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    posted a message on New beta version Super Smash Bros Map
    If you're using worldedit, it's fine, you should probably say "1.7" though.



    The class buying system is interesting.



    Honestly, I would drop the whole "Super Smash Bros" theme.
    Posted in: Maps
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    posted a message on [Mini CTM] The Cold Forest [1.8.1]
    This is not a good map.



    The entire map is covered in charged creeper spawners, witch spawners, and cave spider spawners. You may have heard that those are the monsters people have the most difficulty with, which is why you chose them.



    The thing is, they're also the monsters people enjoy fighting least. No one likes fighting cave spiders. Even fewer like fighting hordes of cave spiders with STRENGTH. The only really effective strategy would be to go through the forest, chopping apart the trees, so that you could get enough blocks to build your way to each wool safely.



    Minimaps are usually intended to be completed in 10 minutes, 30 if you play slow. This would take hours, and none of them would be enjoyable.
    Posted in: Maps
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    posted a message on New beta version Super Smash Bros Map
    This is pretty bad, honestly...



    First off, it doesn't say anywhere that this is intended to be four player until after you've already downloaded and installed it. There is no reason why you couldn't play thing with 2-6 players anyway, so I don't know why you said four player only in the map.



    Second off, there are no pictures.



    This map has no command blocks to manage anything, so after one game you've got to reinstall the map. Also, you still have MINECART TRACKS in a post 1.3 map. Come on.



    Most of your rules could be enforced by the map itself. For example, you wouldn't need a rule about not using ground items if you just used this command: "/gamerule keepInventory true".



    You still have a glass ceiling on your map when barrier blocks now exist. Actually, I'm pretty sure you made this in WorldEdit, which probably means on 1.7, so nevermind. You should change it to barrier blocks in MCEdit, though.
    Posted in: Maps
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    posted a message on [CTM] Super-Mini Abandoned Lands
    This is waaay too easy. I didn't even find the chest with the bow and granite until I'd already dug a tunnel up to the top of the pillar. I didn't actually know the wool was up there, I was expecting a dungeon inside the pillar. Since block drops are off, the only way for me to get to the pillar, other than the HIDDEN CHEST, was to dig a tunnel...

    I fought maybe five mobs the entire time, never got below half health, and only ate two pieces of bread. I would have fought zero mobs, but I did a bit of exploring to see if there was a legitimate method that I had missed.

    The swords are actually useless, since the pickaxe does the same amount of damage and blocking isn't necessary at all for anything in the map.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Bakedtoast

    When is betcha going to release his next map? It's been almost a year at least.


    I betcha he'll release one soon.

    And it hasn't been a year, he released Pigderp Diamond Challenge.
    Posted in: Maps
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    posted a message on |Rage of Hardcore 1.0|Minecraft 1.7.5| Hardcore Survival Map!
    Your download link isn't even for your map. It's for a file of the type "1", because the 1.1 was interpreted as the extension.
    Posted in: Maps
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    posted a message on [CTM][Collection][Hardcore]Hardcore Forever - a CTM map series by Snakeinatree
    Your download links don't actually go to your maps.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from JsKingBoo

    boop
    Filter by nicolpotent.



    Thanks, that's cool. I don't really need it as much anymore but it will be useful in the future.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Boyde712

    I KNOW! :D I KNOW! :D
    :P
    Fly past all of them. Just reloading the chunks should do it. ;)


    It doesn't work. Try putting some chests in with MCEdit, they don't get initialized upon loading the game. Well, at least in the version I'm using. Maybe without the In-Game NBTEdit mod, it might work.

    Anyway, I came up with a better solution for what I'm doing, which is to instead of randomly ADD chests to the floors of the buildings, to randomly REMOVE most of them. It solves all problems with things like chests in walls or triple chests, and means initialization is never a problem. This also means making the floors is easier, because I can now just put chests in instead of using other blocks as substitutes.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from soupbob

    A lot of random loot chests are not a good thing


    Only because they're usually too generous with things you won't actually want, so after you find one there's not really much point in looking in the rest of them. I'm mostly putting consumable items like torches, food and vines in them, and trying not to include a lot of things that will become obsolete quickly, like wooden swords. The highest percentage chance item is in less than one of every 10 chests, and the weakest item is a 2-5% chance stone sword with unbreaking on it. Additionally, the random loot is in sections of the map mostly intended as background for the actual areas.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Baked_Applez

    Oh, I think the way he did it (at least I did) is by just placing the chests in-game. As you say, it automatically initializes the chests, and also you don't have to worry about directional data!


    You're probably right. I might just have to place them myself- which is kind of terrible, because it means the map will get a bit more repetitive. Although, it seems like there has to be an automatic way, because even the natural minecraft generation can do it.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    Quote from Baked_Applez

    Umm, initialize?


    When you place a chest using MCEdit or other editing program, it's basically just a block, and doesn't have tile entity data associated with it. The same goes for ALL tile entities. The chests in the Lush Ruins are ALL initialized and full of random loot. I want to know how to automatically create these associations without actually having to SEE all of the chests- even if I have to downgrade to a version that initializes chests upon world loading and then take those initialized chests and paste them into the actual map.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series
    How did Vechs manage to initialize all the chests in Lush Ruins? I read somewhere that all you had to do was open the world to initialize all uninitialized chests but it didn't work. Right clicking the chests does initialize them, as does doubleclicking them in MCEdit. However, none of that helps me because what I'm doing has a lot of chests in it, and I don't really want to have to manually click all of them.
    Posted in: Maps
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    posted a message on [CTM] [Collection] "World Unknown" and other CTMs by MrRedstone
    Hey, just so you know, the teleport pad for intersection 1 of WorldUnknown1 is dark enough that monsters can spawn on it. And teleport you to the victory monument. I was extremely surprised, and I'm probably the only person who will ever see it happen. However, you might want to fix it.
    Posted in: Maps
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    posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!
    Quote from AylaAsperger

    This is exactly what I am seeing for some items, and other items turn completely invisible. I also use NotEnoughItems and roughly the first 2 pages of items are normal and the last 3 pages consist of invisible items and some parts of the compass.



    Hmmm, this afternoon when I downloaded 1.5.1 and the respective mods Forge #608 was the latest version, now I see that there is a #609 and #610 available. I'm going to try updating forge and see if it solves the problem.

    Update: Forge #610 gives the same issue. I'm going down a couple of versions to see where the problem stops.

    Update2: Changing to Forge #605 or even #600 changes nothing about this issue, so maybe this is not a Forge issue?


    Maybe it's Optifine.
    Posted in: Minecraft Mods
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