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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Yo Vechs (and company) remember those many months ago when my friend posted work in progress screenshots of the map we were working on?

    No?

    Okay then, well suffice to say we've been working on it steadily over the past bunch of months, and I'd hate for it to fade into obscurity again (although, how couldn't it? There's no actual product). So if you wouldn't mind, I invite each and every one of you to go check out the forum thread: http://www.minecraft...p-slim-chances/ and leave a comment or something.

    Of course you don't have to, but I'd appreciate it.

    Still love the series though Vechs. Can't wait to at least watch someone play Fallen Kingdom!

    (now that I've successfully whored myself out I just hope I don't get criticized into oblivion!)
    Posted in: Maps
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    posted a message on [CTM][WIP] Slim Chances
    At this point in the ball game I wonder why I'd even consider updating this thread. Honestly, it be rather less sycophantic of myself if I just posted a download link when it's done and then leave here forever.

    Or something like that. Oh well, don't worry I do have a few things to note:

    1. Hedgehogs4me is out, free2cloney is in. However, trap design will default back to Kohuded and myself. Cloney is here to help with buildings

    2. I started a Google Sites webpage for the map at https://sites.google.../maps/drycanyon. There you'll be able to find some pretty basic info about the map series. Be warned the whole thing is a work in progress.

    3. We are still working on the map, and I assure you it's a map. Don't really know how good it'll be.

    4. Just a neat bunch of screenshots, I guess it shows how far we've come:
    Before:
    After:


    And another comparison:
    Before:


    After:


    And one final image just because!



    So I hope even after all this time that people still care (I doubt they do) but I'm hoping anyway that eventually we can spark some interest in our map.

    If I've learned anything from making a map, it's as hard as hell getting your foot in the door.

    Anyways, lots of love from Dry Canyon!
    Posted in: Maps
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    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    Quote from Craftiyan

    \Downloads 1.4.6.3

    The gem armour still won't do anything when I hit the respective key (for instance, hitting C with Infernal armour equipped). :(


    Hrmmm, are you remembering to ready the offensive abilities with "V"? Hitting "C" will do nothing if the offensive abilities aren't turned on (by hitting "V") A similar thing happens for the Helmet's ability (Hitting "R" for lightning) and the Leggings (hold shift will push enemies away).

    All controls are with default in mind of course.

    EDIT: Also remember to have a non-EE2 item selected on your hotbar when you go to push "V" (or "G" for that matter)~!
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Equivalent Exchange 2 - v1.4.6.7
    Hello,

    I've been having FPS issues with not only the Transmutation Tablet/Table (as already mentioned) but also whenever I place an item into the burn slot of an Antimatter Relay. The charging slot decreases FPS by no amount; just the burn slot.

    So I suppose I was wondering if this was a known issue (I haven't seen it mentioned, however I didn't look all that hard) or if it was on account of too many mods/whatever (I currently have 43 mods loaded via Forge)

    Thanks for any help.

    EDIT: I just installed Optifine and most of the FPS drop from the burn slot was removed. So, I'm not sure how much water my complaint holds; I guess I'd still like to know if others are having similar issues.

    And, in case you're curious, the Transmutation Table still causes FPS to drop; actually, quite significantly.

    Hope you find the solution to the TT issue. Cheers
    Posted in: Minecraft Mods
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    posted a message on Triple Piston Extender and Retractor
    Retracted:
    Extended:

    So I made a fairly compact triple piston extender and retractor. It is also pretty quick.

    I'm posting this namely because I'm very proud of it (I've been wanting to make one for a real long while and just finally got around to it). I'm sure I'm not the first to do this (I know I'm not), but this design is based completely off my own ideas.

    I hope you find it pretty neat and feel free to give me ideas on how to improve it. Or ideas for something else, I like challenges.

    Schematic: http://www.mediafire.com/?m4i87i6bzhm49tv
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [CTM][WIP] Slim Chances
    Wow, it certainly has been awhile hasn't it? I have a major update (24 photos!) to show everyone.

    Also I just wanted to stop by and let everyone know that this map series hasn't been abandoned (we at least plan to finish Dry Canyon, can't say too much about this others).

    So without further delay, here are some screenshots:

    Firstly, I think I'll show you some of the changes to Intersection White.
    Wrecked Gorge


    This gives you a nice view of the Throne Room of the Halls of the Ancients.

    Eastern Canyon


    This is a view of the various bridges winding through the Eastern Canyon. These connect on side to the Halls of the Ancients, and on the other side they partially connect with a very important temple.

    This is the one of the forks of the Eastern Canyon. It is a view from a burning house at the bottom of the canyon.I would tell you the significance of this fork, but I really don't want to spoil anything.

    Valley of Flowers

    [redacted]

    Lighthole Cavern


    This is the initial area to the Lighthole Cavern. It namely servers as a junction to the Lower and Upper Major Lighthole Cavern. Sadly, I have yet to make the actually Major Lighthole Cavern, but I'm going to do it soon.

    Okay, now that Intersection White is covered, I can move onto Intersection Light Grey.

    Intersection Light Grey


    This is a view from the entrance to the intersection. Nothing really of note.

    Another view, but this time from below.

    And yet another view.

    A view of the entrance to the High Rock Desert.

    Path to the Lava River Ravine.

    Path back to the Eastern Canyon.

    High Rock Desert


    A picture of the Oasis in the center of the desert. There might be a small building here later.

    The Royal Burial Hall of the Ancients. As the name says this is where the Ancients buried their royal dead.

    Lava River Ravine












    A few notes on the area: Firstly, there will not be that many torches. A lot of those are just for navigation. Secondly, the area is very dense. Lastly, I'm not going to spoil anything, but the area isn't naturally formed, which is why there are partial buildings hanging out of the walls.
    Please note that everything is a work in progress

    Texture Pack is Tiny Pixels by Leostereo

    Additionally I've decided to make a spoiler-free version of the outline Kohu and I are using to make the map


    IW areas:
    
         Wrecked Gorge 
             *Spawn Point 
         Eastern Canyon 
             *Gallery of Triumph 
             *Halls of the Ancients 
             *Whispering Canyon  
         Lighthole Cavern 
             *Lighthole Minor 
                 Upper Lighthole Major
                     The Lit Lake 
                 Lower Lighthole Major
                     Hanging Fungi Gardens
         Valley of Flowers 
             *Ghastly Rocks
    
    ILG areas:
    
        Lava River Ravine  
            *Lonely Lava Grotto 
            *Lower Lava River
        Highrock Desert 
            *Antlion Pit 
            *Burial Grounds of the Ancients 
                Tomb of the Ancients
            *The Prosperous Oasis
        Twisted Plains 
            *Black Swamp
                Misery Mire 
            *Insanely Twisted Dark 
                Spiraling Madness

    Things that have been cut out are areas that give you nice loot. Wool locations. And other spoiler-y things we don't want you to see (there are about 10 things I cut from that list). Also this outline only covers the first two intersections, there are 3 more planned.

    I hope that you can see the flow to the map with that outline. It is just to serve as a measure of the scope of this map.

    To conclude, I'd like to say we are almost done, but we still have a lot of work to do. So I hope you'll continue to be interested in our map.

    Thank you,

    Kohuded and MintE
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Blobthe15

    See, there's 3 different ways minecraft identifies blocks. The first 1 is like, between grass and stone and glass and every block. For example, stone is 1. Then there's the second type, which are similar, for example saplings. Sapling 0 is the basic one. Then there is the third, which is like the difference between different noteblocks. If you break a noteblock and place it, you get a low note, that basic note, you can't break it and place it and get a higher note. Pigs are like the "basic note" for spawners.


    I believe the three things you refer to are Block ID, Damage Value, and Tile Entity. Other than that, you're 100% right. Currently it would require re-coding to pick back up a spawner and keep its tile entity. The same thing happens with signs, they don't keep the written text after you break one.
    Posted in: Maps
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    posted a message on [CTM][WIP] Slim Chances
    What Kohu said, glad you guys like what we made so far~!

    Also added one screenshot for Leaky Lagoon!
    Posted in: Maps
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    posted a message on [CTM][WIP] Slim Chances
    Story in Hyperbole:

    It all started a long, long time ago in a chat far, far away. The hour which the moon shines brightest and the grasshopper hops its highest. It was at that precise monment that Kohuded and MintE picked their minds on a Shout Box at a forum; they abandoned their current projects to make Minecraft maps. But they wouldn’t make just any map; no, they would make a [CTM] map. See, they both love Minecraft and making maps, so what would be more awesome than a collaboration between them?
    Story as it actually happened:

    Mint originally started with an Adventurecraft map, The Tower of the Gods, that was abandoned sometime in June 2011. Afterwards Mint began to craft a similar map and got Kohu to tag along. Ever since then they have been working exclusively on that map. Sadly, progress slowed to a near halt after Kohu got electrifying inspiration to work on the first map of the soon to be map series. As progress on Slim Chances #1 moved along at steady pace Mint began to invest more and more time in the possibility of creating a [CTM] series. Together, he and Kohu began to multitask on both projects. Sadly, with the rapid and abrupt changes caused by Minecraft 1.8 and 1.9 Adventurecraft has been stuck in a sort of limbo. With Adventurecraft out of commission and seeing that they both loved the Super Hostile series, they decided to go ahead with making a map series of their own. After many heated discussions, Kohu and Mint had all but exhausted their creativity in simply coming up with a name; but after many deliberations, they came up with:


    The map series revolves around collecting wool and placing them on the Gallery of Triumph. Once all 16 wool blocks are collected and placed upon the correct spots in the Gallery of Triumph true victory is awarded.

    The map themselves range in difficulty and theme. Each map is varied and unique. Some will have the player diving into chasms, while others will have him climbing steep mountains. The goal of each map is to create a self-contained difficulty curve. Ideally the maps begin rather easy but by the last wool become insanely difficult.

    The rules are simple. You are not allowed to leave the border of the map. This is solely to prevent the carefully crafted progression and balance we have tried so hard to establish from being broken. Aside from that, the goal of these maps is simply to complete the monument. Essentially, we have a recommendation:

    Recommended Goal: Complete the monument by exploring and conquering the dungeons and purging them of loot including the rare and valuable wool blocks. Obviously, these wool blocks need to placed on the monument.

    Note however that it is a recommendation. You may go about the map any way you see fit. You create the challenge.

    Currently there are no finished maps in the Slim Chances series, but there are two in development and four others planned.

    Slim Chances #1: Dry Canyon
    Difficulty: Average
    Map Type: Linear-Dungeoneering
    Phase: Development
    Screenshots:




    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Vechs I'd hate to sound needy along with my friend over there, (Kohuded) but is there any reason why you haven't responded to his post?

    I mean I thought his post was pretty damn sincere and I called him an idiot for posting it...

    Post Link

    If I missed your reply I'm very sorry. But I hadn't seen Kohu reply to anything, so. Yeah...


    Also shameless advertising for the win...
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from ZombieCleo

    And you're going to let dyes be in your map now?

    I'll believe it when I see it :wink.gif:


    Don't know if it is my place to say this, but I fail to see how giving out dye matters.

    I mean yes some people could and would cheat their Victory Monument, but most players would not and would simply use the dyes for decorative blocks or potions or whatever.

    Currently my friend and I (Kohuded being the friend) are working on a CTM map series, and what I told him when he proposed the same issue with handing out dye and grass was this:
    [9/18/2011 9:13:33 AM] MintE: I don't care how a person goes about clearing the VM
    [Note: I'm referring to the Victory Monument in general and this statement does not reflect what we will actually call the VM]
    [9/18/2011 9:13:40 AM] MintE: if they cheat
    [9/18/2011 9:13:43 AM] MintE: they cheat
    [9/18/2011 9:13:49 AM] MintE: I'm not gonna be a baby and take away **** just to prevent it

    So yes that is my opinion on removing dyes and other items simply because of the slight possibility for cheating.

    I also found your post to be implying a fear of cheaters ZombieCleo; if I was wrong, please feel free to correct me...

    Sorry to butt in with a personal interjection, but I felt it was necessary.
    Posted in: Maps
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    To begin with I don't know if this has already been mentioned, but is it possible to get to Nether using AC?

    On the map my buddy and I are making we wanted to use the nether to help with space constraints, but to my dismay, upon entering the portal AC crashes on me.

    I don't know if this is something wrong on my end, or if it simply is that the Nether is available in AC.


    So if the Nether isn't supported in AC, in the future can we expect an update that adds Nether support?

    Thank you for taking the time to read this, and if it has already been asked I'm very sorry.

    -MintE
    Posted in: Minecraft Mods
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    First, excellent work on the maps.

    I especially love Legendary.


    Secondly, in response to your poll.

    I voted, Hard

    Open world [more on this in a sec]

    Island Coastal


    For the world progression, I would actually love to see a mixture of a linear-branching and an open-world.

    That is to say you have a large open world, say a dome, and this acts as a giant hub or sorts. So much like how in Legendary you start off at humble beginnings. same thing here, but instead of having multiple "intersections" you have one "intersection' with multiple paths.

    I hope I made that clear enough...
    Posted in: Maps
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    posted a message on [Coming Soon] The Aether Collab - King, Kodaichi, Shockah!
    Quote from sabata2 »
    I'll continue commenting as this mod gets updates, but until there's some massive direction change to stick closer to the source material all I see from this is "A mod promoting itself by using a very popular name".


    It seems to me that they are more or less relying on their name as modders more than the Aether label. Hence the mentioning of "King, Kodachi, Shockah" in the thread title. And we're not even going to get into how much I disagree with you. So I'll just leave it with that and back quietly out of this thread.


    Anyways with that said, I can't wait for this mod to be finished. Not to mention that I could care less if it follows the suggestion thread. So I'm hoping your reaching near completion on the mod.


    I wish you three modders the best of luck.
    Posted in: Mods Discussion
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Strangely my Adventurercraft still works with 1.4.


    Anyways great mod.


    A few suggestions:
      [*:29ytgu0v]Water Clip Block: Behaves like water but the player can't pass through it
      [*:29ytgu0v]Mobs with AI: Might already be planned but the mobs could have basic AI types like patrol and stand.
      [*:29ytgu0v]As mentioned earlier a copy/paste tool would be appreciated.
      [*:29ytgu0v]A modification to the cursor so that when holding ctrl you could add to the selection. Of course another key could subtract
      [*:29ytgu0v]Multiple texture support for nearly all blocks.


    Thanks for looking at this list and i hope some of it will ultimately be added to AC.


    Note all of these suggestions may have already been suggested. If this is the case I'm sorry for being redundant.
    Posted in: Minecraft Mods
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