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    posted a message on [CTM] ProjectCTM - Collaboration Maps Collection {Titan's Revolt Open Beta 1 Now Released!}

    Really enjoying Titan's Revolt beta!


    I have found a bug with Intersection 2/Yellow wool though:


    Just beyond the box for Chirp music disk, under Intersection 2, activates the final boss for the yellow wool. When i first activated it, it said something like "Do you think you could get the yellow wool so easily?" After that happened, the boss randomly appeared around the witch hut area in the middle of Intersection 2. I killed her, and when returning to farm up the spawners around Chirp, I kept getting spammed with the death message every so often.

    I just finished the Yellow Wool area, the boss never spawned but I was able to collect the wool fine.


    Progress and thoughts so far on map:


    Pretty damn rusty with CTM maps and 1.8 combat, up to 8 deaths now. 1 death per each of the first 4 wools, 1 death getting shot off Intersection 2 by punch bow skele spawner, 3 deaths clearing the Chirp area above.

    I am enjoying the map a lot though!

    Gear and supplies are spaced nicely, though unsure about a few things:
    There's no trapped max passive mobs cap at spawn, so animals are constantly spawning everywhere where there's grass + sunlight. I have a large cow farm at the monument. Is this intentional?

    Chirp area has been by far the hardest area so far, however the OP monsters are farmable. Currently have 4 skele + 4 wither skele + 2 zombie spawners as a mob farm that drop:

    -Sharp 1 Unbreaking 2 iron sword

    -Prot 2 Unbreaking 2 gold chest

    -Prot 1 unbreaking 2 chain chest

    Pretty commonly as well with Scythe of Cronus (+7 attack and looting 1 hoe, from music disk reward).

    Also infinite arrows and Zombie flesh + bones which can be traded for steak at Intersection 2 villager.

    As a comparison, the best gear I've found so far is Sharp 2 stone sword, prot 2 leather armour. Not sure if you want to make the Chirp area easier + less farmable?

    Also, Yellow wool could also be a bit harder, I found it to be the easiest area so far.


    Edit: playing Version 1.2

    Posted in: Maps
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    posted a message on [CTM] The CTMCommunity Maps Thread - Discordancy, Austerity, and more! - Scarcity, the sequel to Austerity newly released!
    Quote from Fangride»

    Austerity II: Scarcity has been released!



    Haven't checked the forums in months, and when I do there's a new map released.
    Just finished downloading it, can't wait to start!


    Edit:

    First area has to many named items thus making 2nd area inventory management simulator.

    Rage quit for now:


    Second and third area has way to many hidden creeper spawners in the ceiling.

    eg: Area completely lit up, hung out in it for close to 5mins, mining coal, creeper drops from a very hidden tube in ceiling and due to shorter fuse from fall damage instantly explodes. Not exactly fun, especially that early and that constantly.

    Posted in: Maps
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    posted a message on [CTM] The CTMCommunity Maps Thread - Discordancy, Austerity, and more! - Scarcity, the sequel to Austerity newly released!
    Quote from RenataRuns»

    Okay, my random thoughts on various stuff.


    ...

    This map is designed for single player, and if gear was thrown out to fully suit up 4 players, it would be way to overpowered in single player.
    And anyway, 4 players in full leather and stone swords will last longer and do more damage than 1 person in full iron with low level enchants.

    Food is easy to farm.
    Generally, use the bones on potatoes (obtained from zombies relatively easily), and get a nice stock of them.
    In this map, early on creepers dropped uncooked beef. I farmed x2 as much as I needed for the entire map.

    Gear is good.
    There's plenty of monsters from custom spawners (this could of changed) who drop nice gear. Instead of rushing every spawner, see what they drop, maybe spend 2-10mins farming them if you're really struggling on gear. Can easily obtaining protection 2-4 iron/chain armour.

    Iron/diamonds.
    I had a bucket since white wool. There's plenty of zombies, and iron isn't that rare from them. Should have enough by intersection 2 to have a bucket for entire party. Sharpness 1 stone sword = unenchanted iron sword, so no need to waste iron on gear until you find decent books.
    There really doesn't need to be more iron. I ended up finishing the map with more then I'd ever use.
    As for a ton of diamonds, it's a gear check. It's the map telling you "for the last few areas, use diamond armour, you'll need it. Here's plenty so you don't have to worry about falling in void/lava."

    Books:
    It was paced well for single player.
    You have to imagine, if the map design is to have protection 1 at that stage, and you lay out x4 protection books for multiplayer, single player people can abuse that to obtain protection 3 on 1 piece of item.

    My opinion anyway, glad you had fun. This map needs to get popular!
    Posted in: Maps
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    posted a message on [CTM] The CTMCommunity Maps Thread - Discordancy, Austerity, and more! - Scarcity, the sequel to Austerity newly released!

    !!! DONE !!!

    Great job, loved the map.

    I took it nice and slow Zisteau style, and maybe made one to many mob farms (for infinite steak, and armours eg combining a ton of dropped Protection 2 chain armour for level 4).


    I had one death at the beginning from 2-3 creepers dropping on my head in the "Mineshaft B" or something section.


    I'm sure it would be the most important part, but I can't really comment on the difficulty on the map. I found it easy, however I since I did take it slow, farm up OP gear, and I'd consider myself close to a CTM veteran.


    I'd like to give a big thumbs up for the gear progression and the non-overkill on command blocks.

    The gear I had at the end of Discordancy was similiar to the gear I had half way through a CTM map I played recently. You can guess how absurd the gear was by the end of it, meaning lots of command block mechanics were needed for areas to give a different level of difficulty...which led to bosses dropping wool glitching out, and my world lagging heavily or crashing (a lot).

    Discordancy loaded smoothly with practically no lag, and having a fly through in spectator, I can see how closely everything was packed together, very good job on that regard.


    A few other notes:

    3 bows:

    "Never did find the three bows, only found one (beneath green glass).
    Even going back in spectator mode and flying around didn't turn anything
    up, except for a shard I missed." - RenataRuns

    I have to agree, I spent a long time flying around for those bows (after spending an even longer time walking around searching for them) in spectator just to be a completionist. One bow was buried very high into the roof of the map. It's incredibly hidden for a very bad reward.


    "Bonus" Monument:

    I like the idea of a side objective, I think Waking Up was the first to do this. It gives you a reason to take the areas slow instead of bolting through the map skipping basically 50% of it, and getting to the wool as quickly as possible. Although Vechs hid some of them a bit to hard and I only found them through watching his Dev Com. Some of the prismarine was hidden too well, but most were not. After completing an area entirely (all spawners pacified, all areas explored, disk + loot stored outside the are) I would fly around to see what I missed. I would say I missed a notable amount of prismarine, which could be countered easily with like a free prismarine block at the very last disk (maybe, for those who wont want to go back and find them). As for the rewards, it's hard to balance rewards, but aside from the boots and the bow I didn't really make use of the rewards. Iron was handed out way before the enchanting table, so it just stacked up in a chest as prot 2-4 chain armour would be better than unenchanted iron armour.


    I also suggest giving a book or something with the first Prismarine shard explaining what it is. I generally skip the rules at the beginning due to usually being the same generic things. At the start, Mineshaft A had the disk, and Mineshaft B had a prismarine shard. Mineshaft B was significantly harder than A. I was pretty confused/salty (especially after my only death in the map) after my only reward for Mineshaft B was some shard I had no clue about.


    Maybe Anvil-numbering the shards, and/or listing how many shards each area has will also help people. I kept a notepad of the shards I found to be sure I didn't miss any (until I finished the monument, then I skipped the ones I missed).


    Cool items & OP items:

    I really liked the nice bow you got early on that made you incapable of moving, it was interesting and a decent balance for it. I used that bow and the bow from the bonus monument together for a decent bow which I used for most of the map.


    A nice combo of items I found was the Tank Pants (that slowed you but gave you 100% knockback resistance), and the Pristine Stone Pick (that gave a massive speed boost). In dangerous areas I would wear those pants and quickly switch between the pick and torches constantly, so that I could place a torch every 5 blocks yet still cancel out the speed lost from the pants.


    But, some items did make all other items redundant pretty quickly.

    The Aurian Manly Axe, E7 U8 wooden axe. Lasts a very long time and instantly mines basically all wood blocks. I used this item from start to finish, making all other axes through out the map useless. I suggest nerfing it so when you receive an axe as a reward in the future you don't go "urgh..."


    Pristine Stone Pick is wayyyy to fast early game. I used this pick (and up'd it to E5 U3) for most of the map until I started to get other speed items. It has a 40% speed boost which is obtained pretty early. And although quickly switching from sword/torches to pick just for the speed boost is a cool concept, it gets pretty tedious, and 40% speed is to much to pass up. Also makes all other picks redundant until the need for speed can be replaced else where.


    Tank Pants, I think it was the first knockback resistance item in the map, which it gives 100% of. For the entire I used these when I needed knockback resistance, making all other knock back items worthless. I suggest maybe nerfing this to 50-80%.


    Boots of Butt Kicking, used these since I got them, either nerf speed on these or the pickaxe. Together + speed potion, you can run so fast you confuse the AI. Kinda game breaking.


    Wither Skeleton Skull, although an End Game item, it has Prot 5, Fire Prot 10, Blast Prot 10. The last area has a LOT of fire and lava, with super charged creepers falling on your head. This helmet makes you immortal to all these things, effectively making the last area a walk in the park.


    ^This might be different for those playing with other people or dying and losing everything. But for me these items did stand out a lot and help me through the map a bit too much.


    To sum up:

    This map is best comparable to Pantheon (a really great map), but with a much better loot distribution. Pantheon had a lot of *look in chest, hover over items, close chest, walk away*, this map only had a few instances of this (more for me due to farming gear). I'm assuming one person did the loot, or gave strict restrictions to everyone else. It's definitely noticeable! Great job.


    I think after a few command block fixes, those bonus challenge things finished (good luck on those, might try it one day when it's ready), a few hidden prismarine made less hidden, and maybe a few difficulty tweeks, this map should be good to go!

    Posted in: Maps
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    posted a message on [CTM] The CTMCommunity Maps Thread - Discordancy, Austerity, and more! - Scarcity, the sequel to Austerity newly released!

    Just hit intersection 2, really enjoying the map. Died once early game but resisted the urge to restart the map.

    Have read through the thread and noticed others have had the same issues as me:


    1. Loading the monument in and out causes the "pluto complete" message.

    2. Intersection 2 teleporter does not work.

    3. Why is there a mellohi disk at the top of intersection 2? T.T I recommend removing that to reduce confusion.


    Would I be allowed to edit the command block in creative mode to fix the I2 teleporter? Or is there some sort of command to fix the scoreboard thingy whatever (I don't really know much about that side of command blocks).


    Anyway, enjoying the power progression! Played a few to many maps where they throw gear at you instantly, I like this pace so far.

    I recommend nerfing the creepers that drop steak btw, unless you don't mind players getting access to infinite good food at the start (I made a farm and farmed up a chest of steak).

    Posted in: Maps
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    posted a message on Servers Disconnect my Net (when around large amounts of mobs)

    Issue: Large amounts of Mobs causes my entire Net to disconnect, having to reset the modem for it to work again.

    This mostly occurs with:

    -Large cow farms

    -Endermen farms

    -Guardians at water temple


    This has been an ongoing issue for over half a year for me, I have tried to looking for others with this issue, however all I could find was a few threads dating back to 2010-2011, with no specific mention of large amounts of Mobs.


    In this time, there has been multiple Java updates, and Minecraft updates, so I assume it's not an issue regarding those.

    The two hosts I have played from are Realms, and recently Shockbyte server. The issue occurred from both servers, so I assume it's an issue with myself, not the server (no one else experiences this that I play with).

    Both servers were unmodded etc


    Any information would be great, and I'm willing to supply more information if necessary.

    This is a huge problem for me, as I can't go near people's bases, build guardian farms, build or use ender farm.

    I'm forced to use potato farms for food, and grind experience in alternative methods (which are always slower).

    Posted in: Server Support and Administration
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    posted a message on Help: Spawn Point changes - breaks Iron Trench
    Quote from Delirious_Dream

    Eton, sorry I didn't see your post.

    Thank you, I shall try this. I think I have a program that can set my game to creative.


    It didn't work. I set cheats to on and set the spawn point, but the same issues as above kept occuring.
    Also, I noticed NBTedit states that my spawn is where it should be, and has no info on the false spawn point... but it is still happening... I'll try mess around with MCedit or something.

    Edit: Setting the spawn point using MCedit did not help. Cutting the chunks out (so it is reloaded as new terrain) of the fake spawn area did not help.
    I don't know what else to try...
    Posted in: Discussion
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    posted a message on Help: Spawn Point changes - breaks Iron Trench
    Quote from EtonGaming
    Well, the /setworldspawn command does move the spawn chunks, I think...
    Quote from IronMagus
    This is probably the simplest solution.


    Eton, sorry I didn't see your post.

    Thank you, I shall try this. I think I have a program that can set my game to creative.
    Posted in: Discussion
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    posted a message on Iron Trench Help (I am here for you)
    Quote from teh_cANONs

    Your spawn chunks do still unload under certain conditions. I Dont know all of those conditions, but I know going to a different dimension for more than 60 seconds causes them to unload.


    That's not the issue... The spawn point glitches out, even causing the compass to point to a location hundreds of blocks away until I relog or die without a bed...
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help: Spawn Point changes - breaks Iron Trench
    Quote from AzuraLowbeam

    This topic might be useful; it's a helptopic on the Iron Trench where Tango Tek now and then posts as well:

    http://www.minecraft...m-here-for-you/


    Thank you, I've made a post on that thread.
    Posted in: Discussion
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    posted a message on Iron Trench Help (I am here for you)
    I don't have an issue with the Iron Trench itself, however I have an issue with spawn chunks.
    After updating to 1.7 my spawn chunks glitch out/change.
    I've made a thread here with the full details: http://www.minecraftforum.net/topic/2162296-help-spawn-point-changes-breaks-iron-trench/
    If anyone else is having this issue or knows how to resolve it, please let me know.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Help: Spawn Point changes - breaks Iron Trench
    Quote from EtonGaming

    You can move it with MCEdit.


    I have a theory that with the 1.7 new generation, another spawn point was created and the game gets confused about which to use.
    I don't think MCedit has the capacity to view spawn chunk information/delete spawn chunk information... but I could be wrong.
    Also, the issue is mainly spawn chunks (the area that is always loaded), not the specific spawn point (20x20 area, small compared to the spawn chunks). I'm not sure if those chunks are included with moving the actual respawn point via MCedit.
    Posted in: Discussion
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    posted a message on Help: Spawn Point changes - breaks Iron Trench
    Ever since I upgraded to 1.7 I noticed my Iron Trench basically stopped working.
    I had a look around the redstone and everything was in order.
    I waited for it to fully reset and produce iron golems, leave my spawn chunks, then return hours later to find nothing more was produced.

    After multiple times of noticing it had stopped producing iron, I finally noticed my spawn point had moved.
    I began playing around to test the issue.
    Here is what I noticed (long and boring list of tests):

    -Upon entering my spawn chunks, the compass pointed to an ocean a few hundred blocks from my actual spawn point.
    -If I died or relogged, my spawn point would reset back to the actual spawn point (Jungle).
    -Entering the nether then returning would change the spawn point from the actual spawn point to the fake spawn point (ocean).
    -Dropping items at the fake spawn (Ocean) whilst the compass is pointing to that area, and then leaving the area for 5mins+ does not make the items despawn, meaning it's not registered as actual spawn chunks.
    -Having a valid spawning area (20x20 dirt area, centered at compass point) at the fake spawn point (Ocean) whilst having the compass pointing to it, when I die I still respawn back at my original spawn point (Jungle).
    -With compass pointing to ocean, items in the 20x20 area at Jungle despawned being 128 blocks away... this is strange since Iron Trench was not active...

    Has anyone else had this issue?
    Or does anyone know of a way to fix this/access spawn point information with external programs?
    Posted in: Discussion
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    posted a message on Bug Report
    Bug name: Trees (giant oak) replace solid blocks.
    Version: Noticed in 13w38a (1.7 snapshot)
    Details: After harvesting oaks in my tree farm and replacing them, a few grew into giant oaks (height of farm was built to prevent this). After investigating (chopping the tree down), I noticed a log replaced a dirt block, and upon going to the surface, the top of the tree had grown through a solid layer of dirt.
    Image:




    Further testing showed that small oaks did not replace solid blocks with logs, but still grew through, however, giant oaks DID replace solid blocks with logs.



    Posted in: Recent Updates and Snapshots
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    posted a message on [SURV] [1.6.2+] Azure Lands (SkyBlock inspired map) v2 Released
    Quote from Tirdun

    My thoughts so far:


    1. "Oh noez itsss a rippoff!" I don't care. SB was a great map and it works as a great concept for other maps. People make tons of ripoff skins and maps for others. If you do something *new* than awesome.
    2. Early bucket management is well done.3
    3. First island is too big. One of the challenges of SB was that things were tight and resources scarce.
    4. Stuff (chest 1) a mile below you = annoying, but I get you're trying to make it a challenge.
    5. Jungle trees rarely drop saplings, so you might want to bump that into a bigger tree. I tried twice and finally had to cheat 2 saplings into my game.
    6. Another sand island is fine if it's a reference to SB, but I don't see the point of the stuff.
    7. I really like the way the first n-portal is set up. I was wondering where the last 2 obsidian blocks were supposed to come from for a bit.
    8. Why is there just a spruce sapling in a chest? I might have made another island with something else. Or I might be in here whining about too many trees that don't drop saplings...
    9. There are two "hint" blocks of cobble. I don't know what they're for, I think they were in the lower chest but I don't remember. Put it in a book? Either I already worked it out or I missed something.
    10. I'm not getting squid spawns. Might be my problem, I havent checked if they have a yaxis spawn range or not.
    11. The nether spawns waaaaay too many pigmen. You must have a command block or something nearby because I've got a bridge with literally a hundred+ zpms crowding it.

    OK, so thats where I sort of am. I've reached the other end of the nether and my plan for now is to build a bridge from my starting spot in the normal world because I can't cross the nether without getting mobbed by pigmen and my framerate dying. Making a thousand stacks of wood to avoid the nether robs the map of a lot of fun. I don't know if you updated this in the new ver, I may check it out.

    Ultimately it's a fun map and I'm enjoying playing but I think you need to make it more your own and less SB in the beginning somehow. The portal pair in the nether is a good idea (space them out!!) and the islands in the nether are fine, but you need to make sure there's a reason to build to them and a challenge to them (other than a million constantly respawing zpm). The last area needs a bit of character. The portal room is cool but the rest is just stuff floating in space. It looks like the map hasn't finished loading. Make a floating fortress with archers. Make a zepplin. Something visually different than the first area and the nether.


    tl;dr: Lots of fun. Good Job. Captures some of the SB mojo. Make it your own.


    Thank you :)
    Which version are you playing may I ask?
    Also:

    3. Island too big, yeah... I get that feeling too... I may make it smaller next version.
    4. Chest below: water fall down ;)
    5. Jungle tree saplings: Urgh, I know... I didn't get one on my game. I was going to make a post saying feel free to cheat one in. Next version there will definitely be saplings in the chest.
    6. Different Islands: Desert; cactus, sand for some challenges, sugar cane, which is vital for later challenges... don't want to give to much away. Jungle: tame an ocelot challenge, I made it a jungle biome via mcedit, so they spawn there. Taiga: snow for snow golem, and if you want a wolf, they spawn naturally there too. And the island were meant to be a little challenge to obtain obsidian, instead of just handing all pieces out in 1 chest.
    8. Sapling in chest: I didn't want to give to many resources away in the chests, main reasons for the islands were basic resources, different biomes for challenges as said above, and the obsidian.
    9. Uhh, they were meant to be hint oak planks, not cobble. I'm fairly sure they are oak planks. They are used to light the portal :P
    10. I had squids falling on my head when I used a water fall to get down... they almost pushed me off into the void :o . Make sure you're aware of what y co-ordinates they spawn at, I think it's something like 45-63 or something.
    11. Mob cap is around 80-120, they can't spawn anywhere else so they spawn on your bridge. I personally use half slabs to bridge so nothing spawns, there's a little hint for you :P

    As for the last area, it was mainly just to unlock harder challenges, not another area. Once you're done with that section you basically never return, and retreat back to the starting island. I did change it in v2 though, the silverfish trap didn't work as planned, so I got rid of the stronghold portal room, and just placed a portal.

    If you are playing V1, feel free to mcedit your starting area into the new map. The nether now has a natural nether fortress, so you can fight the wither. The fortress is half slabbed, so you don't need to worry about max mob spawn in a small area :P Just use half slabs when bridging and half slab the top of portals/netherrack island <-bit of a large hint but eh.



    Glad you're enjoying it and thanks for the feedback =)
    Posted in: Maps
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