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    posted a message on I miss the old alchemy system :<
    (Bear with me please because I just came up with this idea a few minutes ago and it is not very fleshed out yet)

    What if there was a way to somehow incorperate both the Brewing stand and the Cauldron into the potion system. One possibility could be to use the brewing stand to make "simple" potions. These would be similar to what we have now and probably be made in the same way. However, only the basic variants would be available. No higher potencies or extended times would be accesible at this stage. You would then pour up to 3 of these into a cauldron for "advanced" brewing. Here you can mix any number of ingredients to get multiple effects, higher potency, increased time, etc. However, the results will be unpredictable because of the possibility of reducing the effectivness of the potion or even negative effects. But the rewards would be worth the risk if you find the right combination, as the potions will be much more powerful then they are now.

    Another possibility would be to start the process from the cauldron, similar to how the old system worked. However, once you get your finished potion, you have the ability to "refine" it in the brewing stand. This can allow you to, if you know which ingredients to add, reduce or even eliminate certain negative effects. It may also increase the potency of the positive effects. The brewing stand will basically become a more controlled way of experimentation.
    Posted in: Recent Updates and Snapshots
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Correct me if im wrong, but I think vechs stopped making traps when enderman were created. They came along and rendered most trap designs at the time worthless. Kaizo and Legendary (the original) in particular are completely broken in any version after 1.7.3. Again, this is speculation on my part, but I think he got frustrated with traps after this and focused on more reliable ways of killing the player. The only problem is that vechs is still caught in that mentality. But this could be completely false, I dont know.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    The main problem with zombies, IMO, is not that they are impossible to beat, its that people are still thinking of them the same way they did back in 1.5 and before. When people see a zombie, the immediate response is to brush it out of the way like the minor nuisance it is and move on to the real threats. As a result they get swarmed and then murdered. However difficult it is for many people to back away from a fight, the best approach to fighting zombies may just be to back away and take them on when you are sure you can overwhelm them. Especially at the start, make sure to avoid conflict until you are better established.

    I know this is not always possible, but I still believe this is the best strategy for taking on swarms of zombies at the start.
    Posted in: Maps
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    posted a message on Why Shouldn't They Have Added Horses, Donkeys etc.
    The main disadvantage of rails is that you have to have actually traveled to the location you want to go to at least once before you can use them. Say you want to go look for a stronghold. Using a minecart, you would have to walk the entire way placing rails, the whole time exposed to danger because you are going much slower than normal. Also, the rails themselves need to be crafted (which costs iron and gold for powered rails) and transported). If this stronghold is thousands of blocks away, you might have to make multiple trips.

    On the other hand, if you use a horse, you can simply hop on the horse and ride to the stronghold in no time. Also, there are no extra resources necessary for keeping horses except the saddle.

    I am not saying that minecarts are bad in any way, simply that each type of transportation has it's advantages and disadvantages. Minecarts are good if you are travelling between two distant bases where you have already secured the route. They can also be incorporated into automated systems. Horses, however, are much better for exploring new terrain. They also have the benefit of being able to travel in all directions.

    My opinion is that the whole minecart system should be expanded upon so that it is once again a viable alternative to horses. I believe that this mechanic has so much potential that is at the moment currently being wasted. That is why more people are using horses than minecarts. Perhaps mods like Railcraft can be used for inspiration.
    Posted in: Future Updates
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    posted a message on Why does everyone hate on the launcher?
    The main redeeming quality of this launcher is the fact that it simplifies many aspects of managing minecraft. In the old launcher, to do things like have multiple versions installed on your computer at a time or allocate more RAM, you needed to delve into the program files. You also needed a "somewhat" advanced knowledge of how minecraft operates to make this happen. In 1.6.1, however, you can do all of this without leaving the launcher screen, no "advanced" knowledge needed.
    I also heard that they plan to improve the look of the launcher in the future. Lets hope that this information is true because I agree that the old launcher looked much better.
    Posted in: Recent Updates and Snapshots
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Perhaps Vechs could update his Super Hostile training map. It has got to be one of the most useful maps in the whole list. Unfortunately, it is so out of date it is practically unplayable. Players making the transition from vanilla would benefit greatly from a crash course in the finer details of CTM mechanics. I know I would have done a lot better if I would have known at the get go exactly how things like custom spawners and NBT edited potion effects worked. Too bad he probably will never see this.

    Edit: It appears to not even be included on the list anymore. What a shame. Maybe someone else (if Vechs doesnt feel up to it) can take up the project.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Alcyonestus

    I personally don't think so, i remember that the first time i played a CTM map i had a lot of trouble, and if they become even harder new people will have problems learning how to play properly


    I believe this is one of the primary problems with Minecraft as it is now. There is absolutely no in game way for players to figure out even the most basic game mechanics. Even something like a simple tutorial level or an in-game wiki would go a long way to help new players figure out the game. There are many aspects of the game that are not intuitive at all, such as piston crafting recipes or advanced mob behavior. With mechanisms like these, Jeb and Dinnerbone would be free to increase the difficulty as much as they wanted and new players would be able to adapt to them much easier. IMO no game should be forced to rely on a third party wiki for even the most basic help (although im pretty sure Minecraft is not the only game that does this).
    Anyone who wants a challenge would be free to play custom maps like before.
    Posted in: Maps
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    posted a message on Survival-CTM Hybrid? (new idea)
    (I apologize in advance for the giant wall of text. I had no other way of expressing my idea)

    I just had what may or may not be an awesome idea for a CTM map. In a normal CTM type map, your objective is to complete the victory monument (or some variation thereof) by collecting wool from dungeons and bringing it back to the monument. In these maps, you are usually advancing through them in such a way so that a large permanent base is impractical. Most players will therefore build small outposts at strategic intervals as needed. As a result, once the map is complete, the world is usually forgotten about and never opened again.


    My idea is instead of having an arbitrary objective (such as wool in dungeons) and building bases to collect it, have the base building BE the objective. You can have the player start in a completely empty base in the center of the map; perhaps even make it a challenge to secure it. They would then have to branch out into the edges of the map into the dungeons to collect various resources to complete the base. You could even put those resources in fleecy box like structures if you wanted to.The goal of this type of map would be to create a world that could be played long after the objectives are complete. If the idea becomes popular competitions could be held for the most epic base created with the provided resources.

    Im still not sure what to do with the "aesthetic" blocks. One of two possibilities would could exist. Either it would be ALL blocks would need to be collected from dungeons, or just give the players the useless decorative blocks and only place actual useful resources in dungeons. The first option would give the mapmaker more options for dungeon objectives, but limit the aesthetics of the map. It would also allow the player to slowly "evolve" the base as they conquer the map.

    The second option, on the other hand, would allow mapmakers to express their creativity in the map itself, and give the player an opportunity to decorate their base right away. However, it does limit what can be put in the dungeons. There are still plenty of ideas I can think of tho. Some examples include extensive mines infested with monsters that the player would have to clear out and build extensive infrastructure to harvest the ore and return it to the base. Or perhaps mob spawners in fleecy boxes to build grinders with (just not too many). Everything from essential resources like food to optional equipment like hoppers could be included. You would probably have to give players access to some resources fairly early tho (such as wood). Maybe even in the first dungeon. You could give them a starter kit to survive just long enough to secure them.

    I know my map will not be for everyone, but it was never meant to be. The whole purpose of the idea was to create a CTM type map that a player would actually want to return to after the monument was completed. I know that many people play CTMs solely for the "dungeon crawler" aspect, but I also know that just as many if not more love the freedom that the survival aspect that these maps brings. I believe the reason that so many people flock to these types of maps is that many of the survival/sandbox aspects of Minecraft are preserved, while providing the challenge and objective that vanilla minecraft lacks.

    It is for this same reason that people play survival maps. These people become bored of the vanilla Minecraft experience, and come here looking for something more interesting. Also, the original CTM maps began as a series of difficult survival maps. The Victory monument wasn't added until a few maps in. It may be time to help them return to their roots, without losing all they have gained in the past few years. This map can help those people find what they are looking for while at the same time dramatically increasing the replay value of CTM maps. These mapmakers put way too much effort into their creations for us to just forget about them as soon as the monument is completed. Either way this idea still requires quite a bit of thought.

    Also, I am currently taking 2 summer classes and have other obligations which would prevent me from taking on an extensive map project. I have no idea how any of the advanced map-making tools work or have any advanced knowledge of game mechanics. I pitched the idea in the hopes that someone else in the community would be willing to take it up. Thank you for you assistance and positive feedback.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I know my map will not be for everyone, but it was never meant to be. The whole purpose of the idea was to create a CTM type map that a player would actually want to return to after the monument was completed. I know that many people play CTMs solely for the "dungeon crawler" aspect, but I also know that just as many if not more love the freedom that the survival aspect of the maps brings. I believe the reason that so many people flock to these types of maps is that many of the survival/sandbox aspects of Minecraft are preserved.

    It is for this same reason that people play survival maps. These people become bored of the vanilla Minecraft experience, and come here looking for something more interesting. Also, the original CTM maps began as a series of difficult survival maps. It may be time to help them return to their roots, without losing all they have gained in the past few years. This map can help those people find what they are looking for while at the same time dramatically increasing the replay value of CTM maps.

    Also, I am currently taking 2 summer classes and have other obligations which would prevent me from taking on an extensive map project. I have no idea how any of the advanced map-making tools work or have any advanced knowledge of game mechanics. I pitched the idea in the hopes that someone else in the community would be willing to take it up. Thank you for you assistance and positive feedback.
    Posted in: Maps Discussion
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from shaymin_rocks

    Meh. As far as I can tell your idea is to have "resource" dungeons rather than wool dungeons (one dungeon has birch log, another has clay, etc.) unfortunately for this to function it means that you couldn't use any of these resources aesthetically which will probably result in just a bunch of bedrock boxes... or you'd have to put it on adventure mode in which case no.



    Sounds cool. Just be careful not to bite of more than you can chew. A 19 objective map is pretty large by itself, and even in those some players (and mappers) loose steam, but as long as you keep it interesting that shouldn't be a problem ;)

    and on that note

    I'm making a new map :P My other one that I've been quietly working on has been really not motivating recently, so I'm taking some of the ideas I really like (open world RPG, hellfire roost, faery's hollow) and moving it to an easier to manage theme. I may return to my old map latter but for now it has been shelved for better things (I'll also try to post screenies a little bit more often (I think I've only posted two so far :P ))

    Im still not sure what to do with the "aesthetic" blocks. Either it would be like you said and ALL blocks would need to be collected from dungeons, or just give the players the useless decorative blocks and only place actual useful resources in dungeons. The first option would give the mapmaker more options for dungeon objectives, but limit the aesthetics of the map. It would also allow the player to slowly "evolve" the base as they conquer the map.
    The second option, on the other hand, would allow mapmakers to express their creativity in the map itself, and give the player an opportunity to decorate their base right away. However, it does limit what can be put in the dungeons. There are still plenty of ideas I can think of tho. Some examples include extensive mines infested with monsters that the player would have to clear out and build extensive infrastructure to harvest the ore and return it to the base. Or perhaps mob spawners in fleecy boxes to build grinders with (just not too many). You would probably have to give players access to some resources fairly early tho (such as wood). Maybe in the first dungeon. You could give them a starter kit to survive just long enough to secure them.
    Either way this idea still requires quite a bit of thought.
    Posted in: Maps Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from yelkca_

    Interesting. A large portion of the CTM community has moved to the "Ultimate CTM Community Thread", I think you should post this idea there as well.


    Thanks for directing me to the CTM community thread. I still am not sure that this idea would catch on as many people may see it as a cheap imitation of survival maps. However, this may be the new angle that maps like Super hostile need to keep them popular. I have noticed a definite drop in popularity with Vech's newer maps. Now I dont follow the rest of the CTM community all that much, but it does seem like maybe people are getting bored of the same old formula for CTMs. Or it could be that Vechs is simply getting judged to a higher standard because of his past successes, and although his quality has not diminished, our expectations have increased. This could be the key to getting the old momentum back.
    Posted in: Maps
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    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I just had what may or may not be an awesome idea for a CTM map. In a normal CTM type map, your objective is to complete the victory monument (or some variation thereof) by collecting wool from dungeons and bringing it back to the monument. In these maps, you are usually advancing through them in such a way so that a large permanent base is impractical. Most players will therefore build small outposts at strategic intervals as needed. As a result, once the map is complete, the world is usually forgotten about and never opened again.
    My idea is instead of having an arbitrary objective (such as wool in dungeons) and building bases to collect it, have the base building BE the objective. You can have the player start in a completely empty base in the center of the map; perhaps even make it a challenge to secure it. They would then have to branch out into the edges of the map into the dungeons to collect various resources to complete the base. You could even put those resources in fleecy box like structures if you wanted to.
    The goal of this type of map would be to create a world that could be played long after the objectives are complete. If the idea becomes popular competitions could be held for the most epic base created with the provided resources.

    Once again I am doubtful that this idea would be successful. However I would love to find a way to bring some replay-ability to CTM worlds. These mapmakers put way too much effort into their creations for us to just forget about them as soon as the monument is completed. After all, Super Hostile was originally created as a series of survival maps. The Victory monument wasn't added until a few maps in.
    Posted in: Maps Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I just had what may or may not be an awesome idea for a CTM map. In normal CTM type maps, your objective is to complete the victory monument (or some variation thereof) by collecting wool from dungeons and bringing it back it to the monument. In these maps, you are usually advancing through them in such a way so that a large permanent base is impractical. Most players will therefore build small outposts at strategic intervals as needed. As a result, once the map is complete, the world is usually forgotten about and never opened again.
    My idea is instead of having an arbitrary objective (such as wool in dungeons) and building bases to collect it, have the base building BE the objective. You can have the player start in a completely empty base in the center of the map, perhaps even make it a challenge to secure it. They would then have to branch out into the edges of the map into the dungeons to collect various resources to complete the base. You could even put those resources in fleecy box like structures if you wanted to.
    The goal of this type of map would be to create a world that could be played long after the objectives are complete. If the idea becomes popular competitions could be held for the most epic base created with the provided resources.

    Once again I am doubtful that this idea would be successful. However I would love to find a way to bring some replay-ability to CTM worlds. These mapmakers put way too much effort into their creations for us t ojust forget about them as soon as the monument is completed. After all, Super Hostile was originally created as a series of survival maps. The Victory monument wasnt added until a few maps in.

    Edit: I know this is most likely not the correct topic to post this in. However, I do know that many CTM players and mapmakers frequent this thread. I also know there is a CTM community thread but I do not know where it is. If there is a better place to post this can someone let me know so I can put it there? Thanks.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from EphDaniel

    Current progress on LUSH RUINS in Inferno Mines. I've really enjoyed this map as a whole (including this area) thus far.


    The strategy of getting speed potions from the spawner (sign out area) and then just lighting everything up and burning the trees/leaves/vines with the infinite flint and steel has been almost embarrassingly effective so far. I have yet to be poisoned by a cave spider, so it will be interesting to see how long I can keep the streak up, and if I can still do the same strategy within the stone walls. Hopefully I can control the lag somewhat (there hasn't been any yet, but I expect there to be some when I delve a bit deeper.)



    You know that area is almost stupidly massive right? If you plan on lighting up the whole place like you did that section you will be there a loooooooong lime.
    Posted in: Maps
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    posted a message on 1.6 VS. 1.4.5
    Horses are a lot easier to control than pigs, don't require an extra item to control them, go alot faster, jump higher, let you fight while on them, let you put armor on then, have more varieties, and have more hp. Also, donkeys and mules even have inventory slots. The only thing pigs have going for them is their originality, and minecraft isn't even the only game that features rideable pigs.
    Posted in: Recent Updates and Snapshots
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