Heads up map people... "I decided to restore @notch's old Golden Apple and give it an effect proper for its crafting cost". -Jeb via twitter
Am I the only one seeing Nightmare Realm about to get a lot easier with the obscene amount of trees and Gold?
Heads up map people... "I decided to restore @notch's old Golden Apple and give it an effect proper for its crafting cost". -Jeb via twitter
Am I the only one seeing Nightmare Realm about to get a lot easier with the obscene amount of trees and Gold?
Heads up map people... "I decided to restore @notch's old Golden Apple and give it an effect proper for its crafting cost". -Jeb via twitter
Am I the only one seeing Nightmare Realm about to get a lot easier with the obscene amount of trees and Gold?
I like to hear that news. I just hope that potions will be nerfed slightly, I feel that they are somewhat overpowered for how easy it is to make them, making maps fairly easier.
I like to hear that news. I just hope that potions will be nerfed slightly, I feel that they are somewhat overpowered for how easy it is to make them, making maps fairly easier.
Oh, definitely. Way too easy to make, without a doubt. If I had my way, I'd double the health of blazes, make Ghast Tears a rare drop (like Iron from Zombies), reduce the time of all Fire Resistance potions by a lot, knock down the instant health potions by a heart, and make the crafting recipe for the brewing stand: 3 iron blocks instead of cobblestone, 2 blaze rods instead of 1, put Stone (not cobble) on both sides on the top bar, and redstone in the middle both sides. I'd also change the diamonds in enchanting tables to blocks. It's way too cheap to just make godly items out of so little supplies.
I must say that he is almost good as you in killing us XD
Actually, I would love to see you playing in a CTM map that is not yours...
I agree, seeing Vechs try other CTM maps would be awesome... CTM videos versus mapmaking for awhile would sit well with me. Giving other CTM maps more publicity is always nice. And since I'm seconds away from a shameless plug, moving on to the next reply...
Interesting... So, what exactly does that mean? Will the crafting cost also be increased again, or is it the full effect for 9 ingots now?
Crafting cost will be blocks again instead of Nuggets (Not like we use gold for much anyways). So you need 1 regular apple and 8 gold blocks, equating to 72 gold ingots or 648 gold nuggets.
Crafting cost will be blocks again instead of Nuggets (Not like we use gold for much anyways). So you need 1 regular apple and 8 gold blocks, equating to 72 gold ingots or 648 gold nuggets.
-We will still have the gold nugget apple :
Jeb_ : "FYI: I added this as a new kind of golden apple, so there's no point hoarding nugget-based apples in 1.2.5. The nugget-based apple will remain (including the recipe) with its current stats."
-As for what the new golden apple will do :
Jeb_ : "I decided to restore notch's old Golden Apple and give it an effect proper for its crafting cost"
"Will the effects remain secret until the next snapshot?"
I haven't seem to have as much troubles in Waking Up as I would have thought, have died 6 times, and have the orange, white, and light blue wool safe. Just one thing, WHAT IS WRONG WITH YOU WITH BOOMER CASTLE? I did a suicide run, and ran through countless halls with creepers and silverfish, and 1.7 TNT
I'm not entirely sure what is causing it, but some areas of the cave are lit up during the day, and I get bouts of lag occasionally when placing a torch. I'm not sure if this is related to the anvil conversion light bug or not - it's not a major issue for me, I just suffered through it and carried on as normal, but I wanted to comment on it nonetheless. I'm using the exact snapshot that was recommended for playing the map (12w17a), and no mods installed at all (or texture packs).
Almost have the important parts of the area lit up now. I'll start mining up stuff shortly, and then off to the next area. No deaths yet, surprisingly.
Goddamn silverfish (and cave spider) spawners, I swear..
The silverfish spawners took me ages to find for some reason, they proved to be really irritating to pinpoint. Cave spiders were just...
It honestly seems that cave spiders are far, far more aggressive jumpers than normal spiders. They seem to be able to jump through a hit from a knockback I sword half the time. Nasty little buggers.
The blaze spawners were no issue at all due to fire resist potions, although they were a tiny nuisance to pinpoint due to their positioning.
I didn't see any loot chests anywhere in this area so far, so I'm going to assume that the only chest is the fleecy box itself, and this area is more intended for resource gathering (coal, iron, gold and lava). Still unsure how exactly I'll mine out the iron and gold (not bothering with coal, I have an ungodly amount of bones and trees for charcoal making), but I'll figure it out.
If such a poll exists, then i vote a big fat NO for "random loot chests".
I read that you're thinking about adding more of these to your maps.
I would rather have 20 "vechs loot chests" than 100 "random loot chests" in any map.
"random loot chests" are crap - "vechs loot chests" are treasure, even if it's just a stick or a fish
I'm not entirely sure what is causing it, but some areas of the cave are lit up during the day, and I get bouts of lag occasionally when placing a torch. I'm not sure if this is related to the anvil conversion light bug or not - it's not a major issue for me, I just suffered through it and carried on as normal, but I wanted to comment on it nonetheless. I'm using the exact snapshot that was recommended for playing the map (12w17a), and no mods installed at all (or texture packs).
Almost have the important parts of the area lit up now. I'll start mining up stuff shortly, and then off to the next area. No deaths yet, surprisingly.
Goddamn silverfish (and cave spider) spawners, I swear..
The silverfish spawners took me ages to find for some reason, they proved to be really irritating to pinpoint. Cave spiders were just...
It honestly seems that cave spiders are far, far more aggressive jumpers than normal spiders. They seem to be able to jump through a hit from a knockback I sword half the time. Nasty little buggers.
The blaze spawners were no issue at all due to fire resist potions, although they were a tiny nuisance to pinpoint due to their positioning.
I didn't see any loot chests anywhere in this area so far, so I'm going to assume that the only chest is the fleecy box itself, and this area is more intended for resource gathering (coal, iron, gold and lava). Still unsure how exactly I'll mine out the iron and gold (not bothering with coal, I have an ungodly amount of bones and trees for charcoal making), but I'll figure it out.
Quite a few people are having problems with lag due to the immense number of nether brick fences in one of the areas near the end of the map (I don't know which; I haven't played the map)
Yep, I've been there and dealt with that lag already. I'm unsure if they're related (same intersection, but I'd assume that since I can't see the fences, they wouldn't be lagging me.
Regardless, I've conquered this area. Now it's time to pillage it for all the resources I can carry.
Once I finish this map, I may try Spellbound Caves or Lethamyr (non-hardcore version) afterwards.
I've been palying Infernal Sky II and, the Undersky section is broken. I think it was a recent update where mobs can't spawn below a certain altiude, and the Undersky section is right next to the void. What this has done is made the Undersky section a walk in the park.
I've been palying Infernal Sky II and, the Undersky section is broken. I think it was a recent update where mobs can't spawn below a certain altiude, and the Undersky section is right next to the void. What this has done is made the Undersky section a walk in the park.
You may want to fix that
That was an undocumented change in 1.2 that caused mobs to not spawn on bedrock. (to prevent mobs from spawning on the nether's ceiling)
These are the coolest maps ever! I think you should make your maps quicker! I know that's kinda impossible, but I love your maps!!!!
Oh and have you abandoned the Hostile Trails Series? Because I like that.
I would like to register another vote against random loot chests. My favorite part about Super Hostile is that I feel like I am pitting my minecraft intelligence against a malevolent creator who is trying to kill me. It makes it much more special when you fight through a difficult section and see what Vechs has chosen to reward you with or not (stick chest, anyone?). It feels like a good Sherlock Holmes vs. Moriarty story. I feel like the randomness removes some of the human aspect of map creation and I feel like I am playing against a RNG rather than an arch-enemy. Just my 2 cents. I could be nuts =)
Place chests around the map. Label these chests Level 1 Random Loot or something like it. Generate the normal or a nerfed version of the chest filler. Place chests agian. Label these Level 2, and have better loot. Rpeated process, making higher leveled loot chests in harder to reach areas. This would solve most current problems. Your level 1's would be random weak items, while a level 5 would have very good items. Just a thought.
I would like to register another vote against random loot chests. My favorite part about Super Hostile is that I feel like I am pitting my minecraft intelligence against a malevolent creator who is trying to kill me. It makes it much more special when you fight through a difficult section and see what Vechs has chosen to reward you with or not (stick chest, anyone?). It feels like a good Sherlock Holmes vs. Moriarty story. I feel like the randomness removes some of the human aspect of map creation and I feel like I am playing against a RNG rather than an arch-enemy. Just my 2 cents. I could be nuts =)
The fact is that it is both his chests and random loot. For example, Legion Halls and Boomer Castle in Waking Up. Those two have a nice tidy mixture of random loot and Vechs loot. The random enchanted Iron Swords are also more overpowered than mother****in' WILDFIRE (unless you like fire) for god's sake. I was using those throughout the entire map.
Place chests around the map. Label these chests Level 1 Random Loot or something like it. Generate the normal or a nerfed version of the chest filler. Place chests agian. Label these Level 2, and have better loot. Rpeated process, making higher leveled loot chests in harder to reach areas. This would solve most current problems. Your level 1's would be random weak items, while a level 5 would have very good items. Just a thought.
Yeah, seems to be the only choice atm to keep the killers at bay.
Am I the only one seeing Nightmare Realm about to get a lot easier with the obscene amount of trees and Gold?
WHAT?!
Danger zone.
I loved the old golden apples.
Yay.
Oh, definitely. Way too easy to make, without a doubt. If I had my way, I'd double the health of blazes, make Ghast Tears a rare drop (like Iron from Zombies), reduce the time of all Fire Resistance potions by a lot, knock down the instant health potions by a heart, and make the crafting recipe for the brewing stand: 3 iron blocks instead of cobblestone, 2 blaze rods instead of 1, put Stone (not cobble) on both sides on the top bar, and redstone in the middle both sides. I'd also change the diamonds in enchanting tables to blocks. It's way too cheap to just make godly items out of so little supplies.
I agree, seeing Vechs try other CTM maps would be awesome... CTM videos versus mapmaking for awhile would sit well with me. Giving other CTM maps more publicity is always nice. And since I'm seconds away from a shameless plug, moving on to the next reply...
No idea, but I got ninja'd by the above poster.
Crafting cost will be blocks again instead of Nuggets (Not like we use gold for much anyways). So you need 1 regular apple and 8 gold blocks, equating to 72 gold ingots or 648 gold nuggets.
WHAT?!
Danger zone.
Screw playing it, I want to see Vechs and three_two get together to make a map!
-We will still have the gold nugget apple :
Jeb_ : "FYI: I added this as a new kind of golden apple, so there's no point hoarding nugget-based apples in 1.2.5. The nugget-based apple will remain (including the recipe) with its current stats."
-As for what the new golden apple will do :
Jeb_ : "I decided to restore notch's old Golden Apple and give it an effect proper for its crafting cost"
"Will the effects remain secret until the next snapshot?"
Jeb_ : "Yes"
Sources :
http://www.reddit.co...d_golden_apple/
https://twitter.com/#!/jeb_
I haven't seem to have as much troubles in Waking Up as I would have thought, have died 6 times, and have the orange, white, and light blue wool safe. Just one thing, WHAT IS WRONG WITH YOU WITH BOOMER CASTLE? I did a suicide run, and ran through countless halls with creepers and silverfish, and 1.7 TNT
I'm not entirely sure what is causing it, but some areas of the cave are lit up during the day, and I get bouts of lag occasionally when placing a torch. I'm not sure if this is related to the anvil conversion light bug or not - it's not a major issue for me, I just suffered through it and carried on as normal, but I wanted to comment on it nonetheless. I'm using the exact snapshot that was recommended for playing the map (12w17a), and no mods installed at all (or texture packs).
Almost have the important parts of the area lit up now. I'll start mining up stuff shortly, and then off to the next area. No deaths yet, surprisingly.
The silverfish spawners took me ages to find for some reason, they proved to be really irritating to pinpoint. Cave spiders were just...
It honestly seems that cave spiders are far, far more aggressive jumpers than normal spiders. They seem to be able to jump through a hit from a knockback I sword half the time. Nasty little buggers.
The blaze spawners were no issue at all due to fire resist potions, although they were a tiny nuisance to pinpoint due to their positioning.
I didn't see any loot chests anywhere in this area so far, so I'm going to assume that the only chest is the fleecy box itself, and this area is more intended for resource gathering (coal, iron, gold and lava). Still unsure how exactly I'll mine out the iron and gold (not bothering with coal, I have an ungodly amount of bones and trees for charcoal making), but I'll figure it out.
I read that you're thinking about adding more of these to your maps.
I would rather have 20 "vechs loot chests" than 100 "random loot chests" in any map.
"random loot chests" are crap - "vechs loot chests" are treasure, even if it's just a stick or a fish
Quite a few people are having problems with lag due to the immense number of nether brick fences in one of the areas near the end of the map (I don't know which; I haven't played the map)
Regardless, I've conquered this area. Now it's time to pillage it for all the resources I can carry.
Once I finish this map, I may try Spellbound Caves or Lethamyr (non-hardcore version) afterwards.
I've been palying Infernal Sky II and, the Undersky section is broken. I think it was a recent update where mobs can't spawn below a certain altiude, and the Undersky section is right next to the void. What this has done is made the Undersky section a walk in the park.
You may want to fix that
That was an undocumented change in 1.2 that caused mobs to not spawn on bedrock. (to prevent mobs from spawning on the nether's ceiling)
Oh, my bad.
Still needs fixing, nonetheless. I feel bad at walking through an area which is supposed to be mob-heavy.
Oh and have you abandoned the Hostile Trails Series? Because I like that.
Place chests around the map. Label these chests Level 1 Random Loot or something like it. Generate the normal or a nerfed version of the chest filler. Place chests agian. Label these Level 2, and have better loot. Rpeated process, making higher leveled loot chests in harder to reach areas. This would solve most current problems. Your level 1's would be random weak items, while a level 5 would have very good items. Just a thought.
Technically exists.
The fact is that it is both his chests and random loot. For example, Legion Halls and Boomer Castle in Waking Up. Those two have a nice tidy mixture of random loot and Vechs loot. The random enchanted Iron Swords are also more overpowered than mother****in' WILDFIRE (unless you like fire) for god's sake. I was using those throughout the entire map.
Yeah, seems to be the only choice atm to keep the killers at bay.