• 0

    posted a message on Five Nights at Freddy's 4:The final chapter [1.8 for now]

    Another Fnaf map *rolls eyes*

    Lets see if this one will be any good...

    I might keep my eye on this, just to see it flop miserably.

    Or I might find myself pleasantly surprised...

    Posted in: WIP Maps
  • 0

    posted a message on Help!!
    Quote from AbsentFuture»

    I know a way, but you'll need to have add colors to the teams, orange doesn't exist, red is the closest.


    I personally use gold if I'm trying to create orange text. Having said that though I also use gold for brown... I wish mojang would add more colours...

    Posted in: Maps Discussion
  • 0

    posted a message on Riddle and School 3 - Hide and Seek! [1.7.10]

    No pics no clicks.

    And also the main post is very confusing.

    Is this map in fact made by you?

    If not do you have the creator's permission to redistribute it?

    Posted in: Maps
  • 0

    posted a message on Rage Parkour

    No pics no clicks

    Posted in: Maps
  • 0

    posted a message on Guardians of the Nether (Adventure Map)

    So... Are you the map' creator, if so please provide a download link and more of a description.

    If you aren't then can you please provide a link to the official forum post so that others know how to get this map.

    Thanks

    Posted in: Maps
  • 2

    posted a message on Petition Against Minecrafts New 1.9 PvP System

    In only 17 hours the poll already has 49 out of 54 people voting against the changes being removed.

    To me it seems like this petition is failing...

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Need help with certain features for my map
    Quote from AbsentFuture»

    So, um what do you need help with exactly?


    He needs help with everything.

    To be more specific: random loot and randomised dungeons.

    I've decided not to help him (yeah sorry), believing that these are the main parts of the map. I believe if he can't even make the fundemental mechanics required in his map, then maybe he shouldn't be making the map at all.

    Now I'm leaving before someone flames at me

    Posted in: Maps Discussion
  • 0

    posted a message on ★★ - World Painters - Required for Sword Art Online based server ★★

    The chances that you'd find someone that fits both the criteria of a SAO fan and a worldpainter guru is unlikely.

    Either:

    1. Settle for someone with average worldpainter knowledge
    2. Find a pro worldpainter and you can teach them about SAO

    Btw, what skill level are you expecting?

    Posted in: Maps Discussion
  • 0

    posted a message on Dying Light in Minecraft (Heavy WIP) (Looking for interested helpers!)

    You've only done an hours worth of work and you're already looking for help...

    I don't know what to say...

    Posted in: WIP Maps
  • 0

    posted a message on Hey Mojang, You Forgot Sheirs (sheirs in pvp)
    Quote from Xystem4»

    Everyone keeps saying that hoes are a weapon. Wiki isn't working right, so can someone CREDIBLE please give me some confirmation? Cerroz?


    They have been given a cooldown, so technically you could call them a weapon.

    They were also given an attack damage modifier a few updates back, so they're more of a weapon then a block of diamond I guess you could say

    Posted in: Suggestions
  • 1

    posted a message on [1.9] The Latest Snapshots and their Affects on the Way we Approach Map Making

    The latest snapshots have brought many changes with them, new command blocks, a new mob, new blocks, and most interesting, a complete rework to the combat system.


    In an attempt to rebalance PVP and stop people from just spam-clicking their way to victory. Mojang has done this by implementing attack cooldowns. Now when someone attacks they have to wait a short amount of time, otherwise their attack looses a lot of damage. This means that people are encouraged to wait the full cooldown time before attacking. These changes will slow down combat and make it more strategically and (hopefully) skill based.


    These changes are so drastic that if someone were to spam attack someone with a diamond sword, it would only deal around 0.5 damage, less than half a heart (a heart being 2 health and a full bar being 20). (This is just an approximated guess as to how much damage it is, I have only watched a few snapshot showcases on the topic, the number might be more around 0.75. Please tell me if I'm wrong and I'll update this post with the correct information).


    So what does all this mean for us. We're map makers, most of us don't care about PVP. Why should we be interested in all these changes?

    The combat my friends, the combat.


    Nearly every map has combat in it, whether its a few zombies in a test chamber, or swarms of creepers in a boss battle. When making our maps we now have to consider the changes to combat. It will now be a lot harder to kill a pack of zombies if the player does not know the latest tricks (such as the sword swing to do an AOE knockback attack). We have to take this into consideration when balancing our maps. We have to think of what our players will play like, remembering that not everyone will play in the same style to us or our beta testers.


    But to be honest I'm not that interested in these changes, at least not yet anyway. Of course I'm keeping them in mind while building my maps, but for now I'm much more interested in something else: The custom weapon possibilities.


    With the most recent snapshot, mojang added different cooldowns to different tools. For example, a shovel deals more damage than a sword, but has a terribly long cooldown to balance it out. These changes adds one key thing: diversity!

    When making custom weapons we could literally choose any tool and we could change the attack damage they dealt. Now, if we choose the right weapon, we can control the attack speed as well...


    Let's say I'm making a zombie map and I want to give the player a really powerful chainsaw. I want it to one hit everything, but I still want it to be balanced so that the player has other still as reasonable options as well. I can give them a wooden shovel with custom name, flavour text, texture, and damage value. I can give it over nine thousand damage, safe with the knowledge that its still a shovel and that it has a slow cooldown.


    Without fully knowing it, mojang have given us the ability to create literally millions of custom weapons, each geared towards a slightly different play style. The player is the type of person that enjoys running in their and butchering things to death with quick swings of a katanna blade? Five them a custom hoe. They prefer a slow club that can smash the skull of even the toughest ogre to smithereens, give them a custom shovel.


    RPG adventure maps will benefit greatly from these changes, presenting the player with different weapons each with their own play style and feel. Do they want a slow but strong weapon? A fast but weak? Or one that's somewhere in the middle? Now we can present the player with these different types of weapons.


    I also know that when making maps I would give the player choices between different things. I would offer them a new sword, one that halves their movement speed let's say but gives them another two attack damage. They would have to choose between this new strong sword which gives them a debuff, or the current slightly weaker one they already have. Now I can imagine presenting the player with a great big battle axe, "7 attack damage, 3 attack speed, 2 movement speed" it's tooltip would say. Now I not only have the player's damage, movement, health, sight and hunger to play with, but also the very speed with which they can attack with.


    I believe this will be a golden age for map makers, an era in which we'll have amazing new epic adventure maps that will change the face of the minecraft community forever with new innovatinve mechanics and ideas. We are approaching an age full of custom items, that will make our "golden spear of divine light " that we have now a days seem old and outdated.

    The maps we make and play will be changed forever. Now I know I say this very single time an update for minecraft comes out (I still remember the first time command blocks were hinted at, or when custom block models were introduced), and I will continue to do so (I am still waiting fro the time when I boot up my laptop to find that mojang has released custom mob models, then you'd all better be scared of what I can create...)


    I know I for one am willing to give up the old combat mechanics we once had for these great new additions to customisation in map making. Even though it means I will have no chance when it comes to PVP... I am still looking forward to these changes.


    But what do YOU think? Good? Bad?

    What are the things you will create with these changes to combat?

    Or are you just a random guys that has stumbled across this thread?

    Either way, post below with your opinions and beliefs, I can't wait to hear them!

    Let's get people talking!

    And remember, happy building!


    - Xagonal


    PS: I haven't read back over this post, I'm just so excited! So if there's a spelling mistake or something that doesn't make sense, tell me.

    Thanks

    Posted in: Maps Discussion
  • 1

    posted a message on Weirdest glitch I have EVER seen minecraft snapshot 1.9

    Report it as a bug to mojang

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Kill the slime cubes!

    /kill @e[Type=Slime]


    "And here, you can see a necro-poster in its natural habitat"


    This thread is 2 years old...

    Posted in: Creative Mode
  • 0

    posted a message on the meaning of it all (the end poem)


    Is Notch religious?


    No, he is an atheist

    Posted in: Survival Mode
  • 0

    posted a message on "The Eighth Secret" Beta Testers Needed!

    ...

    ...

    ..?

    Are you going to tell us anything else about the map?

    Cause I know I'm definitely not signing up if i don't know anything about it

    Posted in: WIP Maps
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