• 1

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from shaymin_rocks

    I don't know... I think there is a place for "old school" CTMs, they have there own kind of aesthetic look and when paired with good gameplay can be quite enjoyable (Xekaj is a perfect example) but that doesn't mean spawner spam, vechs copying (die in a fire/ maniacal signs etc.) or just BAD aesthetics *cough* those desert commons in legendary *cough* are okay. It's a fine balance between the two that is ideal.



    Thats some nice coloration you have going on there :) I'm not sure how it would fit into a map but I'm excited for it!



    I like the blue/grey color combination though the ice+blazes may drive people a little bit over the brink, be careful not to turn this area into a chore.
    Ahhhh... Blue and gray... The quitessence of pain and douchebaggery. How about only 1 spawner?
    Posted in: Maps Discussion
  • 2

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    I have a good idea:
    A hallway about 100 blocks long.
    The floor is COVERED with pressure plates connected to command blocks wired to say demoralising stuff like "You won't win, give up!"
    There are mob spawners under it feeding into a dark room, making annoying sounds.
    I call it the HALLWAY OF DEMORALISATION!
    Posted in: Maps Discussion
  • 4

    posted a message on BLUEXEPHOS YOUTUBE ACCOUNT TERMINATED?
    Yay! All glory to youtube for removing those pests!
    Posted in: Discussion
  • 2

    posted a message on A Complete Guide to Strategic Warfare in Minecraft
    *This post is still WIP. Any help would be appreciated.

    A complete guide to Strategic Warfare in Minecraft:

    The objective of war is not merely destruction. It is a means to destabilize the enemy, to gain resources, to conquer new territory. Even then, the objective of war is not apparent. Put simply, the meaning of war is victory.
    If you go to war prepared, you will always win. You must be ready for any eventuality, large or small. Even then, war isn't a simple matter of cause and effect. Seeing what the enemy wants, or even what YOU want is the first step to victory.

    Planning/Mind Reading:

    Before going to war, you must know what you want. Likewise, if the enemy mobilizes first, you must find out their objectives. First, look at yourself. What does your faction/army have what they want? Do you have thousands of diamonds? A well built, sturdy city? Next, look at the enemy. If they can field whole armies in full diamond and live in emerald castles, they probably aren't after resources. Finally, look at your allies. Is the enemy taking you out so you cannot help them? Because of these variables, a good intelligence network is key. If you are attacking, consider this:
    What do you want?
    Do they have it?
    Is it worth it attacking them?
    What will they do if you attack?
    Once you have consider the pluses and minuses of going to war, you must find out a strategy. Because the tools available are part of any strategy, this guide will go over some of minecraft's weapons of war.

    Swords:
    The main upside of a sword is a relatively high damage factor, cheapness, and simplicity. A sword only needs a stick and two of the material you need (wood, stone, iron, gold, diamond) Swords are also enchantable, furthering their usefulness. The main downside of a sword is that you must get close to use them, and that adds a risk factor.
    Bows:
    Bows are a ranged weapon that when at full charge are as effective as a diamond sword. They are cheap, but require a steady supply of arrows and are relatively inaccurate. Bows are enchantable, but I recommend that you save your EXP for swords, as they are more commonly used. Because it takes some time to achieve full charge, bows should not be used as your main weapon.
    Splash Potions:
    Splash potions are more expensive than bows or swords, using exotic ingredients found in the Nether. If you wish to use potions on a regular basis, it is recommended that you set up a base in the Nether. There are many kinds of splash potion, some are positive and some are negative. The most important thing about potions is that they bypass armor. It is recommended to use potions of instant damage and poison on the enemy, however to quickly heal a group of your soldiers, simply throw a splash potion of healing at them.
    How to make potions can be found here: http://www.minecraft...et/wiki/Brewing
    The only noticeable drawbacks of a splash potion is short range. Avoid hitting yourself with them. To cancel potion effects, drink a bucket of milk.
    Special Weapons:
    I refer to special weapons as A.Something not obvious as a weapon and B.Something that is effective as a weapon. 2 examples of special weapons are flint and steels, and lava/water buckets.
    Both buckets can be used as weapons. Water to push enemies back and disarm traps, and lavea to destroy bases and trap enemies for an easy kill.
    The flint and steel can be used to cause havoc, setting enemies on fire, slowing them down, and killing them. Because fire damage bypasses armor, a flint and steel can easily kill people in diamond.
    *Strategies are now listed under "defensive and offensive tactics"

    Defensive and Offensive tactics:
    There are 2 kinds of war. offensive, where you are attacking, and defensive, where you are defending. This section of this guide will be split into 2 parts to cover both offensive and defensive tips.

    Defensive:
    When you are at war, everything you build should be fortified. This goes from putting a fence around a farm, to massive walls around fortresses.
    Walls:
    The basic unit of defense is a wall. A wall is designed to protect a base and provide a platform for defense. The formula for how effective a wall is is T*MS*H/L. T=Thickness, MS= Material mining speed, H=Height, and L=Length. It is important not to have a wall too long, as it will be hard to defend. For example, a 10-block thick, 50-block tall, 200-block long obsidian wall would have an effectiveness count of 37.5. Always assume the enemy has diamond tools for figuring out material mining speed. For a defensive bonus, cover the wall in water to block TnT cannon shots and to hinder movement speed. You could also fill the wall with lava to irritate miners trying to dig through.
    Wall Towers:
    A wall tower is built on top of a wall and contains A. a way to access it from the wall-top, B. An observation post, and C. A nest to shoot ranged weapons from. It is recommended that a wall tower goes 5 blocks above the wall. Wall towers should be placed every 24 blocks on the wall OR on the corners.
    Ramparts:
    A rampart is a small wall on the lip of another wall. They are designed to allow archers to shoot arrows at besieging enemies without being shot back. There are many types are ramparts, but I recommend one made of full blocks that is 1 block tall. ALWAYS make these out of the same material as the wall.

    Standard Buildings:
    It is a good idea to have 1 central base and facilities scattered all over the world. To make it easier to build them, you should standardize them. For example, all ore processing facilities should look pretty much the same.
    Ore Processing Facility:
    An ore processing facility is where unsmelted ores are stored. You should have one of these near each of your mines. In it should be: A chest for unsmelted ores, a chest for ingots, a wall of furnaces, and an area where coal is stored.
    Mining Facility:
    A mining facility is essentially a mine. It includes a mine (Such as a branch mine) a place to store materials, and an ore processing facility nearby. It is recommended to use this in your mine: http://www.minecraft...expandable-v02/
    Warehouse:
    A warehouse is an area to store good that you obtain. It is highly recommended to NOT store valuables here, as a single raider could steal them. Warehouses should be very large, capable of storing many items.
    Farm Complex:
    A farm complex is a massive farm that includes a farm for everything: Wheat, pumpkins, melons, nether wart. A farm setup is vital to your success, as a starving soldier is much less effective than one with plenty of food. Try using multi-level farms to make it as compact as possible.
    Bunker:
    A bunker is unique in that it should only be used rarely. A bunker is used for when you are losing and you must hide. Store your best equipment here for last-ditch defenses. These should be underground, for maximum protection. Also include a nether portal for quick escapes.
    Posted in: Literature
  • 1

    posted a message on Find the Butter: Minigame
    It's gold. Gold gold gold gold goldity gold.
    Posted in: Creative Mode
  • 2

    posted a message on How do you get rid of useless materials?
    Quote from Laughing_Man16

    Thats easy. I make them useful. I challenge you to name one thing in minecraft that is completely useless.
    Sponge and gold hoes.
    Posted in: Survival Mode
  • 1

    posted a message on New Biomes!
    Minecraft needs new biomes. Half the time I spawn in a taiga or jungle biome, and once you see all of the biomes, the terrain feels dull. These new biomes contain interesting terrain and nice features designed to make the player explore and look around in interest.

    Mesa Mountains Biome: A sub-biome of the desert. This spawns more rarely than deserthills, but can only spawn adjacent to a desert or deserthills biome. The mountains here are flat on top, and occasionally an NPC Village can be found on top or one of them. This biome is typically small, but it can be massive on the large biomes world-gen option.

    Pine Forest Biome: A hilly forest made up of pine trees without snow on them. Cave systems will be rarer here, but individual caves will be huge, with high ceilings and large, but rarer veins of ore.



    Mountain Chain Biome: A chain of high mountains all in a line. This biome spawns adjacent to oceans, plains, pine forests, and plains. Maximum mountain height= 180 blocks

    Canyon Lands Biome: A massive canyon surrounded by desert. The canyon can be up to 100 blocks across and 1000 long. Ravines will branch off of it underground, and caverns will be exposed. The canyon can go all the way down to bedrock, so it makes an excellent mining area.
    Posted in: Suggestions
  • 1

    posted a message on Do you hate cracked minecraft users?
    Pirates are some of my worst enemies and I hope that the "crappy offline mode" suggestion is implemented.
    I.E.
    People in offline mode get a pirate skin
    In offline mode, creepers have a 3x bigger explosion
    In offline mode, it is always night
    Or just remove offline mode entirely and have anyone who distributes free minecraft jailed.
    Posted in: Discussion
  • 29

    posted a message on OFFICAL! AI Update Thread! Now With A SIGNATURE! TAKING IDEAS!
    The AI Update!

    Has mob-vs.-player combat been too easy? Are skeletons still killing more of themselves then players?
    The answer is YES! The 1.2 AI update was a step in the right direction, but minecraft needs a total
    Overhaul! I have put this list of ideas together so I could possibly see the AI update. This thread is a compendium of ideas for giving EVERY hostile and neutral mob an AI overhaul! I am now taking ideas!


    Supporter list!

    Slushey
    Lasko2020
    Leson88
    ChaseG1234567890
    EnderBorn1
    cheesyblack6
    JohnyisAwesome
    Frog81
    SourishLegStraps




    Overworld Mobs:

    Just the mobs that any dirt builder would find at night.


    Skeletons :Skeleton:


    As the only ranged mob in the minecraft overworld, skeletons are more of a threat than spiders or zombies.
    However, they are incredibly easy to kill and often do not pose a threat to the player.
    Why? Because skeletons are programmed to always circle to the left after shooting an arrow. A player can exploit this by Running into the "blind spot" this creates. My suggestion is that instead of stupidly switching firing positions,skeletons should seek out corners and "murder holes" in order to pose more of a threat to the player. Skeletons should also not be affected by drowning, as they have no lungs.



    Skeleton Ambushes:
    When skeletons spawn in groups, they should seek out the player and detect the direction he/she is moving. Using this data the skeletons should purposely hide and draw the player into firing range. This adds more to the "archer" standpoint of skeletons. To prevent Overpowering of skeletons the amount of hearts they have should be dropped. (After all, they are made of dry bones!)
    Inter-Mob Collaboration:
    On hard difficulty, skeletons will have the ability to identify other mobs, such as spiders. If a spider passes within 1 block of an existing skeleton the skeleton will have a 1 in 80 chance of mounting the spider and becoming a spider jockey. Also, skeletons will try to stop from shooting other hostile mobs on ANY difficulty.
    If this is to become possible, the spider AI would have to be changed so that it detects the skeleton and
    notes the changes made to it's height and width. (Spider jockeys often suffocate themselves)
    Also, the spider would move away if the player is moving towards it then suddenly leap forward after the skeleton shoots
    Skeleton Spawners:
    In dungeons, Skeletons will automatically attack any mob (except spiders) that pass within 2 blocks of the spawner. (Players will be attacked normally.) Skeleton dungeons also have a chance of generating gravel over the spawner, so the skeletons have more time to attack.
    Rare Drops:
    A skeleton, when directly killed by the player, has a chance of dropping a bow. This bow shouldn't be
    "new" but have a random number of shots left. This amount of shots resembles how long the skeleton was alive and how many arrows it used.
    The Power I Enchantment:
    Currently, a skeleton may drop a "Power I" bow. This should be reflected by the skeleton that will drop the bow doing a bit more damage. This is being added in 1.4.



    Zombies :Zombie:



    As the weakest mob in the minecraft overworld, zombies are supposed to be dumb and easy to kill. However, certain traits in their AI are simply useless and raise some questions about how good the AI update truly was. Zombies should have the following traits to make them more interesting and fun to fight.


    Burrowing:
    When in a desert or any biome with dirt or sand, zombies should be able to burrow. This means that they should have a 1 in 100 chance of spawning in a small 1x2 space underground right below where you are standing. Once you pass over the block, the block should break and the zombie could attack you.
    Rare Drops and Iron Zombies:
    Because zombies have a rare drop of iron ingots and armor, I propose that any zombie that drops a piece of armor is shown with the armor on it. The zombie should be affected by a small defense boost. Likewise, any zombie that will drop an iron sword has one in it's hand and attacks faster. This has been confirmed as true in 1.4! Zombies and skeletons can wear any type of armor and have a rare enchantment!
    Zombie Spawners:
    Zombie spawners should generate a 3x3 cube of gravel around the spawner to make dungeons more challenging. Also, the zombies should attack any mob, apart from skeletons or creepers that passes within 2 blocks of the spawner.
    Swamps and Oceans:
    First, zombies should not drown, as they are creatures that were brought back from the dead with dark magic. Next, zombies should have a small chance of spawning on ocean floors and a large spawn chance in swamps. (75% of the mobs in swamps should be zombies)
    Lava Flows:
    One thing I dislike about the new AI update is how mobs have no way of telling if lava or water is flowing towards them. Zombies and any other mob should be able to detect flowing lava and move out of the way.


    Creepers :SSSS:


    Creepers are Notch's brainchild, with more potential than any other mob. However, because they always circle to the left. They are FAR too easy to kill. Creepers should do their job as stealthy assassins, not things that charge at you in plains biomes.

    Stealth: Creepers should spawn more commonly in forest and jungle biomes, with mild reskins to fit the color of the biome's leaves and grass. These creepers would be harder to spot. But that's not all. When spotted, a creeper should attempt to find a place where the player can't see them. The AI then calculates where the player is walking and what direction the player is facing. The creeper should then come at the player from the side where the creeper can't be seen.
    Nether Creepers: No, I am not suggesting "Elemental Creepers" to be added. Creepers should spawn in the nether and be textured to look like netherrak. They will not spew fire out on detonation but have a "burning" special effect surrounding their bodies.
    Fire and Lava: If lava is flowing towards the creeper, it should calculate where the lava will stop and go around the entire flow. This is based off of the fact that in the AI update, no lava detection system was added.
    Rare Drops: Creepers should have a chance of dropping a TNT block as a rare drop. This should occur about as rarely as any other rare drop.

    Spiders :Spider:


    Spiders are an interesting mob. They are completely easy to defeat if you have a good computer and impossible if you have a slow computer. Currently, the spider's jumping animation could be improved to cause less lag. Also, spiders still have their 1.8 AI, making them easy to farm, trap, and kill.

    Flipping on Walls:
    When a spider is climbing a wall now, they look like they are flying. This could be easily fixed by having spiders flip on their sides while climbing walls that face to the side, and having them also turn upside down when climbing on the ceiling. This way, they could get through 2X1 tunnels on their sides.
    Special Coloring:
    Depending on the biome a spider is in, it will have a mild reskin. In taiga biomes, they would be white and gray, If they spawned below layer 60 they would be the default color. This would make spiders harder to see.
    Spider Dungeons:
    Instead of having a normal dungeon, spider dungeons would generate cobwebs like a cave spider spawner. Spider eyes and fermented spider eyes would be in the chests.

    Nether Mobs:
    Slightly more deadly than your average mob, with fire-like attacks:

    Zombie Pigmen :Lava:



    Pigman "Tribes":
    This idea occured to me when I was exploring the nether fortress in my singleplayer world. Some pigmen would spawn in groups with different-colored loinclothes. These pigmen would be hostile to each other depending on color. When a pigman spawns in the overworld, it's tribe is determined by the biome it spawns in. Desert=orange, ocean/river=blue, Jungle/forest=green, Taiga=red,
    Light gray, black, and purple pigmen can spawn near any portal in any biome.

    Tribe Hostility Chart:

    Red is hostile to Blue
    Green is hostile to Orange
    Light Gray is hostile to black
    Purple is hostile to all colors.

    Each tribe would have 1 special ability.
    Red pigmen can use bows, with arrows that set you on fire.
    They will only become angry if you KILL a tribe member.

    Blue pigmen can swim in lava and move around slightly faster than any other pigman.
    They will only become angry if you KILL a tribe member.

    Green pigmen can infect mobs, turning pigs into pig zombies of the green tribe.

    Orange pigmen have pickaxes, and will break blocks to get to the player if aggroed and within sight range.

    Black and light gray pigmen are the same as regular pigmen.

    Purple pigmen are passive and will follow you like an animal if you have a gold ingot in your hand.

    Pigman Chiefs:

    For each group of 10 pigmen that spawn. 1 chief will spawn. If he is attacked or hit in any way, the whole tribe will attack you. He looks like a zombie pigman with a loincloth the color of his tribe, a leather helmet in the color of his tribe, and war paint that is always red.

    Magma Cubes: :Lava:

    Magma cubes are easily the rarest mob in minecraft. They have an absolutely horrible AI, and will hop right into lava, making them invisible.

    Spawning and Solidifying:

    A magma cube will always spawn in a 1 block deep pool of lava. The cube will attempt to stay within 20 blocks of this pool at all times. When spawned, the magma cube will jump out of the pool and hop around in the area surrounding it. As soon as a player enters within 20 blocks of the pool, the cube will charge at the player. This charge attack allows the cube to move like a slime, but much faster. If the cube chases the player out of the aggro range, it will go back and float around in it's magma pool. For each 20 minutes the cube soaks in a magma pool, it grows a size.

    If a player traps a magma cube, it will shrink a size every 5 minutes. Once the cube becomes tiny, it will die and a "solid magma cube" block appears. This block is mineable and when placed in a 1-block deep lava pool in the overworld, it becomes a magma cube with the pool as its "home pool." This cube IS NOT tamed, and will still attack you if you come near it's pool. If the pool is obsidianed, then the vengeful slime will chase the player until it solidifies. Magma cubes CANNOT see through glass

    The "solidifyed magma cube" block can be crafted into 4 magma cream, but it is more interesting to revive the cube.

    Blazes :Lava:

    The blaze is a completely idiotic mob. it falls very slowly and almost always spawns in the air, where it will fall and get stuck.

    Spawn Detection:A blaze spawner should only be able to spawn blazes on nether brick, therefore cutting down the spawns outside of the fort and making blaze farms more efficent.
    The spawner should also have a limit of 4 blazes within 16 blocks of the spawner.

    Healing:
    If a blaze falls into lava, it should gain health back at the same speed as a player drowns. Blaze projectiles, when hitting another blaze, should heal the blaze that it hit.

    Projectiles:
    Blaze projectiles should heal magma cubes, blazes, and ghasts. They should also break sand, dirt, and gravel.

    Ghasts: :Lava:

    Hitbox:
    Really Jeb? Ghasts have had the same bug for ages now. The hitbox is a derp. Arrows simply noclip through them, and you can glitch right into them.
    I propose changing the hitbox to include the gas sack, and all of the tentacles.

    New Drops:
    Instead of gunpowder, ghats should drop fire charges and ghast tears, both which fullfill the same purpose, as ghasts use fire charges as ammunition. Also, if a ghast attacks a zombie pigman with a bow (Red Tribe) the pigmen of that tribe should attack it.


    Now With Signature!
    [URL=http://www.minecraftforum.net/topic/1314830-improvements-to-aggressive-mobs/][IMG]http://i.imgur.com/MrPRK.jpg[/IMG][/URL]



    Posted in: Suggestions
  • 1

    posted a message on The End.
    I throw the entire grammar nazi party at it.
    Posted in: Forum Games
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