• 0

    posted a message on Doctor Who - The Search for K9
    Quote from who49
    Ok, it is your map, not mine, so I respect that and thanks for mentioning me on the main part of the topic.Also I just thought you could use the MyPeople mod for the companions! :steve_csi: Can't wait for v1.2 by the way.

    MyPeople mod... never heard of that one. We'll have a look at it.

    Quote from asomguy126
    FYI: The Dalek Mod might help when making future Doctor who maps. http://www.minecraftforum.net/topic/1544398-164-forge-modloader-sp-mp-the-dalek-mod-updated-151013-forge/

    That mod seems long, complex... and AWESOME!!! We'll probably make a version of the map for that mod in the future.

    Sad news, guys: 1.7 is REALLY laggy on the laptops we use, so anything we do takes a lot longer to do than normal. Plus, Minecraft gets a bit boring after a long time playing it... However, we promise that, if/when we can fix the lag problem, we will get straight back into this map! We already know exactly what to do when we fix it, so it's just a matter of time until we do. Thanks to all those who have played the map and given feedback and ideas!
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from who49

    Please can you make the Texture Pack a Resource Pack, make Creepers Slitheen and Witches could be Carronites.


    Thanks for reminding us about the Resource Pack, we completely forgot, that's done now.
    Creepers are probably going to stay Daleks, they work very well as them, and we need a wide variety of Daleks for Skaro in v1.2.
    As of yet, we haven't implemented Witches anywhere, so we'll try to make them Carrionites, that will (probably) come in a future version.
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from Epicly halo

    you should make a version of the map with the daleks mod that woulld be really awesome :P


    Hmm... maybe we will. But with the changes to mobs in 1.6, along with the new resources packs, we'll pretty make our own Daleks.

    Anyway, at the moment, both of us are incredibly busy and are finding it hard to find time to do more of this. I PROMISE IT HAS NOT BEEN DISCONTINUED, and we will release v1.2 at some time in the near-ish future. As for when that will be, I really don't know, we're planning to roughly double the features in it compared to 1.1, so it's really big. However, despite how long it is taking, I promise it'll be great.
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from Troybuckeye

    ewww dr. who is gey

    You are entitled to your opinion (even though we utterly disagree), but this is about our map, not the show it's based on. If you have a comment about the map itself, please leave it. Just posting your thoughts on a (brilliant) show isn't directly relevant to this map, and just wastes everyone's time, not just our, but on everyone's forums you post on. In future, please makes sure all your posts, on any part of Minecraft Forums, are relevant to what that particular forum is about. Plus, your spelling is wrong, and Grammar Nazis find wrong spelling very annoying (so we're annoyed).
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from crazyduckling44

    hi metworst love thee map is is GREAT here's butter for ALL YOUR hard work :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: :GoldBar: .

    can you msg mw please with the corodonets to the village you spawn at i'm stuck in the wild iv'e gone to creative because its easer to find the base and back up k9 died

    Thanks for playing our map, have you got any ideas for improvements?
    The co-ordinates are X3337, Y64, Z-1366 for the Spawn Village, but using a Compass should get you there, though you may have to use the normal texture pack, the Compass dial doesn't always show up now.
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from loljunior101

    do you realise that you haven't actually put your own name or joshiyoshi13 in the credits?


    I do, but, given we made the map, we don't exactly need to go in the credits. You are in the credits, but we don't need to, because our names are in the map.
    Posted in: Maps
  • 0

    posted a message on [Mini] Free Fall
    A good map, I would suggest to anyone that they play this. However, I believe it could be improved if you put in some spider webs to slow down your falling and make it more interesting, instead of just plain falling.
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from RatchetMine
    i LOVED it was a GREAT map are you going to make a new one if you what i can help in any way
    (i have recored it but its being uplode and it takes a bit for it to uplode)


    We do not currently have definite plans to make a sequel, but that does not mean we won't. At the moment, we are working on v1.2, and we will continue to update this map with improvements afterwards. We may make another Doctor Who map later, not a sequel as such, but one that features the 11th Doctor with his new companion, Clara Oswald, with references to this map.
    Thank you for your offer of help, but we don't need any at the moment.
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from sharkystriker22
    Metworst,I have a suggestion.In open maps like this,where you can pretty much leave the map and play survival,many people will most likely just run off and do that.You should keep the player in an enclosed area as much as you can,like in a building,or a pathway going to the next area surrounded by fence.But if you don't like that idea,you can always build a town or something to go with the map.


    We've thought of that, and we're going to make either a massive mountain range or an impassable forest surrounding the entire playing area, but having enough space to allow for some exploration, which is going to be encouraged with a side objective spread throughout the map, and the promise of an occasional chest with food or special supplies in. But thanks for noticing that.
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from RatchetMine
    Nice i LOVE Doc who i hope the map is good i am going to record my playing it for youtube.


    Feel free to record for YouTube, but please link this forum in the description, and post a link to the videos on this forum as well. Thanks.


    Quote from RatchetMine
    idont know if you know this but thers a typo in the first book of the map
    EDIT: i think that when you face the headlest munks mybe have some protection ples i kep


    Yeah, we noticed the typo, we're going to fix it in v1.2, where we will re-write every book (on Microsoft Word, to spell-check them first).
    In v1.2, we've already made that fight slightly easier.
    Posted in: Maps
  • 0

    posted a message on Doctor Who - The Search for K9
    Quote from bttf_fan

    "Doctor Who: The search for K9"


    Thanks. That's a great name, and that's what v1.2 will be called. Doctor Who: The Search for K9. And you'll go in the credits.
    Posted in: Maps
  • 0

    posted a message on Better Animal Spawning
    I completely agree. Before Spawn Eggs, I had to walk for ages to find a single sheep to get back to my (Creative mode) village, then I had the problem of getting it back...
    Posted in: Suggestions
  • 0

    posted a message on [ADV]Doctor Who: Watch for the TARDIS - Played by Dinnerbone!
    Quote from kanokarob

    1: I personally have no problem with reading on speed with the command block talking. I will admit they are a bit fast, but as you said, you can scroll, and is that too much of a chore? I should hope not.

    2: Command Blocks have strings in them that can be edited with something such as MCEdit if you know what to do. Sethbling has written a MCEdit filter called Colored Command Blocks which makes this easier, as it edits the strings for you, you just need to check the appropriate boxes.

    3: They simply need to state that I was the first to use command blocks in this way. Nothing more. It is just a common courtesy. Just as I dont take credit for being the first to make a functioning TARDIS with command blocks, so in my video I give a link to the first, even though I didnt see it until I had already uploaded mine. But as I was the first to use them in a configurable and functioning TARDIS for public use, I would like to say I hold some level of 'ownership' for lack of a better word, of the concept.


    It isn't a chore, but there are still some people who don't know you can scroll through chat.

    Thanks. That (and other things of his) could be quite helpful!

    Okay. Seems fair.
    Posted in: Maps
  • 0

    posted a message on [ADV]Doctor Who: Watch for the TARDIS - Played by Dinnerbone!
    After playing your map, one thing annoyed me: the Command Blocks 'talk' to quickly for you to read without having to scroll up, and I'm a fast reader. And how did you get the Section Sign in the Command Block?
    Also, why does any map that also uses Command Blocks in its Tardis have to give you credit?

    Edit: 1st reply on page 3!
    Posted in: Maps
  • 0

    posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    This is great! How about a tutorial for making mobs drop item/blocks?
    Posted in: Tutorials
  • To post a comment, please or register a new account.