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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    still wondering what's to prevent people punching through things then since the puzzling aspect is the focus.

    Lava can't be reskinned without mods... I know because I was going to attempt it and turn lava into a toxic radioactive sludge and have a slime spawner associated with it in sewers because it would have been fun...
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    Alrighty then, so the purpose of the game is to be a mystery/puzzle set in a city full of zombies.

    What's the situation with fatbaby?
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    Quote from BenJ »
    Quote from conqerer2 »
    Im semi-siding with Blagob, I suppose, if modding is a no-no. Hyphens are fun.
    I don't think fences are an issue. Did we ever argue about fences?
    Also, why not place one crafting bench on the map, at the spawn. This will create a base mentality, a safe spot, Which the player will try to defend. A place for them to (If they obtain the coveted pickaxe) mine. This will change the way the player will play the game, creating one of 2 strategies.
    Base strategy: Hang out in my base, maybe forage a little during the day to find supplies, but I am staying put. Will probably just barricade the entrance to the base at night. When/If I make for the lab, I will take the crafting bench with me, as well as my most valuable armor/weapons. I will not make for the lab at least until I have a steel sword and armor. I will probably be one of these.
    Nomad straetgy: spawn, grab the workbench, find a more defensible location. During the day, move throughout the city, and grab as many resources as possible. The minute that the sun starts setting, hustle into the nearest building, and wall it up. They will probably grab every torch they see, and light up the outside and inside of their chosen building like the sun. They may just travel in the general direction of the lab during the day.
    As I see it: You need a way top keep the player from entering the lab until they have certain resources, something to keep them from spawning and sprinting there from the start. I like your zombie thing, but I'd like some sort of puzzle that requires high resources to solve, just so they can't get in unless they have materials.
    Also:
    Quote from BenJ »
    Stepping outside you see that the streets are utterly crawling with zombies and other nasty creatures.

    Bahah! There will be creepers/skeletons/spiders!(/slimes? please?)


    The big problem is that if the player gets the pickaxe, theres TONS of iron laying just in the spawn area! Even if I were to do the ore/block swap, there is still enough iron to craft full armor, weapons, etc.

    as for the other mobs: nope. just zombies. There was a vote a while ago, and only zombies won out.


    So wait, you have enough WOOD at the spawn to create a wood pickaxe, then a stone pickaxe, and enough coal to run a furnace for that much iron, at the spawn?

    Again, remember that there is actually a progression of tools in minecraft... all dependent on how much wood there is. Unless you have a bunch of trees, or a ton of wood blocks, there it shouldn't be a problem. Then they need enough coal which is another setback as long as you don't put much on the map, and don't have many wood (log) blocks on the map that could be turned into charcoal.
    Posted in: Maps
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    posted a message on *Magic Craft - A Minecraft-y Way of Magic (New Update)
    I am honored to have broken your lurk. Thank you for voicing your support. :biggrin.gif:
    Posted in: Suggestions
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    Quote from BenJ »
    You will have some say, dont worry. ive liked the texture stuff you did before. I just have specific plans for certain blocks which dont fit those textures. Netherrack is one such block.


    Well then we'd just talk about it, and I'd demo things to try and persuade you if necessary. It's not like I'm going to try to make zombietown suck, but I would experiment with things to see what worked best.
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    Quote from BenJ »

    ONE: Dont give it away without my permission


    I would never spoil it for anyone :tongue.gif:

    Quote from BenJ »
    and TWO:
    Quote from »
    And also' date=' if I'm going to do this I want the save file I've already asked for repeatedly >_< Even if it's incomplete right now it gives me an idea as to [b']how I want to texture things and what I want to use.[/b]


    we're not gonna be arguing over that little point are we?


    Argue or collaborate? I would like to have some say in things and possibly give demos to demonstrate efficacy if necessary - I don't want to just be some texture making slave. >_<
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    So about that save file...

    :SSSS: :SSSS: :SSSS: :SSSS: [] [] :Notch: :stone:
    :Turquoise: :Turquoise: :Turquoise: :Turquoise: [] [] :Teal: :stone:
    :stone: :stone: :stone: :stone: :stone: :stone: :stone: :stone:
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    lol.... I just had the fun imagining of reskinning TNT as smooth stone and replacing all of the smoothstone in the city with it... XD "wait.. why's it fla-- OH GO- *KSHSHOOOoooooooooooooooooommmm.....*
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    And also, if I'm going to do this I want the save file I've already asked for repeatedly >_< Even if it's incomplete right now it gives me an idea as to how I want to texture things and what I want to use.

    Also, if thickness of structures is a concern (since adding a TNT layer would triple building thickness), we really could just use adamantium...

    I mean, if we want, we can just use adimantium as smooth stone, and then make smooth stone look like cracked stone so that the player can tell it's a weak point they could try to get through in a given structure.
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    I hadn't thought of it before I mentioned it just now, but really - rigging all the puzzles with a layer of TNT between walls to prevent the player from cheating would be very cheat deterring since the only way to get rid of TNT is to blow it up. It could even be rigged to make it impossible to escape, or destroy the chest they were after in the explosion.

    It would be as simple as this

    :stone: :stone: :stone: :stone:
    :tnt: :tnt: :tnt: :stone:
    :stone: :stone: :tnt: :stone:
    :Notch: :stone: :tnt: :stone:
    :Teal: :stone: :tnt: :stone:
    :stone: :stone: :tnt: :stone:
    :tnt: :tnt: :tnt: :stone:
    :stone: :stone: :stone: :stone:

    Now, if the player tries to get through that wall, they'll blow themselves and everything else the TNT connects to to smitherines. Cheat and die.

    If I'd known I was actually going to become official I'd have been working on all this stuff the whole time >_< I can't guarantee times, I am busy for at least today and part of tomorrow, but I can work on it.

    EDIT: on a side note, this would also prevent people from using their hands to bust through walls... >_>
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    It would work in all modes.

    If you want to prevent "cheating" by using pickaxes as best you can, you can just boobytrap things to prevent people from doing it. Large drops to the bottom of the map... tons of lava spawn or even water spawn blocks... Falling gravel/sand... TNT (considering TNT cannot be picked up, only exploded, and you could rig the whole damn place to blow up around them if you wanted).

    If you kill the player once they spawn all the way at the beginning, and with none of the crap they had (and in a map where resources are important and rare, that's a big deal) - making cheating a very deadly endeavor should be more than enough to deter it. The determined will just cheat with INVEdit or MCEdit anyways *shrugs*.
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    We could do both?

    Zombietown: Hack and Slash edition

    Zombietown: Survival edition

    Hack and slash being the original concept you pitched where it's just survive by making your way to the next chest of items, and survival requiring the player keep an eye out for crafting materials to aid in their quest since the chests will only contain sparse amounts of material.

    Really once the city is built and everything is in place it would just require someone to go through and make the slight alterations necessary to distinguish one from the other. Find someone with a good eye for detail -- I may be willing to do it myself if I have time, though I'll probably end up revamping it to use my textures as well ;D
    Posted in: Maps
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    posted a message on [CLOSED]ZombieTown(UPDATE pg 41)(Sorry)
    Quote from BenJ »
    Building barricades isnt a problem for this game, i encourage it. I just wish to limit ways the player can break things, especially puzzles. If I allowed picks on the map the game could be beaten in less than five minutes

    plusI still have tons of free iron and diamond blocks lying around. free armor and weapons. Bah.


    You already know it's possible to fix both of those problems, especially given that you now know about the replace function in MCEdit and the fact that we can reskin blocks.
    Posted in: Maps
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    posted a message on *Magic Craft - A Minecraft-y Way of Magic (New Update)
    I'm honored by all the support :happy.gif: I really am just happy this many people bothered to read - so far it only seems like one person saw "magic", didn't read anything and made an asinine reply.
    Posted in: Suggestions
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    posted a message on *Magic Craft - A Minecraft-y Way of Magic (New Update)
    Thank you sirs.
    Posted in: Suggestions
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