• 1

    posted a message on [RPG/ADV/CREATION] **Revenge Of The Dragon Egg** [100000+ Downloads!] [15 Months/1000+ Hours Work]
    Adfly dl link doesn't work. Ad blocker disabled on my Chrome browser for Adfly web site. No worky.
    Posted in: Maps
  • 4

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    INFERNO MINES COMPLETE! THANK YOU VECHS! This is now my second favorite maps of yours. Legendary still wins first spot in my heart.



    Pausing to ponder my fate...


    Victory monument. Only got one hunter skull.



    What finally broke my spine.



    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Message to Vechs RE: Vexian Gallery...

    "Thanks for taking the fun path!"

    You're welcome PSYCHOPATH!
    Posted in: Maps
  • 2

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I HATE RedPower. HATE IT! I downloaded this mod way back during 1.2.5 and became ridiculously addicted to it. Now? Every time I scroll through the list of available mods...boring. All boring. Redpower RUINED mods for me by setting the bar too high.

    I will sit in the dark now and wait. Wait for the upgrade. I know it's coming. I just know it.... :D

    Seriously...you are a goddess programmer. I hope you don't abandon your creation like so many others have due to burn out or RL intruding. Thanks for the good times.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I took a look at the RP page and the WIKI and didn't see anything regarding sensors and computer control. One of the things I'd like to build with RP is a robot. But, it would need one of two things: sensor blocks on its feet which can be wired back to the computer to control program execution. Or, frame motor feedback so a motor could send back a signal when it's unable to move. Again, so the RP computer can make changes to its execution plan. Pseudo machine vision would be a bonus for general obstacle avoidance.

    Anyway, ideas. Take em or leave em.
    Posted in: Minecraft Mods
  • 13

    posted a message on [HORROR] [CTM] [1.3.1] No one can hear you scream [BETA]
    No one can hear you scream...

    NOTE: Updated to BETA 0.4.1. Repaired two book bugs

    A Vechs map commissioned by FrankenPC

    Welcome to my first map. I've had this idea brewing in my brain for over a year and decided to attempt to realize it by asking for Vechs' help with the core MCEdit engineering. I designed the story thread and game flow and passed it on to Vechs for creation.

    The alpha versions were released on Vechs' site and after really good feedback from Vechs' community, I had Vechs do an overhaul on one of the key ingredients and I proceeded to ask a texture pack creator (10thGaming) to help me with creating a base texture pack, which he did very well. I took over the map and textures and added a ton of features and details.

    For those of you not into horror/sci-fi movies, this map is a homage to the Alien franchise. And, no I didn't even know about Prometheus when I came up with the plan. So, any similarity is purely coincidental. In all actuality, I took some of the main themes from the excellent Aliens series by Dark Horse Comics.

    I won't give away any more spoilers in the description. Just think like a Marine and you may actually survive :D

    Credits:

    (The almighty) Vechs: http://www.minecraft...hostile-series/
    10thGaming for the great texture pack work: His Youtube channel.
    Me: For the story, the books, all the details, and debugging the map to work with the 1.3.1 update. :(

    Spoiler pics (try to resist the temptation to look. Part of the fun is the weird architecture and alien objects)



    Adding as I take the pics...


















    theawesomeonehhh is taking a shot at a LP. Good luck. READ THE BOOKS!

    He found some pretty good beta bugs right off the bat. Too bad I'll have already fixed them by the time you see this :D

    . Altered the texture pack. Looks interesting.


    LP's: It will spoil the hell out of the game. I suggest you only watch if you don't intend to play. OR, watch it afterwards because they can be funny as hell.

    Here are the links to the map and the textures. Don't try the map without the textures (16x16). It's goofy. Also, turn off clouds. They just get in the way.

    REMEMBER: Always read the Telcom log first and the Captains log second when given the alternative. If you are going to follow the storyline, that's how it must be done. Also, feel free to break spider webs anywhere. That's by design.

    DOWNLOADS (no adf.ly bs):

    MAP

    TEXTURE PACK


    One more thing, play the map at night and turn the lights off. I dare you.

    -FrankenPC




    Posted in: Maps
  • 1

    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Quote from Zeldacorp

    1.TooManyItems can change what spawns but in a slow and annoying way
    2.I have tryed asking on the GUI forums and people were assholes
    3.I looked it up on the GUI forum and only found people complaining about it and no answers
    4.SPC already had a command to do that,i dought it broke much so im pretty sure it will be back and i cant wait


    I use MCEdit V 0.1.2 with either 1.2.5 or 1.3.2 map formats to change all the mob spawners that I placed with TMI. Works great.
    Posted in: Minecraft Mods
  • 1

    posted a message on [HORROR] [CTM] [1.3.1] No one can hear you scream [BETA]
    Quote from sephirothkane

    Unfortunately other than the VERY brief creative mod run through I did just to see what's what, I haven't made any other progress yet. A few things do come to mind though. With the vast amount of mobs the player faces, it seems like slightly more fire power might be needed at the start, but only slightly.
    Also, unless I've been an idiot and just didn't notice it, the player seems like it should be prodded towards the ship with the eggs slightly earlier on. I spent a good hour or so looking around everywhere (Pass many of the objectives) before actually realising it was there.
    But generally this map has been beautifully done by BOTH of you. I have only seen a map like this once, and it was the best map I ever made so hopefully once it's been fine tuned a little, I'll get a few friends to try and beat this monster of a map! You should give yourselves a pat on the back :D and have a diamond from me :Diamond:


    Thank you so much! As you know, making these is really time consuming. If I didn't have Vechs create the prototype, I would have spent months making it from scratch. Thanks Vechs!
    Quote from aStranger

    Done, map finished. :)

    Resume: There's not much I can criticize, the map is beautiful, especially at the start and the end. Besides the issue with the alien ships (which has been fixed) there is only a minor thing I could complain about and that's the available amount of torches: This will not affect every player, but the ones like me who tend to light up most places they visit will run out of torches at the end. I had to backtrack and collect two stacks of previously placed torches from the city to be able to light up the final areas. If that's intended, good, leave it like that. :) Otherwise put some more in the chests.
    That's all though, well done, I greatly enjoyed the map! :D

    (And I'm so happy I didn't have to deal with the hyperspawners, muahaha!)



    Sort of addressed that in the alien ships

    Congratulations! Thanks for the great feedback. I'll refill those hyper spawners to make it that much more evil again.
    You did read the books at the very end correct?
    Quote from sephirothkane

    Unfortunately other than the VERY brief creative mod run through I did just to see what's what, I haven't made any other progress yet. A few things do come to mind though. With the vast amount of mobs the player faces, it seems like slightly more fire power might be needed at the start, but only slightly.
    Also, unless I've been an idiot and just didn't notice it, the player seems like it should be prodded towards the ship with the eggs slightly earlier on. I spent a good hour or so looking around everywhere (Pass many of the objectives) before actually realising it was there.
    But generally this map has been beautifully done by BOTH of you. I have only seen a map like this once, and it was the best map I ever made so hopefully once it's been fine tuned a little, I'll get a few friends to try and beat this monster of a map! You should give yourselves a pat on the back :D and have a diamond from me :Diamond:


    Yeah, that's why I suggest setting the view on far (if you can). It's hard to see them. But I do mention them. Maybe add some lighted pathway of some sort to them from the entrance.
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from AxlRosie

    About NOCHYS.

    I've been playing it for a little while today, and I highly suggest everyone to play it while listening to the Amnesia - The Dark Descent soundtrack. Really.

    I'm not sure that was the initial mood Vechs and FrankenPC were aiming for, but the lonely, desolate tracks seem to fit perfectly well to the abandoned colony setting, and the fast paced/fear inducing tracks really gets your heart pumping in anxiousness.

    I will be talking about the city here, since I still haven't gone to the staircase under the main tower.

    This is my feedback as a player, and should be considered because, well... I'm a player.

    I must say the beginning was a work of art, IMO. The thunderstorm, the flickering lights at the corridors, the wrecked elevator - it all gave me a feeling of "this used to be a nice place but something have gone really wrong here". I felt like walking around into a kind of a Jurassic Park: a place intended to be pretty and nice, but gradually as you get further, you can see signs of tragedy everywhere, rooms and systems that once looked and worked fine were now wrecked and taken by darkness. That really builds up the suspense, IMO.

    The first swarm of mobs (first death) really scared me, too. It was like "Careful... Careful... I'm doing fine- WHAT THE HELL."

    I like how we respawn at a completely different location, but it's a little confusing for now. I'll be waiting for the story bits, I'm sure it'll add a lot to the atmosphere.


    This is my feedback a little more directed to the second part of the map and the mood you're trying to set, but I'm not sure it should be completely considered because 1)I don't know about the backstory AND 2) I'm not a map maker. But I'll do my best. :<
    After descending from the huge nest to the city though, I feel there's something missing. It feels just like... An empty city. Okay, it is an empty city, but that is all.

    Now, again - I don't know about the backstory yet. But I believe there could be added a few more elements to get the player thinking "What the hell happened here". Maybe some wrecked bridges from one building to another? And the little, round houses: maybe one of them filled with cobwebs, another one under constructionor partly demolished, or with the internal signs of an explosion.
    As much as symmetry is comfortable, lack thereof is unsettling too.

    Now, I see Vechs intended to cause anxiety, claustrophobia, fear, etc.
    Well, anxiety was very much caused at the first part for me. Again, visual signs of tragedy, mind games and asymmetry are unsettling.

    Claustrophobia is a little harder to achieve when it comes to Minecraft, specially when you're working on such big buildings with large rooms. Much of it feels very empty, specially the towers, which gets us far from feeling claustrophobic. Maybe I'll get to feel a little better when I go down that staircase.

    Fear and panic-- Damn zombies trying to break the doors open. Dang it, that's scary.
    ...actually...
    I have a suggestion for you. It might be stupid, but that's something I've been thinking about for a while.

    Usually we feel panic when we're trying to avoid something - we know it's there, it's coming, you're trying desperately to avoid it. So far, my two deaths were very sudden. I'm walking around, walk into some building I shouldn't have entered, hear some hyperspawners and BAM I'm dead. I mean - I had no time to feel fear. It was just that initial jump and it was over.

    Maybe you could set up traps or spawners with a delay; let the player walk deep into a building or corridor - one that is a dead end - and then spawn a swarm of mobs, but with a twist: they're stronger and slowed down.
    A huge wave of cave spiders, coming from everywhere. Slowly, menacingly walking towards you, as if they knew you had nowhere to run. I would pretty much freak out.

    Another suggestion is to tone down the resources. I quickly scavenged the city and soon I had five iron swords, four stacks of torches and over 30 golden apples.
    I agree the golden apples are necessary if you want to give the player a chance to survive all that poison - but I think there are too many torches, for instance. Tone them down just a little bit - just enough for the player to go "Omg my torches are about to run out" at some point. Make them gasp, want to use them wisely, carefully, because it is a limited resource. That will also add to the scary atmosphere you're striving for, because it will end up contributing for the areas to be dark, or at least not completely lit up.

    For now, that is all.
    I might be judging something wrong or over analysing, because I'm constantly listening to the Amnesia soundtrack, though.

    I hope this feedback will be somehow useful. :3


    Derp, had to correct this three or four times after I submitted.
    I think everything should be correct now.



    This is brilliant. Exactly what I was looking for. As far as the soundtrack: Amnesia - The Dark Descent. I will definitely add that to the download list on the official release post. That's a great idea.

    Also, you have a real insight into what's wrong with the city. It's too clean. It needs to be aged. Textures will help, but crumbling here and there will also help. Already, I've added some things to the city that will liven it up and increase the feeling of dread. One of the main themes I would like to pursue is organics. The beings who made the great city dealt with organics, DNA, chemistry. That feeling needs to be enhanced with a pinch of HR Geiger. Like parts of the city were GROWN, not built. I would like to add more potions and something that resembles a DNA lab. Rely less on hardware and more on what the ancients themselves would use.

    Another goal of mine was to make it really interesting to just look around. See things you've never seen in a Minecraft map. Make it interesting, not just foreboding or purely goal oriented.

    Thanks so much for the great feedback.

    EDIT: for the record, I came up with this idea PRIOR to even hearing about Prometheus. I actually got the idea from several Dark Horse graphic novels from their Aliens line of books. If anything, Prometheus looked to me like it had taken the main idea from Dark Horse.
    Posted in: Maps
  • 2

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from AxlRosie

    Haha, same here! *highfive*
    Unfortunately for us web designers/builders, you guys would be surprised with the ammount of people and companies who still uses not only Internet Explorer, but Internet Explorer FRIGGING 7.

    D:


    I'm a programmer. HTML5 + JQUERY FTW! I saw a stat about 3 months ago that 56% of the world still uses Windows XP.

    (Queue horror movie scream)
    Posted in: Maps
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