Everyone watch Joe Hills. Now! This episode is HILLARIOUS. I don't think any other creation of Vechs has made him cry in fear.
(here's the link, btw: )
So proud, not only is it legendary but also the first super hostile map that I've stuck with long enough to complete!
Here is what I thought of each wool
White wool - Easy dungeon but lots of bridging do get there
Orange wool - Bit of bridging and little fighting. All in all, pretty easy.
Magenta wool - liked the dungeon but some areas were easily bypassed.
Light blue wool - DAMN YOU VETCHES!
Yellow wool - Liked the idea, but pretty easy
Lime wool - That nest bit was evil but it was all quite fun to be honest.
Pink wool - Soooo easy. Nuff' said.
Grey wool - (I think this was Ira) I just built my way to the wool and BURNT THINGS WITH LAVA
Light grey wool - (I think it was MMZ) Lava and building tunnels again.
Cyan wool - Literally just building.
Purple wool - Ran in, ran out. So easy.
Blue wool - Lava and building. Again.
Brown wool - lovin' dem graves
Green wool - Blaze's got me a few times before I got in to the ONLY fleecey box in the map
Red wool - Building, building, building.
Black wool - Only one?!
Iron Block - Dug out a few of the island irons and got to the mine later.
Gold Block - Bridged down to the islands.
Diamond Block - Bridged down to the islands. AGAIN.
The fact that green is the only fleecy box is explained if you know that the first map with them was Nightmare Realms, which was released two maps later, and Swamp of despair is the only area that got a major redo.
I can't remember if he wanted to do anything else though. I might have...
*sunglasses*
Romnesia.
YEEEEAAAAAHHHH Only Americans will get that.
So, Updating the Training map has been on the list for the longest, yet hasn't been done... And it would be needed for new players (I really learned a lot in it...
Everyone watch Joe Hills. Now! This episode is HILLARIOUS. I don't think any other creation of Vechs has made him cry in fear.
(here's the link, btw: )
Wow. Those pigmen work even better in game than they did in testing. That was awesome! I can't wait to fight Zisteau in Inferno Mines.
So, Updating the Training map has been on the list for the longest, yet hasn't been done... And it would be needed for new players (I really learned a lot in it...
I will be suggesting the Corrupt Lands #0: Prologue by XeroThomas to any new players in the future. It's more on an in-depth, 16 area training map that has focus on new things as well as old. Enchanting and brewing are covered as well. I played it recently thinking that it was a mini-CTM map that prepared you for his series, but it was a CTM training map. It was very well done, what the SH training map should be like.
Plus, it did have a small dungeon at the end that you had to run through to "escape."
Wow. Those pigmen work even better in game than they did in testing. That was awesome! I can't wait to fight Zisteau in Inferno Mines.
I for myself CAN wait...
I'm not really looking forward to kill the guy that entertained on so many boring days... I would prefer to have him as an ally
Guys, is the download link not working? Clicking on the "Slow Download' button gave me an invalid download link. Am I doing something wrong here..? o.O
And uhh, the SuperHostile maps series (I'm looking at Waking Up in this case), are they meant to be played alone, or are they just as fine as being played by say, a 2 player team?
Vechs, In one of your test world videos (the Fate Worse Than Death one I think), you asked your viewers to send you any truly terrible, evil ideas that they had. I have decided to take you up on this and share some of the malicious ideas I've had while playing your maps.
1) So close, and yet...
My first idea is basically a cruel and vindictive joke on the player, similar to your infernal noise maker, and would be well suited for any map that took place primarily inside a large structure (castle, dungeon, ruin, fortress, whatever). Assuming the structure is encased in bedrock, it is possible to create windows, no more than one block high, which look out onto the world beyond. With these, a player inside the gloomy, hellish environment of the fort can look through the window and see the natural paradise just outside, but can never actually enter it. To prevent exploitation, you can surround the window opening in a glass 'box' of window panes, just out of breaking reach of the player, which will block any ender pearls they try to throw out of the window. For good measure, there should be some lethal trap, such as an end portal to your screaming death chamber, underneath the box to ensnare anyone who tries to ender pearl their way through the window.
Speaking for myself, if I had such a window to the beautiful outside, shining its light into the gloomy dark, I would hover near it, build my base by it, everything, and forever mourn my inability to escape. xP
2) Monument Siege
In most Super Hostile maps, the Victory Monument is a safe haven, well lit with glowstone and completely devoid of monsters. Because of this, most players tend to build their base at the monument itself, or in the 'base rooms' provided, if there are any. This means that you can throw an extremely cruel curve ball at the player by suddenly removing the tranquility surrounding the monument.
Here's how it works. Make the victory monument a huge area, ideally a very large cavern, and put the monument itself at the back end. The bulk of the cavern itself, similar to in Waking Up, would contain various resource areas and open space. Hide monster spawners all over the cavern, EXCEPT at or immediately surrounding the monument itself. Then, as per usual, light the entire cavern with glowstone, such that not a single monster can spawn anywhere, even with the spawners.
Now here's the important part. You need to 'trap' the glowstone, with either piston systems to hide them or TNT to blow them up, and wire all the traps up to a proximity detector in a later area of the map. Leave the glowstone immediately surrounding the monument itself untouched. When the player leaves their safe haven to explore this part of the map, they will trigger the proximity detector, which will set off the rigged glowstone and darken the Monument Cavern. Upon returning from whatever part of the map they were exploring, they will enter their formerly safe haven and find it suddenly dark, hostile, and filled with mobs, with the lit monument itself in sight at the far end. This forces the player to clear the Monument Cavern as if it were any other dungeon, potentially without the bulk of their supplies and equipment if they left it near the monument.
If you're feeling especially cruel, you can do any number of things with this. Use the signal from the proximity detector to 'arm' various traps hidden throughout the cavern. Use it to detonate a TNT shell surrounding the 'base rooms', if you included any, potentially destroying most of what the player owns. It might be helpful, if possible, to forcefully set their spawn point somewhere other than the cavern when they trigger the proximity detector, so that if they die, they won't respawn in the middle of hell if that's where they used their bed.
As one last malicioud twist, you can forewarn the player, in a manner of speaking, at the entrance of the area that contains the detector. Place three signs, one after another, leading up to the detector.
'Do NOT enter.'
'I mean it. Seriously, don't.'
'You'll be sorry.'
After the detector is triggered, reveal a fourth sign at the entrance to the newly darkened monument caves.
'Are you sorry?'
Brace for many 'What the -'s if you decide to implement this. xP
3) Run.
No, really, run. This idea is EVIL with a capital E, and is basically what it says on the tin. When the player starts a super hostile map, they spawn in a small room, bare of any furnishings save a single sign adorned with one single word.
'Run.'
At the end of a long, dark hallway just past the sign, one of your custom spawners unleashes an army. The player has really no choice but to turn around, go through a door in the wall behind them, and run like HELL. What follows is a grueling gauntlet of death. I myself like to visualize a dim cavern, longer than it is wide, with 'abandoned' looking wood cabins on the left and right sides, all of which are booby trapped, either with TNT or spawners. Make a few rocky gashes in the floor that the player has to navigate and/or jump across, place patches of soulsand everywhere, and otherwise make life hell for the player trying to escape the ghasts and blazes (and even a Wither or two) spawning all over the cave.
The only real way to survive is to reach an iron door at the far end of the cave, get through it, and close it behind you. If nothing else, this start to a map WILL get the player's blood racing. >=3
Does anyone know how to post a picture from DeviantArt?
(Prepare for edit spam...)
-snip-
Does everyone see it?
The cute by-product of Rosie during her live stream yesterday or today(depending on your timezone).
Rollback Post to RevisionRollBack
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
Halls of Flame North is actually a bridging dungeon. I went along the rail-line an pin-pointed the objective: wool surrounded by ghast spawners. I realized that the spawners were on the ground, and that the best way to achieve my objective was an air assault. You can achieve that by building a covered walkway out of stone (use Rockbane) that connects from the rail-line to the nearest pillar. Make a fully enclosed bridge from pillar to pillar that goes all the way to the pillar that has wool. Stay at least 16 blocks above ground, connect to the pillar, tunnel down into the wool room, grab it, and stroll out singing the troll song.
Time-consuming, and uses up a lot of stone, but you don't have to contend with the spawns on the ground, or being shot at by a million ghasts.
Halls of Flame North is actually a bridging dungeon. I went along the rail-line an pin-pointed the objective: wool surrounded by ghast spawners. I realized that the spawners were on the ground, and that the best way to achieve my objective was an air assault. You can achieve that by building a covered walkway out of stone (use Rockbane) that connects from the rail-line to the nearest pillar. Make a fully enclosed bridge from pillar to pillar that goes all the way to the pillar that has wool. Stay at least 16 blocks above ground, connect to the pillar, tunnel down into the wool room, grab it, and stroll out singing the troll song.
Time-consuming, and uses up a lot of stone, but you don't have to contend with the spawns on the ground, or being shot at by a million ghasts.
It is not a bridging dungeon but a run-like-hell-and-grab-the-wool-before-anything-spawns kind of dungeon.
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Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
For my next continental map I'd like to do a few things for the player, not to make it "easier" but to make it more "convenient".
Well, for one I'd like to make some cool exotic biomes that don't exist in normal Minecraft. But beyond that, I'd like to try to lay the map out where it's easy to tell where you are in relation to every thing else.
Imagine four very large islands that make up the map, and they're arranged in a clover shape, and each island has unique soil and vegetation, so if you are at the shore of one island and look across to the others, it's immediately obvious which island you are on, and which islands you are looking at.
For the handmade custom biomes, I'm thinking of stuff like:
Blighted / Cursed land
Hot-springs / Geysers / Pine woods (could use cactus/pressure plates/pistons to make semi-random water flows)
Glaciers / Extreme ice formations
Huge Canyons (I really want some kind of red earth sandstone block)
It is not a bridging dungeon but a run-like-hell-and-grab-the-wool-before-anything-spawns kind of dungeon.
You're doing it wrong. Strolling along the walkway, looking out through the glass windows, light blue wool in hand, seeing the hundreds of ghasts flying through the halls of flame. It's a beautiful sight. You miss it by running. Take your time. Enjoy yourself. Tunnel rat.
So anyways, I've got an awesome new computer, so I got back to playing Waking Up, and I just bagged the gray wool and chapter 10. Woot.
But do you know what gets my goat? I have a wretched headache, I return to Cavern of Peace with the wool and OF COURSE that wretched noise starts up again. So let me ask nicely Vechs:
WHERE IS THAT ROTTEN ZOMBIE SPAWNER?!? IT'S DRIVING ME INSANE!
You're doing it wrong. Strolling along the walkway, looking out through the glass windows, light blue wool in hand, seeing the hundreds of ghasts flying through the halls of flame. It's a beautiful sight. You miss it by running. Take your time. Enjoy yourself. Tunnel rat.
Uhhh..... yeah, if I wanna get mauled. I just run in, grab the light blue wool, Rockbane and Wildfire and get the heck outta there. Speed potions help. Hybran would be proud.
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SH maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Nightmare Realm, Sunburn Islands, Spellbound Caves, Waking Up and counting....
Awesome ideas. Sadly, the first one wouldn't work, as the player could use a TNT cannon to blow up the glass, then enderpearl out. Good in theory, but easily exploitable.
So anyways, I've got an awesome new computer, so I got back to playing Waking Up, and I just bagged the gray wool and chapter 10. Woot.
But do you know what gets my goat? I have a wretched headache, I return to Cavern of Peace with the wool and OF COURSE that wretched noise starts up again. So let me ask nicely Vechs:
WHERE IS THAT ROTTEN ZOMBIE SPAWNER?!? IT'S DRIVING ME INSANE!
Uhhh..... yeah, if I wanna get mauled. I just run in, grab the light blue wool, Rockbane and Wildfire and get the heck outta there. Speed potions help. Hybran would be proud.
Can SOMEONE please help? I'm being driven to the edge of my sanity here.
Rollback Post to RevisionRollBack
SH maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Nightmare Realm, Sunburn Islands, Spellbound Caves, Waking Up and counting....
You're doing it wrong. Strolling along the walkway, looking out through the glass windows, light blue wool in hand, seeing the hundreds of ghasts flying through the halls of flame. It's a beautiful sight. You miss it by running. Take your time. Enjoy yourself. Tunnel rat.
Ya know what, different people have different styles, my brother tunneled down to the wool while I ran to the wool.
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
(here's the link, btw: )
The fact that green is the only fleecy box is explained if you know that the first map with them was Nightmare Realms, which was released two maps later, and Swamp of despair is the only area that got a major redo.
So, Updating the Training map has been on the list for the longest, yet hasn't been done... And it would be needed for new players (I really learned a lot in it...
Wow. Those pigmen work even better in game than they did in testing. That was awesome! I can't wait to fight Zisteau in Inferno Mines.
I will be suggesting the Corrupt Lands #0: Prologue by XeroThomas to any new players in the future. It's more on an in-depth, 16 area training map that has focus on new things as well as old. Enchanting and brewing are covered as well. I played it recently thinking that it was a mini-CTM map that prepared you for his series, but it was a CTM training map. It was very well done, what the SH training map should be like.
Plus, it did have a small dungeon at the end that you had to run through to "escape."
I for myself CAN wait...
I'm not really looking forward to kill the guy that entertained on so many boring days... I would prefer to have him as an ally
And uhh, the SuperHostile maps series (I'm looking at Waking Up in this case), are they meant to be played alone, or are they just as fine as being played by say, a 2 player team?
1) So close, and yet...
My first idea is basically a cruel and vindictive joke on the player, similar to your infernal noise maker, and would be well suited for any map that took place primarily inside a large structure (castle, dungeon, ruin, fortress, whatever). Assuming the structure is encased in bedrock, it is possible to create windows, no more than one block high, which look out onto the world beyond. With these, a player inside the gloomy, hellish environment of the fort can look through the window and see the natural paradise just outside, but can never actually enter it. To prevent exploitation, you can surround the window opening in a glass 'box' of window panes, just out of breaking reach of the player, which will block any ender pearls they try to throw out of the window. For good measure, there should be some lethal trap, such as an end portal to your screaming death chamber, underneath the box to ensnare anyone who tries to ender pearl their way through the window.
Speaking for myself, if I had such a window to the beautiful outside, shining its light into the gloomy dark, I would hover near it, build my base by it, everything, and forever mourn my inability to escape. xP
2) Monument Siege
In most Super Hostile maps, the Victory Monument is a safe haven, well lit with glowstone and completely devoid of monsters. Because of this, most players tend to build their base at the monument itself, or in the 'base rooms' provided, if there are any. This means that you can throw an extremely cruel curve ball at the player by suddenly removing the tranquility surrounding the monument.
Here's how it works. Make the victory monument a huge area, ideally a very large cavern, and put the monument itself at the back end. The bulk of the cavern itself, similar to in Waking Up, would contain various resource areas and open space. Hide monster spawners all over the cavern, EXCEPT at or immediately surrounding the monument itself. Then, as per usual, light the entire cavern with glowstone, such that not a single monster can spawn anywhere, even with the spawners.
Now here's the important part. You need to 'trap' the glowstone, with either piston systems to hide them or TNT to blow them up, and wire all the traps up to a proximity detector in a later area of the map. Leave the glowstone immediately surrounding the monument itself untouched. When the player leaves their safe haven to explore this part of the map, they will trigger the proximity detector, which will set off the rigged glowstone and darken the Monument Cavern. Upon returning from whatever part of the map they were exploring, they will enter their formerly safe haven and find it suddenly dark, hostile, and filled with mobs, with the lit monument itself in sight at the far end. This forces the player to clear the Monument Cavern as if it were any other dungeon, potentially without the bulk of their supplies and equipment if they left it near the monument.
If you're feeling especially cruel, you can do any number of things with this. Use the signal from the proximity detector to 'arm' various traps hidden throughout the cavern. Use it to detonate a TNT shell surrounding the 'base rooms', if you included any, potentially destroying most of what the player owns. It might be helpful, if possible, to forcefully set their spawn point somewhere other than the cavern when they trigger the proximity detector, so that if they die, they won't respawn in the middle of hell if that's where they used their bed.
As one last malicioud twist, you can forewarn the player, in a manner of speaking, at the entrance of the area that contains the detector. Place three signs, one after another, leading up to the detector.
'Do NOT enter.'
'I mean it. Seriously, don't.'
'You'll be sorry.'
After the detector is triggered, reveal a fourth sign at the entrance to the newly darkened monument caves.
'Are you sorry?'
Brace for many 'What the -'s if you decide to implement this. xP
3) Run.
No, really, run. This idea is EVIL with a capital E, and is basically what it says on the tin. When the player starts a super hostile map, they spawn in a small room, bare of any furnishings save a single sign adorned with one single word.
'Run.'
At the end of a long, dark hallway just past the sign, one of your custom spawners unleashes an army. The player has really no choice but to turn around, go through a door in the wall behind them, and run like HELL. What follows is a grueling gauntlet of death. I myself like to visualize a dim cavern, longer than it is wide, with 'abandoned' looking wood cabins on the left and right sides, all of which are booby trapped, either with TNT or spawners. Make a few rocky gashes in the floor that the player has to navigate and/or jump across, place patches of soulsand everywhere, and otherwise make life hell for the player trying to escape the ghasts and blazes (and even a Wither or two) spawning all over the cave.
The only real way to survive is to reach an iron door at the far end of the cave, get through it, and close it behind you. If nothing else, this start to a map WILL get the player's blood racing. >=3
The cute by-product of Rosie during her live stream yesterday or today(depending on your timezone).
Hall of Flames is a running dungeon.
It is not a bridging dungeon but a run-like-hell-and-grab-the-wool-before-anything-spawns kind of dungeon.
I still cannot find how to get to intersection 4
You're doing it wrong. Strolling along the walkway, looking out through the glass windows, light blue wool in hand, seeing the hundreds of ghasts flying through the halls of flame. It's a beautiful sight. You miss it by running. Take your time. Enjoy yourself. Tunnel rat.
But do you know what gets my goat? I have a wretched headache, I return to Cavern of Peace with the wool and OF COURSE that wretched noise starts up again. So let me ask nicely Vechs:
WHERE IS THAT ROTTEN ZOMBIE SPAWNER?!? IT'S DRIVING ME INSANE!
Uhhh..... yeah, if I wanna get mauled. I just run in, grab the light blue wool, Rockbane and Wildfire and get the heck outta there. Speed potions help.
Hybran would be proud.
SH maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Nightmare Realm, Sunburn Islands, Spellbound Caves, Waking Up and counting....
Awesome ideas. Sadly, the first one wouldn't work, as the player could use a TNT cannon to blow up the glass, then enderpearl out. Good in theory, but easily exploitable.
http://www.youtube.com/user/halfpixel274
Can SOMEONE please help? I'm being driven to the edge of my sanity here.
SH maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Nightmare Realm, Sunburn Islands, Spellbound Caves, Waking Up and counting....
Thanks.
SH maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Nightmare Realm, Sunburn Islands, Spellbound Caves, Waking Up and counting....
Ya know what, different people have different styles, my brother tunneled down to the wool while I ran to the wool.