- Ucenna
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Last active Sat, Jul, 1 2017 18:06:07
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WittyWhiscash posted a message on [CTM] The Ultimate -CTM COMMUNITY- ThreadAlrighty guys. I have made names for my I2 areas. Some of them are not that unique, but one of them has quite the unorthodox meaning on the contrary to its name.Posted in: Maps Discussion
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Step 1:
Come up with a great idea
execute branch:
Run the following code
Step 4:
Revise! Revise! Revise!
Step 5:
Repeat Step 4 until you either trigger an infinity loop, destroy Step 4, and/or forget.
Step 6:
???
Step 7:
Profit
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I'm working on a map pack.It's meant to be a bit of a mix between zelda and minecraft. When finished it will probably be played in survival. So basically almost not quite a Super Hostile with a greater emphasis on custom items, puzzles, and (maybe NPCs).
Here is the startings of one of the areas:
Screenies:
http://www.mediafire.com/download/apbi49mg65q4yik/Generic_Floating_Islands.zip
It's not finished yet, so it's not amazing.
You might need to fly to the starting area. The spawning's a bit wonky.
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Not a huge fan of the striped walls or the lighting. The ceiling look great though!
Are you going for a specific feel? Somehow it makes me think of an air pocket over an underwater cavern. Which is why the lighting bothers me, I really want it to be less yellow and more blue. Unfortunately, minecraft doesn't have colored lighting yet. (I miss mogminer already...) If that's what your going for, you might consider experimenting with bluer clays or something.
Otherwise, great work.
On an entirely different note, has anybody tried using armor stands as item holders in a CTM?
From a practically standpoint the only benefit is speed. It's nice to grab an enchanted sword from an armor stand in the middle of a fight, rather than having to speed search a chess.
As an asthetic it looks great though.
I'm thinking of putting something like this in my "Generic Floating Islands":
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Plus it's my first CTMesque map.
--
On a side note, I really like this chest loot style:
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The idea is:
What if I loaded a huge ammount of chunks at once, detected an ArmorStand named ?"TempTeleport" or something? and starting running an execute command with a spreadplayers relative to it.
Something like this:
Command Block #1: "/testfor @e[type=ArmorStand,Name=TempTeleport]
With a NOT gate leading to:
Command Block #2: "/spreadplayers 0 0 1000 16 false @e[name=chunkloader]"
And also have a handful of entities named chunkloader
The aboe command won't necessarily load the chunk your "TempTeleport" is in on the first try. But it will eventually.
Then either off Command Block #1 without a NOT gate, or with a knew command block that is identical to command block #1:
Command Block #3: "/spreadplayers ~ ~ 0 1 false @e[name=chunkloader]"
Viola! A chunk loader that will sorta survive a reboot.
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Just by taking a look, it seems like you need to add a buyB tag after the regular buy tag like so:
I don't do much custom villager summoning, so I'm not 100% sure. It should work though...
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and:
Depends what your going for, I find it slightly confusing. If it's supposed to be an ice place, then why's there soo much brown? Although if your going for something different...
I don't know, I just find it a bit confusing...
Cool though.
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Spawn eggs!
No really:
Pop that in a command block and take a few steps back before you summon it.
It summons an invisible, invulnerable, undamaging mob; riding a potion that disables the above effects, riding an unusable spawn egg. When the player
steps ongets too close they grab the egg, which makes the potion hit the ground, which makes theegg hatchmob become visible, destructible, and damaging.Caveats include:
the glowing eyes of spiders and enderman
the potion also effects the player and surrounding mobs temporarily
doesn't despawn (though this is a design choice)
All of the above could be fixed by using command blocks instead of entity witchery.
I think some amazing rooms could use this, imagine walking into a cave full of these eggs, trying to find a path through. It'd be interesting toggling the can pickup tag on the riding mob, (possibly?) allowing it to trigger surrounding eggs once it's been set loose.
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I'm with Rubisk, Loot's a reward. I prefer to only give the bare minimum loot for free. Everything else has to be earned. Secret rooms or clearing out of the way/hard to reach spawners, places where players wouldn't go normally. If they want the good stuff, they have to earn it.