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

    WUT. NOOOOO!!! GOD NO!!

    Dinnerbone, pls. Bring them back! Even if you have to make a new block... Smooth Slab: Combination of two Smooth Stone and two Quartz Slabs, makes four Smooth Slabs.

    Quote from Combak

    It is now double marble slabs.

    By the way, you're a little late...
    Quote from haon7272w

    Wait what? I leave for 2 days and Vechs is going to scrap Black Desert 2...wow...So is the new map gonna be Black Desert 3?

    That... is actually a very good question. Vechs?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from HighwayWizard

    So, question; by "no longer exists" do you mean it has been deleted from the worlds, or has it been converted into the normal double stone slab block?

    It is now double marble slabs.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from YuriKahn

    Also, calling it. Vechs stole the fleeception idea.

    This is not news if you've been here long enough. Red was going to use it in his "Bedrock Hell" map, but then it got corrupted and he gave up. I'm not sure if Vechs copied it before or after this happened though...

    Either way, that is why you never want to post your ideas on this thread: There's a chance they may get used.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Zap_12100

    Actually they're just fine, Jeb released a converter IIRC.

    Also, they've completely killed off the whole stone slab. RIP

    DINNERBONE!

    GET YOUR BUTT OVER HERE!

    Seriously though, can we get it as an offical block? Please!?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from SenorPhilberto1

    With a new marble block, I can finally build a marble hornet. Plus 1337 internets if you get the reference.


    http://www.youtube.com/user/MarbleHornets?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Icelate

    Bunch of lighting bugs appeared after Dinnerbunny switched the lighting system back to the old one when he tested his. I'm thinking next week is new lighting system snapshot.

    I've said it once, but I'll say it again:
    If we can put any block in a minecart, that should include glowstone, which means we now have a mobile lightsource. But in order to use that... Well, a lighting engine rewrite is required.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Wait, why are Enderchests now against the rules?
    Quote from XL_Legendary

    Not to mention the Pokemon names, like Tepig. It's like Thepig but without the H.

    Actually, it's a play on the word "tepid"
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    You know, if we can put any block in a minecart... Lighting engine re-write so that glowstone in a minecart works as a mobile light source?

    By the way guys, a stacked mob spawner is extremely unlikely. Why? For the coding difficulty vs. payback ratio. Think about. A mob spawner already has a bunch of tags on it: Sensing range, maximium spawning range, minimium spawning range, spawn rate, spawn cut-off point, mob type, mob health, flaming or not, invincible or not, persistant or not, armor values, damage values for said amour, enchantments on the armour, potion effects, level of the potion effects, and duration of the potion effects. That's... like... 20 different tags? Maybe? Now, what has to be added for stacking to be possible? Well, a stack amount tag would need to be added for them, and then there needs to be tags for the mobs it spawns. Out of the ~20 tags spawners currently have, only five of them are for the spawner itself. So, for each mob added, ~15 more tags have to be added. This quickly piles up to a huge number of tags.

    Now, I will freely admit that I am not much of a programmer, and I have not included everything yet. I forgot about position and velocity data already! along with that there are probably better solutions that I haven't thought of, such as an N-sized matrix containing all the tags, with N being the size of the mob-stack. But still, the point remains: Dinnerbone would probably have to implement a friggin' factory to get this to work. (What's a factory: http://en.wikipedia....oftware_concept))

    Now, for all this work and debugging, what do we get? A rather resource-intensive block which spawns a glitchy pile of mobs. It just isn't worth it, at least until stacked mobs get their fix.

    Besides, we still have some basic unanswered questions. For instance, what would the spawner show on the inside? The whole stack of mobs? That would be rather silly, won't it? Heck, I'm still wondering what spawners which can spawn multiple types of mobs will show!

    Quote from StratMaster007

    I'd eat that.

    Also: HEY DINNERBONE! How about giving us custom mob drops from spawners? Like, "I want these zombies to drop somewhere between 5-7 gold nuggets, maybe a cool enchanted sword, maybe a diamond, and maybe these 10 other things, etc.".

    Add dat plox?

    You can already do this. Use the new spawners which can spawn a variety of mobs. Set the spawner to spawn similiar looking mobs, but each of them has different items and a different chance to drop each of them.

    Quote from haon7272w

    I know exactly what you mean, those things...oh god...

    But yeah, I would like it Vechs somehow made it to where you can't go in a certain area until you beat another, or invincible monsters will kill you, but they disappear after you beat the other area :P

    I've already figured out how to do this and plan on implementing it... If I ever make a normal CTM map.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    EDIT: Oh yeah, the main reason I came over here. Is this how Vechs plans to "haunt" BDII: http://www.reddit.com/r/Minecraft/comments/1649x3/use_potions_of_invisibility_on_bats_to_create/
    Quote from StratMaster007

    Holy mackerel. Imagine all the abandoned mines in IM, with tracks running throughout, with spawners in the carts...

    Thanks for the addition to the idea!
    (See: Mine area of "The Dropper")

    Quote from Redstone_Fanatic

    (Also, read my signature lol (That actually happened btw) :3)

    Ah...
    Without context, that sounds really mean...
    Anyone care to explain?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Thadiwyn

    Spawners... In... Minecarts.




    Welp.

    Woah!

    EDIT: Y U NO SAY TNT CART!?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from StratMaster007

    1.5 goodies. Inferno Mines will be in closed beta soon, and while Joe and Amlup are testing it, he's going to finish up Black Desert II. That's pretty much it.

    I've found that Hybran is a lot like a spatial anomaly; if you ignore him, he doesn't get worse.

    Wait, Amlup? I thought Zisteau was beta testing it!
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    So... Ah... Yeah...

    I'm going to be honest, and say that I've been busy and have yeah to read anything since page 2267. Did I miss anything?

    By the way, how can Vechs use the trapped chests for traps since the redstone for the trap has to be right next to the chest? Or is there a way around this that I don't know of?

    On last thing: How do you set up a map for download? I presumed you just turned the save file folder into a .zip file, but it appears there might be something else I need to do. Can anyone help?


    EDIT: Okay, I remembered something. Can't you just us Ghasts with edited fireballs to prevent bridging? Or does it only change the radius of the explosion, and not the power?

    Quote from LimitlessMC

    Okay, that was unnecesary post that didn't make any sense.
    I would hide it if I could..

    Vechs always puts it as "amlup (amlup)" so his post added the echo "amlup" after someone else said "amlup".
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Hey guys, I've got a really quick question: How do you get a map ready for download?

    Quote from cameron274

    Oh my god... that's... that's...

    There's a fleecy box in there. O_O



    Whatever happened to Delthyn anyway? Did he move to Antarctica or something?

    I did not notice this before.
    ...This could be difficult...

    Quote from Hybran

    Wild Delthyn appears!

    Trainer RealLife sends out EverythingbutstuffrelatedtoCTMcommunity!

    Trainer RealLife uses Ultra Ball!

    *tic, tic, tic*

    Argh! Almost had it!

    Delthyn uses Selfdestruct!

    It's not very effective...

    Delthyn's Focus Sash keeps him hanging on!

    Trainer RealLife uses Master Ball!

    *tic, tic, tic, TIC!*

    Delthyn has been caught!

    Would you like to give it a nickname?

    Wait, that works?

    EDT: By the way guys, look what someone posted to reddit:

    Looks like that 4-D maze is more possible than I imagined...

    Oh, wait, crud. I've got the last post on this page.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from izakthegoomba

    Dammit guys, you know I'm going to have to read all those pages now, right? :(

    Anything big that I missed in the last 50 pages or so?

    Well, my map is now alpha testing.
    Oh, and there were quite a few cool screenshots.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from tripleEtripleO

    Hey vechs, can you try inventing a forcefield?

    There already is one, although I only know that it worked in a pervious version of the game. If you get a bunch of minecarts spinning on a loop of tract, they act as a force field, repeliing all entities.
    Quote from ColdFusionGaming

    Meet King Painsquid.



    Trust me, you do not want to mess with this thing. Hooray for custom Ghast fireball properties! :D

    What size?
    Posted in: Maps
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