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    posted a message on bRanN's MiniCTM Series
    Still working on updating it. :) My family has been keeping me very busy almost every weekend. I do get a little more done each day though. :)
    Posted in: Maps
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    posted a message on [SUG] Balanced Spawning
    I've rewritten my post to be more understandable, sorry it's still a wall of text. ;)
    Posted in: Suggestions
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    posted a message on [SUG] Balanced Spawning
    Just want to bring a little more attention to this topic...
    Posted in: Suggestions
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    posted a message on [32x] [1.6.4] Derivation RPG
    Quote from Levaunt

    I guess I can see the confusion, so I'll add an exception. But the first rule states "in your own pack", which mod support clearly is not.


    That is indeed a fact! I would be very unreleased with people just taking my work as well. :)
    Posted in: Resource Packs
  • 3

    posted a message on [SUG] Balanced Spawning
    Introduction (the Issue)
    In the maps I make I often have issues with too many natural spawns. This is likely to effect other mappers that use programs such as MCEdit to make a world from scratch.

    The naturally generated land Minecraft makes has many different layers: High Cliffs, Land at Sea Level, Caves Underground.

    The natural spawning is balanced around this fact. The game looks at a set amount of area around the player and creates the MOBs at set intervals up to a maximum amount.

    Maps like mine don't have as many places for the MOBs to spawn, but they will still be created at set intervals up to the same maximum amount. The issue is this maxim amount is too high for smaller areas.

    Proposed Change/Tweak (the What & How)
    The science of what Mincraft does is it breaks up the map into 'chunks'. You can picture the game laying a piece of grid paper over the map. It uses these chunks to do it's spawning calculations.

    I am requesting that the game be tweaked to also take into account the spawn-able areas in each chunk and adjust the maximum accordingly.

    This would even out the spawning in all areas. Sometimes in normal Minecraft you go days without seeing any MOBs at all. If you were on the surface all day, and there are many caves below you, they can fill up to the max MOB count, then at the night there would be next to nothing on the surface.

    So instead of just dividing the map into 16x16 columns, it could look at 16x16x16 blocks, and use that to calculate the spawning.

    If it's desired to have the spawn rates as they are in normal Minecraft then it could be programed to have areas of higher danger. The "danger" amount could decrease as you go further from the 'hot spot'.

    If you used this mechanic as a fix you could also give mappers the option to set the 'danger level' of areas - giving us more control of natural spawns. You could also use the 'hot spots' as places for endgame content like the Fortress spawn locations. This would also give normal Minecraft more of a feeling of progression.

    Summary
    The natural spawn mechanics aren't as balanced as they could be. Many small tweaks could greatly help mappers (READ: People that add content to the community and help build up Minecraft's popularity.) as well as make the normal Minecraft experience be more balanced, have more of a progression and more fun.

    Thank you for taking the time to read this suggestion. As a community, if we like this idea and think it would benefit everyone, help to let Mojang know:

    Click on the green up arrow to support this idea and take a few moments to post something constructive below on how or why you'd like this implemented in normal Minecraft as well as custom maps.

    What scenarios could you imagine yourself in as a player if it worked like this?
    


    What kind designs would you make in your maps as a creative player or mapper if you could set the 'danger level' in a biome or chunk area?
    
    Posted in: Suggestions
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    posted a message on Custom Map Directory - A listing of the greatest Custom Maps


    Map Name: MiniCTM [001] Sandstone
    Rating:
    Type: CTM
    Creator: bRan (Brandonn)
    Thread Link: http://www.minecraftforum.net/topic/1171281-ctmcollection-brans-minictm-series-mc-147/
    Brief Description: Welcome to Sandstone. This map is a complete overhaul of my very first CTM map of the same name. Sandstone is pure desert; hot, arid, surrounded by lava and filled with Creepers. You’ll either need to be tough enough to overpower the creatures that reside here, or clever enough to outwit them, if you hope to stand a chance of taking back the land. Find the 3 wool blocks, craft the 2 metal blocks and collect all 9 ‘Challenge Block Fragments’ to craft the bonus ‘Challenge Block’ to complete the monument. This map features; Custom Spawners, Custom Potions, and Custom Item Names with Lore Text.

    Screenshot/Video:




    Map Name: MiniCTM [002] Happy Love
    Rating:
    Type: CTM
    Creator: bRan (Brandonn)
    Thread Link: http://www.minecraftforum.net/topic/1171281-ctmcollection-brans-minictm-series-mc-147/
    Brief Description: Have a relaxing experience and take a break from all those hard CTM maps. Happy Love starts out in a not so scary world – filled with great equipment, pathetic enemies and an endless supply of cows. Though be warned, don’t try to progress too far unless you want to risk being thrown into another world. A world quite different. There will still be great equipment, but you’ll have to fight for it. And forget ever seeing daylight again… Good luck!

    Screenshot/Video:
    Posted in: Maps
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    posted a message on [32x] [1.6.4] Derivation RPG
    Quote from Levaunt
    ...You are not allowed use any of these textures in your own, or remix, pack; even if you've edited them!...

    ...Derivation needs mod support! If you would like to help out and create textures for a mod, they could be posted here with full credit. Help make Derivation a widely used pack for all to enjoy!...


    Do you allow people to remix/edit your original textures for the purpose of building MOD support? You could add a note there if yes, so more people are encouraged to help out. :)
    Posted in: Resource Packs
  • 0

    posted a message on [16x][1.7.2] Wayukian pack (Magma slime & blaze previews on pg. 144) [800k+ downloads]
    Quote from Kiajinn



    Very nice anything else on the cards for the future?


    Maybe... I had fun doing it, but it took a lot of time and I have many other projects. :)
    Posted in: Resource Packs
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    @Vechs

    I'd like to be part of your testing process if you'd have me.  :) Also- how excited are you for the named MOBs? I'm not sure if it would be distracting to have the floating names on the custom MOBs or not.

    I'd love to see a test world video on it!

    And if you have the time, any tips on balancing the natural spawn rates? I just had a big issue with that and have fixed it (I think :)) but more information is always* better. Especially from the creator of the CTM map style.

    -bRan
    MiniCTM.com

    *some of the time
    Posted in: Maps
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    posted a message on bRanN's MiniCTM Series
    Website News Post:

    Welcome to 2013, Baby!
    Posted in: Maps
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    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod
    <-- Super Excited

    ;)
    Posted in: Minecraft Mods
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    posted a message on [16x][1.7.2] Wayukian pack (Magma slime & blaze previews on pg. 144) [800k+ downloads]
    I've just finished the Iron Chest Patch:

    Texture Pack Addon for Iron Chest MOD version 1.4.6-4.5.1.199
    for the Wayukian Texture Pack




    Download

    Feel free to add this download to the first post. :)
    Posted in: Resource Packs
  • 0

    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod
    So rich1051414...

    The newest snapshot let's you name MOBs... Do you think your MOD will be able to read that data?
    Posted in: Minecraft Mods
  • 0

    posted a message on bRanN's MiniCTM Series
    I've just finised overhauling my post, tell me what you think. I'm still going to add links to the YouTube playlists in my maps sections.
    Posted in: Maps
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