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    posted a message on Command Syntax Mod | Autocomplete in CMD Blocks!
    Great job :)
    Posted in: Minecraft Mods
  • 1

    posted a message on Get the Banner as .png
    Noonoononono, Optifine has a way to get it.



    Go to the place where you change your cape, and where you would normally select the type of cape, select 'Banner'
    Then paste the needcoolshoes link and you're done.

    (yes I finally hit 420 posts)
    Posted in: Discussion
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    posted a message on Dungeon Quest [v1.2] - A Binding of Issac Style Arena Map
    Released v1.2.

    Download: http://bit.ly/1DkfOnk

    - Added a new achievement (earned by not using a bow once in a run)

    - Made the saturation particles invisible.

    - Nerfed a few mobs.
    Posted in: Maps
  • 0

    posted a message on Get the Banner as .png
    Quote from joeped»
    Banners are not pictures you craft them with the designs stacked on each other

    http://minecraft.gamepedia.com/Banner

    He's not asking that, he's asking how save the images on the website. What are you using the image for?

    I was just on there for the new optifine cape support.
    Posted in: Discussion
  • 0

    posted a message on [WIP] The WhiteLeaf Mod v0.1.3 | (Dual-Wielding, Weapons, Bows, and More!)
    I'm starting to get the impression that you've stopped working on this..
    Posted in: WIP Mods
  • 0

    posted a message on Dungeon Quest [v1.2] - A Binding of Issac Style Arena Map
    Released v1.1.

    - Fixed bug that prevented Stage 3 from starting.
    Posted in: Maps
  • 0

    posted a message on Dungeon Quest [v1.2] - A Binding of Issac Style Arena Map
    Let me check that out. I may have accidentally removed a repeater.
    Posted in: Maps
  • 0

    posted a message on Dungeon Quest [v1.2] - A Binding of Issac Style Arena Map
    Video was private. Derp.
    Posted in: Maps
  • 0

    posted a message on Dungeon Quest [v1.2] - A Binding of Issac Style Arena Map
    Dungeon Quest
    Welcome to Dungeon Quest, a PVE/Arena with minigame and adventure elements in it that is heavily inspired by The Binding of Issac. This was roughly 50 hours of work, with ~ 430 command blocks.

    Trailer:
    Features

    • 6 unique chambers/rooms

    • Shop
    • 3-staged boss fight
    • Resettable
    • Working achievements (feel free to suggest)
    • Time varies, this is more of a run type minigame.
    Screenshots



    The shop.



    An overview of the redstone.



    Achievements!



    Entrance (try to ignore the particles)






    Downloads



    Latest version: 1.2 - Requires Minecraft 1.8.1

    Older versions



    Other information (PLEASE READ BEFORE PLAYING)

    • Please report all bugs.
    • This map contains alot of command blocks (~430) and redstone clocks, which can cause lag spikes.
      I am not responsible for any damage to your save files.


    • © chrisfire56 2014. If you see this on any external site, please report it to me. Thanks.
    • When fighting the zombie pigman room, PLEASE DO NOT use a bow until the full iron one spawns. I rely on the objective 'damageDealt' to spawn the mobs; and bows do not add to it currently (please Mojang). If you kill the first pigman with 30% bow or more, you'll be stuck. Have fun.


      If you walk into a room and nothing happens, do the following:
      1. Report it (say the mob)
      2. Go to creative and break one of the ceiling blocks 5 blocks away from the door (or you'll break something)
      3. You'll see a clock, and it won't be attached to a command block that will have the command 'testfor @a[r=1,y=70]' or something along those lines, correct?
      4. Attach the clock to the command block.
      This shouldn't happen, I've made sure it doesn't. However, due to human error, of course there'll be bugs.


    Credits

    I have used two concepts which make the map more interesting. Full credit is given here.

    aary33's Throwable TNT:



    Redstone Ben's Bleeding in Vanilla Minecraft:





    I will be making the thread prettier in the future, but for now it will look like this. Sorry.
    Posted in: Maps
  • 0

    posted a message on 1.8 Holding Rotation
    In 1.8 the way which players and mobs hold items has changed. The item is more 'pushed forward' and this bugs me. A lot.

    If you look at these screenshots, you can see that there is a definite change:

    1.7

    1.8



    So, my question is: are there any mods/is there a way to make this the 1.7 way again? Any help is much appreciated. Thanks.
    Posted in: Discussion
  • 0

    posted a message on [MC 1.5.1] [1K+ DLS!] [SSP] Elemental Skeletons Mod - New Skeletons, New Bows, New Swords and more! [v 1.5.0]
    Something is nagging me to create this from scratch again with Forge. I may actually do that..

    Although, I haven't modded in over a year and a half, so I don't know what to expect.
    Posted in: Minecraft Mods
  • 0

    posted a message on [v1.0] 1UP Map [150+ command blocks]
    - Reserved for updates -
    Posted in: Maps
  • 0

    posted a message on [v1.0] 1UP Map [150+ command blocks]
    Please report all bugs. Thanks.



    Note: I haven't posted on the forums in over a year and a half. Please correct my mistakes.

    Latest version: v1.0 download screenshots

    Welcome to 1UP, a PVP map with a few twists.

    Video: Coming soon (aka waiting for friends to stop playing CS:GO)
    Info about the map:
    This game is a PVP ffa, with a few twists. For starters, each player will start on 5 hearts. Eating Golden Apples (which can be obtained from the center or by getting 5 kills) will increase your total amount of hearts by 1.
    keepInventory is ON.
    The first player to get 40 kills wins the game.
    - Items spawn in the center. These range from enchanted stone swords to Golden Apples, with more items coming in the future.
    - Once you reach 39 kills, you are set to 2 hearts, and given slowness 2 to make your last kill your hardest. (oh, and if you thought you could save some Gapples for that, think again).
    Before you can start the game, each player must set their spawn point. Make sure you are as close to the button as possible so that the person next to you doesn't spawn there instead. Once pressed, the buttons will disappear. Once the game starts, each player is given a Stone Sword, Infitity 1 Bow, Fishing Rod and an arrow (all unbreakable) and then killed so that they can respawn at their new spawn point.




    Players: 4
    Time: Varies, the less players the longer
    Command blocks: 150+
    Total work time: Around 20 hours.
    Can be reset.

    Images:
    Map:

    Under view of the bridge. Over view of the bridge. View of most of the map.
    Redstone:
    Lobby:


    Changelog

    v1.0.0
    - Initial release.
    Report all bugs you see, thanks.


    I know I've forgotten something..
    Posted in: Maps
  • 0

    posted a message on [WIP] The WhiteLeaf Mod v0.1.3 | (Dual-Wielding, Weapons, Bows, and More!)
    so, anything been happening? O.o
    Posted in: WIP Mods
  • 0

    posted a message on [MC 1.5.1] [1K+ DLS!] [SSP] Elemental Skeletons Mod - New Skeletons, New Bows, New Swords and more! [v 1.5.0]
    Looking back at this post, I realize how childish I seemed, lol. If you want me to make a version for when there is 1.8 compatibility with Forge, I might.
    Posted in: Minecraft Mods
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