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    posted a message on Simburbia - City Simulator like Sim City for Minecraft. No mods. 1.8.3 ONLY
    Thanks for the offer, but I'm ok with the writing :P

    As for land values, there is a button in the main menu that turns on the "Land Value Overlay" which puts the land values right on the play field which you can see on the map.
    Posted in: Maps
  • 4

    posted a message on Simburbia - City Simulator like Sim City for Minecraft. No mods. 1.8.3 ONLY
    Enjoy!

    Oh I realise I probably should have also linked to this video too.

    Posted in: Maps
  • 15

    posted a message on Simburbia - City Simulator like Sim City for Minecraft. No mods. 1.8.3 ONLY



    Simburbia is a custom map for Minecraft. It is a city simulator system (Sim City in Minecraft) with plot relationships, power systems, overlays, money, population, abandonment and of course disasters. 1.8.3 is required as well as a good computer. This map WILL BREAK if you can't run on render distance 10 and in fact will likely be too laggy for you to play if you don't normally play on that anyway.


    Download The Map!
    CLICK HERE TO DOWNLOAD

    OR


    1.8.3 required to play. There are a lot of command blocks in this map. Play at your own risk!



    If playing on SMP ensure enable-command-block is set to true in the server.properties file!

    Creation in collaboration with by rsmalec.

    This is a Jigarbov Production.

    Posted in: Maps
  • 0

    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    I finally got around to updating this thread, Infinity Dungeon is finally a "final" version. Nobody has complained about bugs in some time!
    Posted in: Maps
  • 0

    posted a message on 1.7.2 [ADV][PUZ][PARKOUR][BOSS BATTLES][MOB FIGHTS][MAZE][ETC] ADVENTURE MULTIPLEX 2: THE VILLAGE, IS OUT RIGHT NOW! 10-15+ hour
    (There is a chest hiding beneath the lava under where that odd block was)
    Posted in: Maps
  • 0

    posted a message on [Multi-Genre] Diversity [1 Million Downloads]
    I thought it was average at best and mostly derivative... of course I am being sarcastic. I thought it was wonderful with a few exceptions... I'm looking at you survival.

    Here's a huge playlist.
    Posted in: Maps
  • 0

    posted a message on [ADV] 1.6: The Adventure Multiplex! Over 80 Adventures in One! 15+ Hours of Gameplay! 75,000+ Downloads!
    Quote from alpharay203

    Jigarbov, do you mind if I make a map inspired by this one? It'll be similar (20x20x20 maps), but also a few differences. Of course, you'll have full credit for inspiration and original idea. I'm not a very popular Youtuber, so I think the only people playing it will be me and my friends. The maps will be made by my friends. Just reply or send me a PM telling me if I can. If you don't want me to, that's fine.

    Go for it :)
    Here's an episode!


    Thanks for the LP!
    Posted in: Maps
  • 0

    posted a message on 1.7.2 [ADV][PUZ][PARKOUR][BOSS BATTLES][MOB FIGHTS][MAZE][ETC] ADVENTURE MULTIPLEX 2: THE VILLAGE, IS OUT RIGHT NOW! 10-15+ hour
    Quote from dynamic1285
    There is a bug with the encounter "Escape the House" by Aboss911 on difficult drive. The part with the monster spawner requires obtaining drops from the mobs, but doMobLoot is set to false. Could you add command blocks to enable mob loot for just that section?

    Just checked the save file, doMobLoot is already set to true. I wonder, were you playing with some mods? Or perhaps on a server? I don't know why it would have been set to false for you... then again that was months ago...

    Quote from lurkngshadow
    This map is too good to have not been commented on since feb. 22.......... ... ... Hi Jig hows it going?


    It's going well! Thanks for asking :)
    Posted in: Maps
  • 0

    posted a message on 1.6 [PUZ][ADV] The City of Love~ - What will your story be? Get some love!
    Quote from Amberlyrose

    I had a blast TY for the fun and humor!






    NP! Thanks for posting what is probably the smallest score screen I've ever seen! However I can see that you did very well :) Thanks for playing.
    Posted in: Maps
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    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    Been enjoying LP's but haven't seen anyone find the secret ending yet... Is it too hard?
    Posted in: Maps
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    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    Quote from Phedran
    Ooooh.. Is there a bug for that? Well either that or we were just impatient. But.. spoilers! ;) KohdWing, Jason27, and I tried our hand at the map, and this is the beginning of our journey...


    Loved the LP so far

    Quote from Hpycmprs
    Hey great map. I also was wondering if you would allow people to make "rooms" , that you could possibly consider adding into the map, I'd love to go and make some rooms to add.

    Quote from Hpycmprs
    Hey. I was just wondering if you were accepting "submissions" for the map, like more rooms to add in. I'd really love to make some rooms for the map, you could even give me a theme or two to by. Anyways, thanks for reading! -Hpycmprs

    The problem with adding more rooms with the way it is now, the more rooms you add, the less frequently the crystals spawn and it's already as rare as I want it to be. That said, the tech is very versitile and I do see a future where I would make another Infinity Dungeon, perhaps with another goal, and indeed take peoples submissions. There is obviously some demand for it :)


    Quote from xLightmarez
    you could make it that when u die in hard mode you lose an aquired crystal

    Not a bad idea, could even make it that in hard mode it resets the crystal count!
    Posted in: Maps
  • 0

    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    Thanks to Abrightmoores frustration, I have found a pretty epic bug that can make strange generation and prevent you from completing the map. It has now been fixed in the latest version.
    Posted in: Maps
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    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    Quote from Pupsikens

    Awesome map ! Awesome adventure ! I noticed a bug when I finish the crystal monument. In the end it shows your name besides mine in the Death Counter. And whats up with the invisible blocks around some chests? I think it`s an unnecessary tease in my opinion. All other mechanics and secrets are awesome though :)


    The invisible blocks around some chests are a tease, but they can be accessed without any tools. Also thanks for reporting that bug, I'll have to remove myself :P

    spoiler alert!
    to get to the chest, look at the fences above, the barrier blocks are all under those. In the case of the barrier blocks with the chest in the middle of the ice maze, well the ice on the ground is the correct path and can lead you right up to the chest.
    Posted in: Maps
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    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    Sooo... anyone found any bugs in this newest version?
    Posted in: Maps
  • 0

    posted a message on Infinity Dungeon - A random dungeon crawler map using /clone. A roguelike adventure.
    Quote from chuiu

    I think this idea is really great, the map is very well made as well. I just got a few suggestions for you if you're willing to continue working on it!

    * Would love to see an actual infinite dungeon. Right now you gotta go back to spawn and flip the lever again for a 'new dungeon'. But if you could just keep exploring in any direction and have it generate around you, that would be amazing.

    * Would like to see a normal play through of the map take some more time. It could be nice if you would make the blocks a bit more rare and increase the number of them so you have to do some more exploring. No too much though because if you go overboard you risk the problem of making the map a grind.

    * If you do go with my first suggestion you might also find a way to increase difficulty as the player progresses further away from spawn. More dangerous rooms filled with traps, more puzzles, harder mobs and better gear. This would encourage players to explore around the dungeon and not just try to travel in a strait line.

    * Epic lewtz. You can cash in extra blocks you don't need for money to eventually buy powerful armor. Or just make a separate currency based on kills or random treasure chests.

    Anyway, I hope you keep working on the map either way. Its a fantastic idea.


    To your points: having it spawn infinitely around you would be possible with a few modifications, however it would hamper the original goal of the map and make balance a bit of an issue. However I might just make a tech demo of it working, regardless of the performance overhead that something like that would cause.

    Making the blocks more rare is a bit tough, since already it's possible for no altars to appear in a generation of the dungeon which is not ideal. I considered limiting the amount of altars to a constant value, but I think that defeats some of the randomness that the current system provides. I've already had a game take over an hour and a half to finish which is the upper limit that I would have liked. So instead, I added a new goal in the way of a "secret ending" which can extend the gameplay beyond the original goal if that's something you want to keep playing for.

    There is already a way to get "epic lewtz" by trading in duplicate crystals that you don't want, in addition to a bunch of other epic pieces of gear with extra max health and stuff like that. Adding in a long term currency system would only work if I made the game longer or infinitley expandable, which I don't think either will be happening just yet. I do appreciate the comments though and I will consider making it infinitly expandable just for some fun :P
    Posted in: Maps
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