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    posted a message on 🚀 Space Expedition to EPIC 204 🚀 A Custom Survival Adventure in an Alien World! [48,000+ DLs]

    I have a few questions about the map, but the first is kind of a spoiler.


    I'm at the Mysterious Laboratory area in the ocean planetoid, and I don't know where I'm supposed to go or what I'm supposed to do. I'm at the red sand room with the netherwart in the center (roughly at 1652 63 -1555), and I've found and placed the emitter for the light bridge. Nothing happened after placing it, so just in case I messed something up, assume I just entered the room for the first time and didn't open the shulker box in the elder guardian tank in the previous room. Also, does the pillar in front of the emitter need one of those mirrors that is on the far off pillar? Lastly, I found a way to get out to the cavern the lab is in. Is this intentional and something I need to do, or are you not meant to get out there?


    Update: Nevermind, I realized earlier with the spoiler-y questions that my render distance was set too low, so the command blocks to activate the light bridge wouldn't trigger.


    I do have a question about the area, though. What are green doors later in the Laboratory? Was I able to open them on my first run through, or do I need to find an item or do something to get them to open?


    Also, I lost my challenge book to a glitch a few days ago. Basically, the chunk that the chest with the book was in was corrupted and turned into what I think was a chunk from the "water world" world preset. That book wasn't the only thing that was lost, and I had to spawn in several other items that were lost to the glitch as well, as well as fill the chunk in as best I could with the /fill command. Could you give me a list of all the challenges in the book, or the command for the book itself?

    Posted in: Maps
  • 1

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

    Hey i was wondering if anyone had a way of getting colored names for items in minecraft 1.12. I have been using mcedit unified and all the old filters don't seem to work anymore :(



    I do know it's possible using loot tables. Just replace the nbt tag and item in this example with whatever you want, then set a chest or mob to use the loot table when opened/on death.

    edit: I just remembered. You will want to open the loot table file in a program called Notepad++, select Encoding, then select "Encode in UTF-8 without BOM", otherwise the loot table won't color the name/lore. There is also a way to do this using Notepad when you go to save; choose the UTF-8 option under Encoding. Also, for The Italic Color example, I used the code for bold instead accidentally, but the idea is still the same.



    {
        "pools": 
    	[
                {
                "rolls": 1,
                "entries": 
    		[
                        {
                        "type": "item",
                        "weight": 1,
                        "name": "minecraft:diamond_pickaxe",
                        "functions":
                            [
                               {
                                "function": "set_nbt",
                                "tag": "{display:{Name:\"§cColored Name\",Lore:[\"§bColored Lore\",\"§e§lItalic Color\"]}}"
                                }
                             ]
                         }
                     ]
    	    }	
           ]
    }	

    Posted in: Maps Discussion
  • 0

    posted a message on Infernal Trials Map Series (WIP)

    Got a fair amount done, and finally got around to taking the screenshots for Nocturne Ruins.


    Anyway, here's the current progress:


    Nocturne Ruins



    -Started work on a custom village, adding shops as well as some lore

    -Started work on dungeon 4 (mainly getting some infrastructure needed to get the blocks I need to make it)

    -Updated to version 1.11

    -Did more work on dungeon 6

    -Started work on dungeon 9, though I won't continue work until I finish another dungeon.

    -Added a custom progression system in the form of armor/weapons that are stronger than diamond. These "post diamond" sets will be renewable, if not straight up unbreakable.

    -Finished the command block work for the Nocturne Altar to get it out of the way.

    -Started work on dungeon 14, purely because I wanted to get a certain part of it done to get it out of the way as well.


    -Finally finished the warp room, as well as prettying it up a bit


    -Prettied up the Nocturne Altar and the surrounding area.

    Posted in: WIP Maps
  • 0

    posted a message on Infernal Trials Map Series (WIP)

    I took a break on working on the map due to loss of interest, but I've been wanting to get back to working on it. I did get some stuff done before the break, so I might as well post it now:


    Progress:


    General


    -Came up with an actual name for the map series (which I may change later if there is a map/series with the name already) "Infernal Trials"


    Nocturne Ruins


    -Changed the "block pallet" (for lack of a better term) in dungeon 6 to one I thought fit better.

    -Did some work on dungeons 6, 8, and 13.

    -Mostly finished dungeon 10 (aside from placing spawners)

    -Nerfed the ultimate set's boot's speed effect, but gave it depth strider to make up for it despite not making much sense theme-wise.

    -I have been doing some brainstorming for a possible chest loot table, but I'm unsure if I want to implement it or not. It will likely be for random loot chests scattered through the dungeons, but I could just populate those manually. I'll just have to make a working loot table and test it out before I can decide.

    Posted in: WIP Maps
  • 0

    posted a message on Infernal Trials Map Series (WIP)

    I can't edit the post for some reason. odd. Anyway, I was thinking of posting the updates as replies from now on anyway, so this is as good a time as any.


    Nocturne Ruins progress:


    • Completed Dungeon 1 after procrastinating on it for so long.
    • Started work on Dungeon 8.
    • Worked more on Dungeons 6 and 13.
    • Gave the maps ultimate armor set unique effects using command blocks, and may do this to other items in the map as well.
    • Moved the map to 1.9.
    • Added the map's "loot table enemy" and some of the tables that go with it.
    • Added a few structures to the overworld.

    I will also try to get screenshots of the map ready, though keep in mind my computer isn't all that great so I have to play on a lower render distance.


    Edit: Tried editing it several months later and it worked. I will still post updates as replies though.

    Posted in: WIP Maps
  • 0

    posted a message on Infernal Trials Map Series (WIP)

    I have been playing CTMs and survival maps for some time now, and I'm a fan of mods. I figured I may as well create some custom maps, some of which require mods. Not all of my maps require mods, though. (EX. Cumulonimbus Kingdom) So far, I have four maps planned, though at the moment only two have actually gone past the planning phase for one reason or another.


    The maps are ordered as I feel they will likely be completed. Feel free to give me your feedback about these maps. Also, This map series will be named when I come up with a name for it, and pictures will be added soon.


    Update: Just got a new computer, so I will likely retake the screenshots at some point. Also took a bit of a break working on the map, though I will likely resume working in a few days at the latest. Lastly, I actually had a few ideas for my Dimensional Cataclysm map, and will work on that off and on, though I will focus on working on Nocturne Ruins for right now.


    1:Nocturne Ruins

    Info:


    Style: Survival/CTM, Open-World

    Time: Unknown

    Difficulty: Easy-Normal

    Areas: 16 Main Dungeons, 4 Optional Dungeons, Bonus Objective

    Completion: ~40%


    A vanilla, Open-World CTM that was made mostly in survival mode as an experiment to see if making a CTM map would be possible in survival mode. I did, however, allow myself use of some commands to make custom items and custom spawners possible (though I couldn't cheat in items unless they were unobtainable in the map or were an item with lore text or custom attributes).


    The map, as stated before, follows an Open-World format, with more emphasis on survival. The map has a world border of 3445 blocks and is eternally nighttime. There is also a bonus objective of finding all 64 emeralds hidden around the map. Due to the map being made in survival mode, The terrain is normal Minecraft terrain, with some tweaks to ore gen.


    Area Progress (spoilers):


    1: The Ruined Base - 100%

    2: Temple of the Stone - 50%

    3: ??? - 5%

    4: ???

    5: Flamebroiled Foundry - 5%

    6: Enchanted Laboratory - 99%

    7: ???

    8: ??? - 30%

    9: ???

    10: Temple of the Breeze - 99% (Need to add spawners and loot.)

    11: ???

    12: ???

    13: ??? - 30%

    14: The Ender Stronghold - 5%

    15: ???

    16: ???


    Screenshots:


    (Please note that some of these areas are not yet finished, and may be lit up temporarily)

    The Nocturne Altar, and a Warp


    Dungeon 6: The Enchanted Laboratory


    Dungeon 13: A strange area that plays very differently than a CTM map. This is one of the larger rooms in the area, and it isn't completely done yet as well.(The stone will be replaced by spawners once the area is finished)


    Dungeon 8: One of the four Elemental Temples, this one focusing on water.


    Updates


    -Worked on Dungeon 3.


    -Renamed Dungeon 11, as it had too similar a name to one of the Side Dungeons.


    -Came up with some custom recipes for 1.13, enough to make one of the villagers completely redundant, so I removed him.


    -Speaking of custom stuff, I came up with ideas for some custom blocks for decoration, which will likely replace the new colored concrete blocks in 1.12, mainly because I don't imagine players would use concrete in a CTM.


    -The blocks implemented so far are: Obsidian Bricks, Ice Bricks, Snow Bricks, and Quartz Tiles.


    -These blocks will have custom recipes as well when 1.13 is released. For right now though, I made the few blocks I made so far villager trades for a temporary custom villager, requiring the components in the planned recipes, that way I won't need to cheat them in until 1.13 comes out.


    -I actually found out you can give items colored lore text through loot tables, so I took advantage of that and gave a decent chunk of the custom items colored lore text.


    -Changed how the teleporters work in dungeon 13 (before, they were pressure plates. Now, they're armor stands. It only uses one repeating command block, thankfully.)


    -Updated the map to 1.12


    -Started work on a map resource pack. It's a normal resource pack for now, mainly to reduce loading times, but it will be an integrated resource pack when the map is released.


    -Implemented every custom advancement I came up with earlier


    -Changed the "Adventuring Time" advancement to actually be possible to obtain. (only requires the biomes the player has access to)


    -Worked on Dungeon 5, and renamed the area to Flamebroiled Foundry.


    -Started work on Dungeon 7, The Arboreal Complex, and Dungeon 9, Nocturne Spire.


    -At this point, I started looking for a new, decent computer to replace my current hunk of junk, so I started doing some more minor things around the map:


    -Added a "Mystical Construct" system. Mystical Constructs are special blocks that have specific functions. They can only be created through special means, usually involving inserting specific items inside of a dropper and dropping a specific item on top of it.


    -The first, and so far only working, one of these is the Compressor. The Compressor takes full stacks of certain blocks, and compresses them into a single item that can be stacked to save space. It's mostly intended for people that want to build large structures underground.


    -Worked a bit on Dungeon 4, mainly starting the entrance for the dungeon.


    -Added new loot tables for a large portion of the custom mobs.


    -Changed the fishing loot tables so you can't fish up enchanted items anymore, but added a fishing crate system to compensate, where you can rarely fish up chests with unique loot tables that give you various useful items.


    -Added Ultra-rare loot. These loot tables have an extremely rare chance to drop/appear from custom mobs, chests, and fishing. They can contain very useful loot, but are extremely rare to compensate.


    -Improved Dungeon 8's decoration a bit, using dark prismarine for both the floor and as an accent block for the walls and ceiling, similar to vanilla ocean monuments.


    -Found locations for every Shard of Nocturne that is going to hide in the overworld not in any main dungeon.


    -Redesigned the Nocturne Altar to look a little nicer.


    -Made a minor Halloween seasonal event, replacing the pumpkin-headed skeletons with unique mobs and the jack-o-lantern skeletons with an optional miniboss.


    -Will make a way to fight these enemies year-round, likely by hiding their spawn eggs somewhere.


    -Finalized the map's plot. Not going to spoil too much of it right now though.


    2:Cumulonimbus Kingdom


    Note: Not very good at the moment. I will remake what little I have later. Also currently on an indefinite hiatus for now.


    Info:


    Style: Survival

    Time: Unknown

    Difficulty: Easy-Normal

    Completion: ~5%

    Update: Currently demoted to a side project, as I want to work on Nocturne Ruins to get better at area design and aesthetics. I will still work on it, but effort will be put into other things for now.


    The map is inspired somewhat by the very old skyland map from when Minecraft was still new. (I forget the name of that map) There will be various themed areas (11 as of now) and at least one quest per area, detailed by a written book. There will also be dungeons and structures hidden around the map, and various challenges as well. The map itself will take place in the sky, mainly on floating islands, or other similarly floating structures, with plenty of diversity between areas. One area will will have you on floating islands, while another consists of airships or a miniature solar system, for example


    Backstory:


    There is a tale that tells of a kingdom high in the sky, the Cumulonimbus Kingdom. Many have dared to find it, none have succeeded. You are one of these explorers.


    After years of fruitless exploration, you suddenly have an idea. If you cannot find the kingdom from the ground, then maybe you can see it from the sky? You then set to work on an airship, taking several months to complete. As you begin the test flight, something goes horribly wrong. The airship goes haywire, and rockets out of control. You later pass out, thinking that this is the end.


    When you come to, you are in the wreck that was your airship. Cursing at your very obvious failure, your jaw drops. Somehow, like a miracle, you are standing on a floating island that matches the description of the Cumulonimbus Kingdom exactly! "I finally found it!" you think to yourself, "but I'm also stranded here." You are then tasked with surviving and rebuilding your airship so you can get back home.


    Biome progress (spoilers)


    Airytale Forest: 60%

    Starting area: quite self-explanatory


    Islands of Arctic Ash: 70%

    A fire/ice area, need to add more islands


    Screenshots


    Starting area


    Dungeon 1 (Work in progress, will look much nicer later)


    Dungeon 2 (may work on the outside some more, but otherwise complete, other than some loot)


    3: Dimensional Cataclysm

    Note: Will work on this map along with Nocturne Ruins, though I will focus on working on Nocturne Ruins until that map is complete


    Info:


    Style: CTM, Semi-Open World, Modded

    Time: Unknown

    Difficulty:Normal-Hard (Challenge area: Very Hard)

    Areas: 16 main, 1 optional challenge area.

    Completion: 1%


    Technically my first map. I have decided to restart work on it from scratch.


    The map is now a semi-open world lightly-modded CTM. What I mean by "Semi-Open world" is that each area will be a large stretch of terrain with the area's dungeon somewhere inside it. There will also be warps to other areas hidden in each area as well, though some won't work until you obtain enough wools.


    The map will have references to other video games, with some areas being directly styled or at least inspired after them, while other areas are completely original. Also, if this map or the next break any major rules due to the references, I won't really mind cancelling them, or at least using some of the non-rule breaking areas and items in another map.


    Mod list will be added when I decide on a final list




    Games Referenced:


    Games belong to their respective owners. Also, some of these games are rather obscure.


    List will be added when all areas are finalized

    4: Aftermath: Chaos Rising

    (Title may change)


    Info:


    Style: HQM, modded, open world

    Time: Unknown

    Difficulty: Normal-Hard

    Dungeons: Unknown, 7 planned, many more likely added

    Completion: ~1%


    Possible sequel to Dimensional Cataclysm. Will have video game references like the previous map, and more mods (7 planned, more may be added). I definitely won't be able to make the map until I get a new computer, as my current computer can barely run the largest of the planned mods.


    The map will take place 1 year after Dimensional Cataclysm. It will have a large open world with many dungeons throughout, several towns, and many quests. While there will not be any requirement to do so, I may also recommend songs to play in the towns and dungeons, most from video games, in the form of YouTube links, though it is your decision to use them or not. I'm also not sure if I will even use this idea. As stated previously, I won't likely be working on this map anytime soon.


    Like before, mod list will be added later, likely once I decide on a definitive list.

    Posted in: WIP Maps
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