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    posted a message on Diversity 2 [World Record Holder]
    Quote from sgtfluffybutt»
    Has anyone had the problem with servers where the starting pressure plate just does not work at all?

    In what way does it not work? I was confused by the start of the map. I just got a dead leaf thing from the pressure plate and some weird symbols appeared on the chat box. But then I put that leaf in the chest and things seemed to work? Hopefully that's how to get started.
    Posted in: Maps
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    posted a message on 1.8 world customization options -- changing them after world is created?
    Thanks for the advice! I used NBTExplorer and it looks like it worked! I just changed the counts to be 2 (down from the default of 10) and the height limit of 70 (down from the default of 80).

    I had to do that ... I mean, look at how much andesite, diorite, and granite there are ...

    Posted in: Recent Updates and Snapshots
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    posted a message on 1.8 world customization options -- changing them after world is created?
    One of the recent updates allowed us to have customized world options. I created a world using this method in Vanilla minecraft and have been playing it for a while. I haven't been playing the game since before granite, diorite, and andesite were introduced, and now that I've seen them, I think they spawn too much (I used their default settings when generating the customized settings). Is there a way I can reduce the spawn rate for those three ores in future chunks I generate in the world? I'm hoping there's a configuration file somewhere where I can just adjust a setting, but I checked my game file and there doesn't seem to be anything like that.
    Posted in: Recent Updates and Snapshots
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I would like to second Fangride's recent suggestion of Ragecraft 2. It's an outstanding map, and I'm only 1/3 of the way done. :)
    Posted in: Maps Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Congratulations.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Current progress on LUSH RUINS in Inferno Mines. I've really enjoyed this map as a whole (including this area) thus far.


    The strategy of getting speed potions from the spawner (sign out area) and then just lighting everything up and burning the trees/leaves/vines with the infinite flint and steel has been almost embarrassingly effective so far. I have yet to be poisoned by a cave spider, so it will be interesting to see how long I can keep the streak up, and if I can still do the same strategy within the stone walls. Hopefully I can control the lag somewhat (there hasn't been any yet, but I expect there to be some when I delve a bit deeper.)


    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Okay, so perhaps no one has fully conquered Lush Ruins. :) I probably won't.

    By the way, in Inferno Mines, are the custom mobs supposed to continue spawning even with tons of light?


    In one of the areas, I lit it up completely yet wraiths were still spawning. This happened in Lower Mines.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quick question: I'm about to start the Lush Ruins area of Inferno Mines, and I'm just wondering if anyone has legitimately CONQUERED the area. I.e. no cheats and the whole place is lit up and 99% safe from enemies.
    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

    Chars are invisible flaming zombies holding fire aspect 5 fire block, with speed 1.
    Wraiths are invisible skeletons with golden boots with speed and an i1f1 bow.
    Zistykins are buffed angry zombie pigmen wearing leather pants and holding battlesigns. The level of their gear goes up with their level.
    Boomers are invisible charged creepers with speed 2 and fuse 0.

    Note that boomers and chars are perfectly visible.


    Thanks for the descriptions. But why are they visible, then, if they're invisible?

    Also, I remember in Waking Up there was a skeleton spawner that quickly spawned some fast but low-health skeletons without bows. Do those have a name?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I don't have access right now to Inferno Mines or the updated Sunburn Islands map (real computer is away), so may someone give me a quick overview of the new mobs? I've seen "chars" "wraiths" "zystkins" (with levels?) and "boomers" among other things, so what exactly are these? I assume that boomers are charged creepers with some extra feature?
    Posted in: Maps
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    posted a message on [CTM] Domara's "Mystic Worlds" 72 Objective CTM Series (Version 1.2 OUT!) (#1: Safe Haven, #2: Uncharted Mines)
    Quote from digimondude

    I can help with a couple of those.

    Emerald Block: In a lake in the big forest (not the snowy one). It's the only lake, you can't miss it. You have to do a puzzle to get it, but it's not that difficult.
    The hint that says to look for a cross is located on the beach near that dark tunnel. It's either a sand/dirt cross or X shape.
    The hint about the staircase of dirt is located in the frozen lake closest to the spawn. It's in the snowy forest. There's a pretty obvious dirt staircase with some snow at the top that you dig down into. I recall it's a snow layer with ladders underneath.

    Thanks for the hint about emerald, I got it pretty easily (I just enderpearled into the room). Now I just need the pink wool, ice block, and the forever burning furnance, along with a couple of other things...
    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

    Map of NIGHTMARE REALM.



    Your maps are really good. If it's not too much of a burden, could you post as many of those images as you have made for Vechs' maps in the past? I'm just interested in how they look from an extreme bird's eye view. Thanks if possible. :)
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Just finished Waking Up, after about two months of play. Here's my report.


    I really enjoyed this map probably my favorite in the series. I found it relaxing and easy (I played on Normal difficulty); for some reason I had a harder time in Spellbound caves. My play-through has an interesting twist, though. After Trees of Fun, I conquered We All Float and Boomer Castle. I was going to finish Helix Cavern, but a fortuitous graphics glitch revealed the Intersection 4 railroad, so I decided to get fancy and beat all the final areas first. I went straight to IWHF (there were a whole bunch of clues that this would hold the final blocks) and fortunately didn’t have too much trouble since the previous areas had given me all I needed: enchantments, fire resistance potions, enderpearls, and iron armor.

    After IWHF, I had a whole load of diamonds, etc., which made the rest fairly easy. I finished the Intersection 4 areas, followed by Intersection 3, etc., so I actually completed the victory monument in almost reverse order. (The last area I conquered was Grove of Shrooms…) It’s not my normal style of play, but the way I set it up this game made it easy to do so.

    Thanks for a great map, Vechs! :)


    Some screenshots I took along the way.


    1. Some ores after beating IWHF
    2. The Nest, after beating it
    3. My disc collection (I would get one more before I finished)
    4. Where the graphics glitch occurred.






    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from tomjim2000

    woah thats cool, IWFH as 4th area.
    Trees of Fun --> Cavern of Peace --> Death Shallow Ruins --> IWFH?

    btw I love my new dp :3


    Oops, I forgot to include Trees of Fun.

    I conquered the areas in the following order (I think this is right ... I've been playing this map for about two months so there might be one or two mistakes):

    Trees of Fun -> We All Float -> Boomer Castle -> Helix Cavern (didn't fully conquer) -> IWHF, because in Helix Caverns there was a graphics glitch that revealed the intersection 4 railroad. I would later conquer Helix cavern after conquering IWHF, Hissing Sand, Deathshallow, We all burn, The Nest, and Frozen Venom. Right now I'm toiling away at Grove of Shrooms ...

    Also, does anyone know which dev commentaries of Waking Up are the ones that give key insights in the Waking Up map? From what I remember and have heard, Vechs spends most of the time just playing and talking about random things instead of actually explaining his thought process as he built things, any secrets, etc (this is what I'm really hoping to see in the videos). And given that there are simply too many episodes to watch, are there any that stand out in particular?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from tomjim2000

    aaaaand EphDaniel, you have played the map before right?


    Never played the map before, though I saw a couple of Vechs' dev commentaries when they came out, but that was months ago and I had (happily) forgotten things by then.
    Posted in: Maps
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