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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    I think that you should assemble a team to help you and hopefully release 1 map per week while slowly working towards a large map.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    For those who have finished Terra Restore 1 btw, feel free to try the first few areas on 1.9 (15w37a) and feel free to let me know what you think if you want. I decided to try it out last night and it's a lot more difficult and fun imo. The new AI change which makes it so all monsters know where you are at even through walls if you get close enough, armor not helping as much as it once did, monsters like skeletons actually being quite a threat again, and the attack speed change all together adds in quite a lot more challenge and makes it a lot harder to just rush through things. I'm sure these changes are still not for everyone though, but as someone who loves to tackle on challenges a lot, I know I enjoyed it a lot.


    I wouldn't actually try to do a serious play through on 1.9 though as the boss fights are a bit broken and so are later on spawners, not to mention armor is way less effective which throws off the balance of later areas by a ton.


    Honestly doing the first few areas there on 1.9 made me excited for future snapshots again. Which makes me question yet again if I want to make Terra Restore 2 for 1.9 or not. Updating the map to 1.9 actually won't require too much work, though the longer I wait to do it the more spawners and command blocks I will have to redo mainly because the equipment NBT tag for entities was replaced. As of right now I'm thinking I will be doing the newest episode areas in 1.9, if something too drastic comes out which breaks or changes the map too much then changing the areas back to 1.8 shouldn't be too hard. I'll also of course be very careful with backups.


    Also I've been thinking more and more about adding in more RPG elements into Terra Restore 2 in the form of players stats that you can upgrade and also skills such as potentially a leap skill for example, like that of the leaper enemies. Honestly things like player stats and skills could help balance out the 1.9 difficulty more too and make the combat even more exciting. I'll probably have to wait a bit longer to add in such things though as the balance of the game could still very easily shift, even though things seem to be settling down a bit more now. It's nice to keep in mind though none the less.


    So yes, some new exciting things potentially heading our way. ^^


    Maybe you could make it 1.9 which makes it harder so you can nerf some enemies but also make an RPG Skill Tree type thing like a warrior, paladin and permanent stats like speed, health and jump. You could replace the recipe system with this.
    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    • Skeleton AI changes are for sure welcome, definitely nice seeing when a skeleton is about to shoot.
    • Being able to customize what a monster is wearing/using more, this is actually a really amazing change because you can differentiate between monsters even more now! This is super sweet for someone who does a lot of custom monsters!



    Maybe for some of the challenges at the end of the area you could have mini bosses like a dual wielding skeleton with potion arrows like potion of harming and some good armor to make a nice quick challenge.

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    #TerraRestore2Hype

    Posted in: Maps
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    posted a message on [800+ Downloads] Doctor vs. Infection Minigame v1.8
    Why not add options to the game:
    • Added Night vision to the default blindness
    • Permanent blindness
    • The doctor is inside the room (but hard to kill. Command for the hard to kill: /effect DOCTOR 11 1000000 2 + /effect THE INFECTED 4 1000000 0 (Note: The Words In full capitals should be replaced (if you haven't figured that out already)))
    • Others that you can think of.

    Tip: use an AND Gate for this part.
    Posted in: Maps
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    posted a message on [PUZ] [PARK] 1.7/1.8 Test Madman (Revamped)
    Quote from Dumpone

    - I liked the tree "parkour", but mine got so big, that I couldn't get up on it :P maybe give an extra block
    -just in case-
    Instead of plantng a tree and letting it grow why not make it so when someone places a sapling it will be automatically be destroyed and in its place is a tree which is pre-made (using command blocks). Then you have to destroy the logs and doing so will teleport you to somewhere high enough to go on the tree (using command blocks). So you have to parkour up the huge tree to the roof but it's not that easy... the leaves will be decaying in a specific pattern (using command blocks). You have to jump on those leaves in a pattern (there can be more than one path) and if you are to slow or you miss you have to restart.

    I bet you $100 that you will be too lazy to do it (well I would... and so would a lot of other people).
    Posted in: Maps
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    posted a message on [800+ Downloads] Doctor vs. Infection Minigame v1.8
    Also I think you should make the party room look better. Change the wool to wood or stone so it looks like it's someones house or a public party place. Move the lamps to the bottom then put stained glass over it (red and blue). Then add some furniture or paintings.
    Posted in: Maps
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    posted a message on [800+ Downloads] Doctor vs. Infection Minigame v1.8
    Remove The NightVision Effect So It's Only Blindness. It makes it Too hard with the nightvision effect on and the blindness.

    Oh yay you moved the buttons.
    Also I think this map is supposed to work on the snapshot not 1.6/1.7
    Posted in: Maps
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    posted a message on [800+ Downloads] Doctor vs. Infection Minigame v1.8
    Some Problems (Some may be intentional) :
    • You Spawn Outside on a building (I see another one with two buttons
    • The lights take a while to turn on and off because of all the repeaters
    • When the doctor chooses the 'Infected' there are 3 boxes not 2
    • I see 2 hoppers clocks but nothing is inside them and it is not connected to anything (well not anything to do with items) (it is connected to a testfor @a[698,7,352,8] command block)
    • I see another 2 hoppers clocks with nothing in them that are not connected to anything item and are connected to a testfor @a[698,7,352,8] and a gamemode 3 @a[score_health=19,score_health_min=1] which is connected to a kill @a[score_health=19,score_health_min=1]
    Some tweaks you can do:
    • Move the button when choosing the 'infected' back (so it looks better) using repeaters and copying the command in the closer command blocks and moving it to the side of the further one. (I have mentioned this before)
    • Instead of using a redstone torch and a block you can just use a redstone block (this makes it look better and easier to understand for people who are checking the redstone)
    • Give the doctor more room (It's really squishy)
    • I see a command with scoreboard objectives add health health I recommend you make it capital (for people with OCD)
    Not all problems MUST be fixed. (I have some solutions of my own. I might tell you some tomorrow).

    Thats all the time I have today.
    I'll be back tomorrow.
    Posted in: Maps
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