resource pack on and for one the cookie is still a normal cookie buuut i could see the custom weapons however i picked up a "apple" that was bread i dont know why. also some of the custom textures like all of the checkpoints and the zone swappers as well as a few chest turned pure white is it the map or just me? the map is great btw, better than 2 by a looooong shot (kinda sad when you canceled that but for this im ok with it) cant wait for more (thankfully none of these really impact gameplay but i thought it would be good to tell you so there is no chance of the map becoming a white blob)
How do i do to keep my progress from the first release and get the new things?
Have you installed the correct version of Optifine? The cookie shouldn't be an original cookie sprite.
Please refer to the 1654th comment at page 82.
Different punishments based on difficulty for dying is something I could possibly do. I'm not sure if making higher difficulties less punishing on death would make sense or not though. Maybe I could make it so just void mode has 5% gold loss on death instead of 10%.
Unlike the Terra Restore maps which only have their boss fights/events scaled with the amount of players, the actual whole map scales this time. Areas are loaded in with extra monsters by default, but then it checks for the amount of people online and gets rid of the unnecessary scaling ones if needed. So I'm not sure if it would be that much easier on multiplayer.
Potions could probably be added to the loot in the next update. I just need to make sure I come up with a good balanced system for them and figure out what to do with them this time...
As per usual potions like fire resistance will likely be banned. I'm also already using both strength and resistance in the custom level system, but I could probably still use them. Jump boost will likely be banned too since you're in adventure mode this time and you could skip entire sections of dungeons. That being said though potions like fire resistance, jump boost, and water breathing could still make it into an area with the "area bound" tag. I may try and use lingering and potions that you have to drink more this time too instead of mainly just using splash ones. Lastly I'm thinking of having potions be short but potent this time rather than something that lasts a long time that you usually have active 24/7. Anyway, there is a fair amount to get figured out with that.
Ladders/blocks will only be found in chests if they have the "area bound" tag and will likely continue the trend of only being placeable on emerald blocks.
Torches will likely make a re-appearance too to help see in dark areas and to disable certain spawners.
It sounds like you probably changed some of the default Optifine settings. Ensure that video settings -> quality -> custom items is on, and also have video settings -> performance -> fast render off.
Mithey, on a quick side note, is Winterglade by Makkon going to make it into this game? That was by far the BEST song out of TR 1!
I've been planning and figuring out more things and I think I might push Mistwood to the update after the next one. There is quite a lot of things that actually need to get done before I can start working on the town, and the town itself would be a big task. There will be at least two areas that the player has to go through to get to Mistwood that I have to do up, and not to mention a few systems that I've still yet to implement. Not to mention I'm planning on making the map a bit more "open world" from this point onward and as such there will be things like side quests and side dungeons branching off the main path. Basically it would be way too much for one update and I'd like to make updates at least fairly regular. (Monthly version releases would be the dream)
I'm currently working on the next "road" type area, which I'm actually going to be renaming to a "field" type area instead. I've been trying to define the types of areas a bit more and what they will normally contain to help build more of a proper structure and flow. Right now I'm thinking there are 4 main types of areas: Fields, dungeons, farms, and towns.
Towns - Normally safe areas. Often contain shops, quests, jobs(?), minigames, lots of mobs and interaction, and story elements.
Fields - Not safe but pretty easy. Night time things get slightly more dangerous and more mobs appear. Act as a hub or intersection with areas connected to it. Often will have a few material items, food, and other resources scattered around it. Often fairly large. Sometimes contains things found in towns.
Dungeons - Difficult areas for the player to try and tackle. Often will have unique gameplay or puzzles attached to them. Structured with gameplay and challenges first in mind rather than looks having a big part. Majority of the best loot is found in them. Not a lot of general resources are given to help the player, but there are some hidden throughout the area. Traps are often throughout the area. Often contains secrets. Often ends with a boss fight or event.
Farms - Not safe but pretty easy. Main place to find and gather material items and other general resources from. Sometimes contains environmental obstacles. Grindy type of area. Often has some treasures and random things hidden throughout it. Often fairly chill and relaxing.
Those are the 4 main types of areas I'm thinking of right now, along with the player base of course. I might add in things like parkour only, puzzle only, and minigame only areas at some point too if people are interested. ^^
For the next update I'm thinking area wise it will contain this field area that I'm working on now, 1-2 dungeons, and a farm area.
I've never done a farm type of area before but I think they would be a nice addition. There is something nice about doing a fairly relaxing grind while gathering materials for a sweet new item or whatever in RPGs. It also acts as an area to spend some time and cool down in so you're not constantly at it and killing mobs.
For the new farm type area I'm thinking of making a cave in which you mine in. Basically it would be similar to normal mining in Minecraft, but there would be custom caverns and things throughout the area to help make it interesting. Also you'd only be able to mine certain parts that are cobblestone or ores. Ores that you collect can of course be used as material items for recipes. I'm thinking something like that would work pretty well but lemme know what you think!
Also I've been trying to try out different build styles and such than I'm used to. I just don't want environments to become too repetitive looking. Here is a small screenshot of something I was working on and I believe the first structure I actually used stone itself in. Oh also those stone pillars are a custom block I added in
Anyway, that's all for now!
Wow! That's a pretty impressive build Mithey!
Can you bring back the boss battle after you beat the 1st dungeon, I enjoyed the boss fight very much, Please do this for the other boss fights too. Maybe set an Arena gamemode?
Mithey, the build you posted looks terrific! You do make some of the coolest builds I've seen in a custom map, tbh.
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
https://www.youtube.com/channel/UCl1Xey2d-BFWyh6WcPbJeqQ
Considering how cool the bosses or dungeons are, do you think you could possibly add a challenge mode in the hub that allows you to replay the dungeons or bosses with some extra challenge? For instance, what if you had to fight Exiel without Vuco? Or go through the Old Tower on a time limit? Or defend Bob's airship with ghasts that require multiple hits? Or maybe, later on in the map, you can go through a boss rush, where you fight all of the bosses you fought so far, one after another, with little to no breaks to heal yourself. Just a thought.
The old tower blew up but I dident get the advancement Also the resorse pack dident work.
Hey Mithey! Just wanna sugggest something for the map.
Back in the days of TR1 AND TR2, I was so confused when collecting rare treasures, and one of the reasons is I can't memorize the treasure all the time.
What I wanna say is put a system that records the rare treasures you've collected that can be interacted at ANY TIME!
I know I maybe asking much, but as simple as that mechanic sounds, it makes things more easier. You can just also put a quest log if you don't wanna waste ur time. That'll help, right?
Anyways, I'm gonna replay TR1 and get back the nostalgia from when I first playing the huge series of map you've made.
Seriously, you mapmaking is really different from others in this community, it has such a huge impact on whoever who've played this map.
I'm also wondering how these 3 years I get to enjoy your maps so much. Up until now, it's still not boring at all!
Hey,Mithey! By now I have played a few maps made by you but liked the Chink Restore The BEST!!! I started playing your Maps after watching PopularMMOS channel. I liked this a lot and it did not lag much on my laptop.(I have a very low-end laptop). At last, keep up the good work and I am looking forward to the next version more than ever
(PS:Sorry my English may not be that good because it is my third language)
Heyo, some more news for you all The new update isn't ready yet and probably won't be for around a few weeks at least I imagine. I have gotten a fair amount of new systems and things done here however.
The custom ability system has finally been implemented and I'm pretty happy with it. Basically on your journeys you may encounter chests which have custom ability items inside them. (I might also have things like hitting X level could reward you with an ability too) You can only have 3 abilities equipped at a time to help prevent lag, make the player choose carefully what abilities they want, and to of course not overwhelm the player. The abilities will often have cooldowns attached to them so you can use them every like 10 seconds or whenever.
When the update hits the player base will now contain a basement where you can choose what abilities you want. Also in the basement there is now a quick room dedicated to armor stands where you can put your armor up on display. (Just 5 armor stands currently though)
There probably won't be very many custom abilities at first. Currently only one ability has been made, but I'm considering adding in 1-2 more for next update. I'm also considering in the future having "ability upgrades" or tweaks which could make the ability more effective or switch up the visual effect or whatever for more customization.
I'm also considering adding in some sort of "passive trait" system in the future. Like where if you hit level 10 then you might get 25% more gold from mobs, completing some sort of challenge might unlock like 10% more exp from kills, passive status effects, etc. I'm still thinking about all of that though.
I've also improved the update system a bit more. Now when you update the map you will be sent to an update room below the player base where there will be villagers set up with trades for items that have been changed over time.
The recipe system is finally up and going now too! Currently when you find a recipe you just need to take it back to the player base and some villagers will appear in front with the recipe trades. When 1.13 comes out I'm hoping instead to have it so you can just right click the recipe to unlock it and then you can craft the item anywhere.
Material items have been made too, which I've been thinking of how to implement for a while. At first I was thinking of having a ton of different material items out there to find and collect, but I didn't like that for a few reasons. Such as inventory clogging, overwhelming the player with too many items, and wanting items that work for a lot of recipes rather than just a few.
So I've went down a slightly modified version of the old recipe route. To make an item from a recipe the majority of the time you will be using some of the essences. (Essence of fire, earth, wind, or water) Though sometimes a recipe may still require other unique material items too which may drop from specific mobs or whatever. The essences will be mainly found from hidden chests throughout the world, and may or may not drop from mobs at all this time. They are meant to be more of a somewhat rare and hidden thing instead of them being easily farmable. Screenshot of them:
Aside from that all the obtainable items for the next update have been made, and there is a fair amount of them this time to collect. I've also went ahead and put together some potions and torches to hopefully be included in the loot this time. Some of the previous dungeons have been nerfed slightly too, mainly just on casual/normal mode though. Oh I also have it set up so that the fishing rod can now be used to pull mobs that haven't detected you yet, however it only works if you have normal or max performance on.
A few areas still have to be made which I'm hoping to finally get to here now. I'm also thinking of adding in some advanced options to the map. (disable/enable/force 2-4 player multiplayer scaling, toggle glow effect, toggle weather, and toggling whether the amount of treasures should be displayed in an area or not)
Anyway I believe that is all for now!
One of the things I actually wanted to do in Terra Restore 2 was add in a button you could press to make the dungeon you were on even harder for some benefit. The problem was that system wasn't that easy to implement, especially with how the map was setup. I am interested in the idea of being able to replay a dungeon with extra challenge attached to it and some sort of loot or something if you succeed.
Seeing how each area already naturally resets when you reload it and how I can easily reset any memory bits it probably would be pretty easy to implement too. Doing up the challenges such as more/harder mobs, trickier bosses/events, trickier puzzles, time limits, small environmental changes, and that sort should be fairly easily too. So yeah, I could probably see about adding in such a system with the new dungeons when they are finished here ^^
If you were on v0.1 then it didn't give the advancement, when you update the map to a newer version it should give it though. Also make sure you follow this for how to install resource packs - https://minecraft.gamepedia.com/Tutorials/Loading_a_resource_pack
If I add in some sort of chat based menu at some point then I might do that. In Chunk Restore at least it tells you how many treasures are left after you both find a chest or enter the area. In most cases it probably would still be in chat history if you forget.
The update might be ready in a few weeks, it's hard to say until it is just like 1 week away from being done.
Hi Mithey,
I am a really big fan of your maps and creations. I am also a big fan of Popularmmos and I love the maps you make him. I know its a big ask but I was wondering if you could make the map that Popularmmos uses for burning maps into an iPad version because I am an iPad user. Reply back to me if you can at [email protected]
Thanks Kristy
Hello Mithey, I've really enjoyed Chunk Restore. I think it will be an amazing map once it has been fully completed. I have one question though. When a new version of Optifine comes out before you have updated the map should I download it even if it is for the same version of Minecraft or not. Thanks in advance.
Excited for the next update of the map
PS: This map is amazing. I mean with that a lot.
Hi people.
Woah... It took so many tries to get the sword fish. I bet it is the best best weapon after prologue.
P.S-Mithy, Your map is best in the world!!!
Perseverance always pays. Sooner or later.