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


    That solves most of my trap problems.
    Posted in: Maps
  • 4

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    My least favorite style of dungeon is where the mapmaker just pastes ­loads of generic spawners all over a bad looking area.
    Posted in: Maps
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from chiefwiggy

    Community Question:What works better with Quartz?
    Lapis or Redstone Blocks?

    # PageGet2013YoloSwaggieThatsWhatSheSaidHashtagSnailMail


    Lapis
    Posted in: Maps Discussion
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Avenger987

    This is amazing stuff for scripted events, a must-see :

    Showcase :

    Explanation :


    Damn, I was going to post about that here :P

    I was using the redstone-powered spawners to make trapped chests that spawn mobs around you when you open it, so you get the loot also, but I might also work on a chest that turns into a spawner when you open it >:3
    Posted in: Maps
  • 0

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

    Opinions on wide-area spawners as used in inferno mines and mentioned in Amlups last two videos? Personally, I think their OP and cheap unless blatantly obvious/visible OR spawn peaceful mobs. (Sebastians, Fwap'a Durps, squids)


    They're only annoying when someone uses them to spawn witches all over the place. >.>

    They're actually a great addition when used with the proper mobs or have slower spawn rates. *pokes Vetches*

    Normally, they should be fine.


    Good xD

    I was wondering because Jeb or Notch promised someone horses to some guy.

    I felt like they were saying that adding horses would be stupid because they already had pigs.

    Poor guy.
    Posted in: Maps
  • 0

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

    To wright and whoever else cares:

    Use Voxel. You won't regret it. You might think I'm circlejerking or over exaggerating, but really this tool is so powerful you'll be amazed.


    Yeah, I've just been making these really crappy skeletons of areas in my spare time. Because I've already added lots of command blocks, I can't downgrade for VS right now. VoxelSniper will make them gorgeous when it comes out.

    I'll post some before/after pics here
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Anyone having issues with MCEdit updating snow layer blocks? :/
    Posted in: Maps
  • 0

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

    It needs lava.



    I've tried to stay away from lava as you're supposed to jump into that hole in the center, but I'll play around with it :)


    Quote from Redstone_Fanatic

    "Gosh darnit Pigman Drone #492, we needed that gold!"


    I like this. I really like this.


    Any more story bits you could spare me, oh great master?

    Quote from Vechs

    I like the blue and gold together.

    But the ones hovering in midair are making my OCD twitch all over the place.

    o_O


    I might smooth that over with VS when it comes out for 1.5 :P
    Posted in: Maps
  • 3

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


    I need plot ideas.
    Posted in: Maps
  • 2

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Anyone want an ice data value that made it unmeltable?

    Just a thought..

    Even if it doesn't sound great, it would open up some great options that weren't available before.


    Also, lava doesn't show up behind ice.
    Posted in: Maps
  • 0

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

    I really like the idea, but it's a bit abstract. I've been implementing side-goals that instead of giving you loot, allow you to modify the main area with lava, tnt, breaking spawners, etc. Almost as if you were at the control panel for a small section of a large building/machine.

    Something I've thought a great deal about but never sat down and made is a large cave/castle area with many side dungeons. Each dungeon has a control room - these control rooms can be used to, for example, completely flood a section of the cave. Some rooms allow you to debuff the boss, by enabling a different spawner, to make it weaker, slower, or to make the environment of the boss room more freindly (regen spawner?).


    I've had an idea very similar to yours for some time and with custom spawners and command blocks, it's easily possible. My idea is to do it similar to that with one person controlling the command center. It'd be like RFW except maybe 3v1. The idea would be to break in and kill the operator.

    Maybe we should combine our ideas and work on it.
    Posted in: Maps
  • 1

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Pantheon...

    is out?!?

    *gobbles down remains of popcorn bag, takes out laptop while wiping hands on jeans*

    YUSS
    Posted in: Maps
  • 2

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Also, I think we should start making community schematic collections. Just for fun.

    Like maybe.. giant trees.

    And medium-sized trees.

    And smaller trees.

    And then maybe some cool shrubs.

    Just to.. aid people having trouble in mapmaking :3
    Posted in: Maps
  • 0

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



    Ha.. ha.. haha.. HAHAHAHAHAHAHAHAHAHAHAA!!!

    But seriously. It's not super elite.

    You just have to care.
    Posted in: Maps
  • 0

    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Nothing to see here.

    Move along.
    Posted in: Maps
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