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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from StratMaster007

    Building a 1x1 bridge that goes downwards. I don't think it's possible.

    Ladders.
    Quote from Delthyn

    Jocularity unfortunately does not translate well to the Internets. Some people Hybran just can't recongnize jocularity as well.

    Allow me to introduce you to something rather useful if you want to be jocular with someone:

    "sans-serif">؟

    Quote from piecia997

    Greatest Victory - uh... fully completing my first CTM, Spellbound Caves?
    Closest Shave - too many to count
    Biggest Failure - 20 deaths in the very first dungeon of Spellbound Caves -,-


    Oh, and are we posting teaser pictures of our maps again? Well...



    Beta coming next week (hopefully...).

    *Whistle*
    Impressive!
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Since I don't really have a Youtube account set up, I'll say it here:
    Woo, Imgur!
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from kamyu

    Any FallingSand entity that spawns inside of another block will just break like if you dropped sand on a torch.

    Trying to spawn falling air seems to just give you plain old sand now. I seem to recall it causing a crash when I tried it before.

    Drat. I was hoping I could use Air spawners to create a tunnel through bedrock.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)

    well, since it is counted as sand before it hits the ground, i would guess nothing happens.

    I'm asking what if the block and another block were at the exact same position, not if one was on top of the other.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, since someone mentioned Vechs' twitter, I looked it up, and found one tweet in particular to be very interesting.

    Allow me to make a PSA, courtesy of my friend who has had Windows 8 for about half a year now:

    If you are using Windows 8, try hitting the Windows button.


    In a more on-topic discussion:
    What happens if you try to make a spawner spawn an air block where another block is located? Is the original block removed, or is the spawner useless. What if it is, for example, a stone block spawner? Anything different?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Hybran

    This is coming from the guy who took 8 months to make one area, which came with 0 spawners.

    Project dedication = 0%

    He just needed the right motivation...
    Like being trapped in a box with only Minecraft and the mods necessary to make the map.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from kamyu

    How is it harder? If anything, it is easier since you don't have to worry about accidentally getting them killed.

    It's harder in that, if the player tries to move the villager and goofs up, it can die. So, yet, it is the accidental kill part wihich is harder... but if you leave it in a bedrock box the villager should be ok...


    Oh, and BTW:
    I finished making one quarter of the first level of a large building I plan on using in a CTM map! So now I've actually done something CTM related! Yay!
    Wait, there is a copy, rotate, and mirror function in stuff like MCEdit, right? RIGHT!?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from kamyu

    Or you can give them the Invulnerable tag so they never take damage and you don't have to worry about potion timers.


    *spawns in blaze with Invulnerable and PersistenceReq so you will ALWAYS have your pet Bruce.

    ... But this is the harder way for the player to do something with them...

    Besides, it might be nice to be able to get rid of the villager when it's trade expires...

    Wait, there is an Invulnerable tag? How long has this been in the game!? ... And how does it work? Doesn't take damage, doesn't even respond to damage, or just has a ton of health?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from isaac_bardin

    I posted a screenshot a few pages back, but here's another screenie of the CTM map I'm making:






    I know, it's pretty cool right? I especially like the contrast of the dirt and the lava. Really eye-catching, and the contrast pops.

    ... Dang it, I was going to post the trolling picture...
    Quote from flare10101

    So evil.

    So aboslutly evil.

    Can I buy your evil vechs? I'm trying to build a giant space lazer of piggy death, and I need to be . . . let's see here . . . 50% more evil to build one that can kill pigs at a rate of . . . 10 pigs a second.

    Got a thousand dollars?
    Quote from LimitlessMC

    Soul Sand.. How do you think soul sand would look in my sandstone area? Great contrast but still going into a brown/tan theme.

    Sounds good, but without pictures I can't be sure. Oh, and it also poses another problem: it prevents you from limiting brewing though a limited supply of Nether Wart. As soon as Soul Sand is available, the player can brew all they want as soon as they get Nether Wart.
    Quote from WaterTipper

    Sorry, but villager trades ignore data values, names, and lores.
    Maybe there could be a chest hidden in some of the areas, containing non-obtainable items, such as Spawn Eggs, or null.name blocks.
    And there would be a villager near the VM with Resistance X and Instant Health X for a huge amount of time (SethBling's filters can do this), which would trade the non-obtainable items for you for awesome loot.

    Or you could just lock them in a bedrock box. Which one is easier?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from piecia997

    Glad you liked that picture, here's the same place but with spawners/few minor changes/ default textures:



    And some more:


    One of the streets in South York City:


    Spawn area:


    Burned forest:




    I am using beacon beams to mark the wool dungeons, cause they look cool, but that will have to be changed I guess or I would have to get rid of all the emeralds (I used them to trade with customized villagers ;/ ).

    And he delivers! Thanks for the pictures with the default texture pack!

    ... It definitely looks better with it though. Not that it looks bad without it, but it does improve things.

    As for alternative trading currencies for trading with custom villagers: See my posts in the last few pages. I was actually talking about that exact same problem.
    Quote from dragonsrule9

    SCREENSHOTS?

    I can do this.




    This is the last area of a dungeon I'm calling "Distress Fall". It also happens to be the area in IS2 that I'm most finished with, but also most "wracking-my-brains"-about. This was taken in my indev world, hence the random floaty islands without any foreseeable purpose.

    I too can post a screenshot!

    ... But I don't want to give away what I think is the best idea in my map...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Thanks to everyone who suggested items for the trading idea, but I happened to think of a solution during the day:

    Saddles!

    And they don't stack, just to be extra annoying!

    Quote from Redstone_Fanatic

    Yeah villagers ignore damage, enchants, etc. for that kind of thing. (E.g. you could set them to buying from you a certain color wool or enchanted stick, but they'd take any wool and any stick.)
    Edit: By the way guys, Rosie finished another commission yesterday. 'Tis purty. Ignore if you're Combak.

    Oh, what's- Oh, right. :D
    Quote from izakthegoomba

    There's only so much you can do with a desert... right?

    In other news, I'm starting over with my CTM map, my first try sucked too much - I think I'll be keeping the most of the areas the same in concept, but making them much bigger and prettier... how's this for a starting area? inb4 ZOMG VINES IT'S A SPELLBOUND RIPOFF


    Looks good, but the fact that it's dark makes it hard to suggest things...
    Quote from LimitlessMC

    Looks great but add more block variety. Not critising it or anything. Maybe add in some mycelium patches or clay patches to give the players eyes not always staring at stone and being drawn all across the area.


    ALSO : Someone asked how to stop bridging and pillaring and you can put invisible latters that are holding up tnt in the area so when you bridge next to the ladder it updates the latter (may be a bit laggy) and drops TNT down on the cheap bridger.. :) Vechs made a test world video on this.

    The problem woth those is that they're one use only. The player can easily avoid them too.
    Quote from LimitlessMC

    I have been working a bit more on my map, tell me how you think but please don't tell me it looks like legendary because every thing with sandstone looks like legendary.






    I plan on terraforming more of the ground just havn't gotten to that yet. I am also going to add some broken up little sandstone structures around.

    ... I want to TNT those little spikes soooo much right now...
    But that is awesome looking!
    Quote from piecia997

    So many pictures and people working on CTMs... I guess I can show you some of my stuff as well ;p

    (I'm using customized Painterly Pack, but it's completely playable with default textures)





    Haunted Fleet:


    Destroyed city:



    Sunken town:



    ERH...
    MEHN...
    GAWD...

    That is awesome looking! I would love to see a picture without the texture pack though...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, I started some very basic concepts for a map, and would love some feedback:

    How can you keep players form just tarp pillaring up something? So far, all I cna think of is extra-annyoing Ghast hyperspawners spaced so one will always be active if the player pillars and skeleton hyperspawners with Punch III bows near the actual structure.

    Also, I thought about using Green Villagers to make some special trades... But realized that if I wanted to let the player use a beacon, emerald blocks were the way to go. Thus, the Green Villagers would have to trade with somehing other than emeralds. But what? I'm trying to use things the players can not get normally, and so far, I've come up with:
    Ferns
    Dry Bushes
    Cocoa Beans (No Jungle Wood = No Growning them)
    Sponge
    Bedrock
    I really don't want to use blocks though... Does anyone have any other suggestions?


    Hello, fellow CTM players, since this tread is filled with veteran CTM players i decided to show some pics of my upcoming map here, please tell me how i can improve it :D








    ... Ok, that first area makes my think of a leopard. So many spots!

    Anyways, both places look good, although you'll probably get some anger for "copying Legendary".
    Quote from wrightforce

    Both of these areas are mostly lit, so I'm guessing they're more starting areas? I love the visuals, though.

    Actually, a well lit area can be extremely hard. Without hidden pockets to reduce the mob spawn rate the local spawn rate will hit max spawn, making the area fairly difficult.

    However, considering the first area has a water floor... Yeah, that looks like an early area unless there are lots of hidden spawners underwater.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So, how big do you guys think a bedrock castle should be?

    How about your base? EDIT: Nevermind. I just started building stuff and... yea, at 19 by 19 blocks wide at the top, I'm pretty sure what I'm building will be big enough.

    Quote from isaac_bardin

    Ohhh don't worry. This was an earlier draft of the area. After this, I made the brushstrokes less obvious and added a lot of new cool-looking stuff in here.

    EDIT: Out of curiosity, what specific stuff would you add to make this area more interesting? I'll make this a community question, because I'm curious about how people design things and view things in general. What would you all add to the below picture to make it look moar interesting?



    Well, some more features would be nice... Prehaps a few more ridges with other trees on them?

    Some more dirt ridges would be nice, as I already mentioned...

    You could add some all-ice trees for some more variety while still limiting the availability of wood.

    Otherewise, I would mess up the sides of those clyinders or at least add some other block types to them... like dirt... or gravel.

    It's kind of hard to give more suggestions with only this view.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Hey, some one's post about a bedrock castle got me thinking...

    So here's a question for you all:

    How big do you think the turrets of a castle should be? Just big enough for a stairwell, or large enough that there is a five block wide walkway al the way up the stairs? (That would be thirteen blocks wide.)
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from haon7272w

    Also, one of the areas is called 'Ultra Super Terrible Carnivorous Carnival'

    Lemony Snicket?
    Posted in: Maps
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