It is certainly possible if you want a challenge, but most of Vechs's maps are best played in version 1.2.5. Kaizo Caverns is not balanced for new features such as nerfed hunger, new mob AI's, weaker healing/regen, etc.
Thanks! So it should be more difficult then intended, but it should break? My main concern is starting to play and then don't be able to finish due to some sort of strange bug...
Where have you been? It seemed like you just suddenly disappeared one day and now you're back...
Well, I had a lot of things going on.. mostly depression and college. But I decided I should come back or something so here I am ;p
I'm actually surprised you noticed I was gone...
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CTM maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Black Desert, Legendary, Nightmare Realm, Sunburn Islands, Spellbound Caves, Lethamyr, Waking Up
Thanks! So it should be more difficult then intended, but it should break? My main concern is starting to play and then don't be able to finish due to some sort of strange bug...
I finished Kaizo in 1.6.4, and I must say, it's more difficult because of zombie / skeleton AI and hunger changes, but other than that I guess you should be able to complete it.
Oh, and I wouldn't actually recommend playing maps in 1.7, because witch natural spawns break any silverfish-based area.
I finished Kaizo in 1.6.4, and I must say, it's more difficult because of zombie / skeleton AI and hunger changes, but other than that I guess you should be able to complete it.
Oh, and I wouldn't actually recommend playing maps in 1.7, because witch natural spawns break any silverfish-based area.
I might try 1.6 then
Why is that about the witches? Potions breaking silverfish free?
I might try 1.6 then
Why is that about the witches? Potions breaking silverfish free?
Not really. You see:
1) Vechs loves making areas almost completely out of silverfish blocks to discourage tunneling.
2) Witches can (and will) throw poison potions.
3) Silverfish (especially if you tried to break a block or there was a spawner) + poison potion = silverfish apocalypse.
Oh, this might be useful, and I think you probably know this already, but two quick successive hits with a stone sword (or one critical hit) is enough to kill a silverfish before it summons more.
Kaizo mario world is hard. I died on the first levels
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Please help my egg
ACETYLSERYLTYROSYLSERYLISOLEUCYLTHREONYLSERYLPROLYLSERYLGLUTAMINYLPHENYLALANYLVALYLPHENYLALANYLLEUCYLSERYLSERYLVALYLTRYPTOPHYLALANYLASPARTYLPROLYLISOLEUCYLGLUTAMYLLEUCYLLEUCYLASPARAGINYLVALYLCYSTEINYLTHREONYLSERYLSERYLLEUCYLGLYCYLASPARAGINYLGLUTAMINYLPHENYLALANYLGLUTAMINYLTHREONYLGLUTAMINYLGLUTAMINYLALANYLARGINYLTHREONYLTHREONYLGLUTAMINYLVALYLGLUTAMINYLGLUTAMINYLPHENYLALANYLSERYLGLUTAMINYLVALYLTRYPTOPHYLLYSYLPROLYLPHENYLALANYLPROLYLGLUTAMINYLSERYLTHREONYLVALYLARGINYLPHENYLALANYLPROLYL:one long word
Umm... wouldn't that be Black Desert 3 then? I mean I know it got scrapped, but just making another one called by exactly the same name is kinda like it never existed... Although on the topic of it, if it is ever made (which it will probably be one day, but probably in a few months or even years because of Vetches break) here's some aspects I'd personally like to see in it:
1. The Monster Hunter theme but done in a good way (also where there's more special monsters, because in BD2 there was only 3 special monsters not counting fleecy mobs).
2. The way that you had bad food (but a plentiful amount) and a scarce amount of storage because of the lack of wood. I really liked the gameplay aspect of feeling that everything is scarce and not renewable (most things weren't renewable like potions, chests, etc.).
3. Non renewable stuff (like what I mentioned above).
4. Better aesthetics. BD2's aesthetics were horrendous (in comparison to other maps).
5. More gameplay types, not just running around searching for stuff like headless chickens.
6. Villagers. Trading fits perfectly with the Monster Hunter theme.
7. Teleporters, so you won't have to do a long trek whenever you want to continue exploring.
8. Better balanced bosses (AKA not flaming cavespiders of doom that practically insta-kill you).
9. More structures and loot.
I do actually hope Vechs reads this (yes I know of his break, but I can dream...) because as far as I can tell some of these things are what the community generally thought was wrong with BD2, and I personally think that if Vechs was to make a potential BD3 using these reccomendations that the map would get much more positive feedback.
BD1 I never saw but BDII was a joke no offense he even said it himself.
I'd possibly go for another Spellbound Caves, loved that map.
Basically, it was a joke because it was a poorly made and rushed map. The concept was good and multiple other things, but overall it was pretty bad. The thing that disturbs me is that you're basically saying that because BD2 was a bad map another version of it will be bad, which is pretty flawed logic. I'm not trying to offend so please don't take offense, but all I'm saying is that BD3 has potential and that just because BD2 ended up being bad that doesn't mean that BD3 will be bad as well.
Basically, it was a joke because it was a poorly made and rushed map. The concept was good and multiple other things, but overall it was pretty bad. The thing that disturbs me is that you're basically saying that because BD2 was a bad map another version of it will be bad, which is pretty flawed logic. I'm not trying to offend so please don't take offense, but all I'm saying is that BD3 has potential and that just because BD2 ended up being bad that doesn't mean that BD3 will be bad as well.
I believe Vechs said that the remake would still be BD2 because the other BD2 was never fully released. Also, it wasn't just bad because of the aesthetics and cheap bosses. People didn't like it because of the repetition. You can only do so much with special mobs after all. It simply wasn't fun with ONLY the Monster Hunter idea. You still need the traps and resource management of classic maps. That's why he implemented Fleecy Mobs. It was his way of using his new idea while having all the other great parts of classic CTM maps. Overall, the Monster Hunter idea was great and unique, but didn't have enough to it to make an entire map from, so he created Fleecy Mobs instead to add a little variety to his other maps.
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"Insert deep and thoughtful quote here." -theAgamer11
I believe Vechs said that the remake would still be BD2 because the other BD2 was never fully released. Also, it wasn't just bad because of the aesthetics and cheap bosses. People didn't like it because of the repetition. You can only do so much with special mobs after all. It simply wasn't fun with ONLY the Monster Hunter idea. You still need the traps and resource management of classic maps. That's why he implemented Fleecy Mobs. It was his way of using his new idea while having all the other great parts of classic CTM maps. Overall, the Monster Hunter idea was great and unique, but didn't have enough to it to make an entire map from, so he created Fleecy Mobs instead to add a little variety to his other maps.
That's really valid. It gets boring after a while with only
fleecy mobs without any other sort of dungeon. I would be ok if, say, they made an ordinary CTM map and replaced the fleecy boxes with fleecy mobs since that would still incorporate some element of the original SH concepts if traps, wool and epic areas.
With fleecy mobs alone, however, and one large near-uniform landscape, there isn't much to do. Suddenly you realize that all you're going to experience for the rest of the map is you going up against horribly overpowered fleecy mobs just to get better equipment to fight more fleecy mobs, etc.
Okay as some of you know vechz is helping some youtubers conqure ledgenary pre-adventure update (before he became soft) i post a link if you havn't seen it and i came up with a question/poll
What is you guys favorite pre-adventure/hardmode(even vechs is having a brutal time without the backup of potions and enchaments) and why:
Mine is canopy carnage due to the magical feeling it gave me when i explored. Even the ore was rather fun to find due it being in the form of ore trees surrounded by a swarm of monsters spawned by the darkness the mystical and strange trees around it provide. It had a great feel exploring and finding temples or train lines with skeleton archers guarding them as you run from the hordes of zombie, creepers, spiders and arrows from skeletons. Map makers now have gotten lazy with the magical jungle designs and use jungle trees and large mushrooms.
Just finished Nightmare Realms under 1.7.4 to see how it stacks up against beta 1.8. There were some weird lag spikes and I started out stuck in a block (still got 100+ fps, though), but other than that it's still pretty difficult. The food situation with 1.7.4 makes it so you need to constantly eat and in the early game it can be hard to get a steady source of food. With the chicken jockeys, if you are patient you can set up a chicken farm to solve that problem, but I couldn't be bothered. Eternal Tears is made a lot easier since there are now new craftable ghast-proof blocks in hardened clay and nether bricks and skeletons won't spawn on the bedrock to knock you off. The large amount of gold blocks also mean you can make Notch apples to get the fire resistance you can't otherwise get from potions. I'm not sure when this was changed, but now explosions (TNT or creeper) can cause a silverfish mini-apocalypse, which made some of the areas a lot trickier. The only problem other than lag spikes I had was the nether portal put me back above the bedrock ceiling when I returned through it and I had to go into creative to break back into the map. Not sure why that happened, but I didn't go back into the Nether after that to see if it happened again.
Thanks! So it should be more difficult then intended, but it should break? My main concern is starting to play and then don't be able to finish due to some sort of strange bug...
JCranky Games -> http://youtube.com/jcrankygames
At least that would get people whining angrily again. It's better than nothing.
I'm actually surprised you noticed I was gone...
CTM maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Black Desert, Legendary, Nightmare Realm, Sunburn Islands, Spellbound Caves, Lethamyr, Waking Up
Special thanks to Axl Rosie for the sig.
I finished Kaizo in 1.6.4, and I must say, it's more difficult because of zombie / skeleton AI and hunger changes, but other than that I guess you should be able to complete it.
Oh, and I wouldn't actually recommend playing maps in 1.7, because witch natural spawns break any silverfish-based area.
I might try 1.6 then
Why is that about the witches? Potions breaking silverfish free?
JCranky Games -> http://youtube.com/jcrankygames
Not really. You see:
1) Vechs loves making areas almost completely out of silverfish blocks to discourage tunneling.
2) Witches can (and will) throw poison potions.
3) Silverfish (especially if you tried to break a block or there was a spawner) + poison potion = silverfish apocalypse.
Oh, this might be useful, and I think you probably know this already, but two quick successive hits with a stone sword (or one critical hit) is enough to kill a silverfish before it summons more.
I might even try 1.7 to see what happens, and at least now I know better what would await me
[]s,
JCranky Games -> http://youtube.com/jcrankygames
Please help my egg
ACETYLSERYLTYROSYLSERYLISOLEUCYLTHREONYLSERYLPROLYLSERYLGLUTAMINYLPHENYLALANYLVALYLPHENYLALANYLLEUCYLSERYLSERYLVALYLTRYPTOPHYLALANYLASPARTYLPROLYLISOLEUCYLGLUTAMYLLEUCYLLEUCYLASPARAGINYLVALYLCYSTEINYLTHREONYLSERYLSERYLLEUCYLGLYCYLASPARAGINYLGLUTAMINYLPHENYLALANYLGLUTAMINYLTHREONYLGLUTAMINYLGLUTAMINYLALANYLARGINYLTHREONYLTHREONYLGLUTAMINYLVALYLGLUTAMINYLGLUTAMINYLPHENYLALANYLSERYLGLUTAMINYLVALYLTRYPTOPHYLLYSYLPROLYLPHENYLALANYLPROLYLGLUTAMINYLSERYLTHREONYLVALYLARGINYLPHENYLALANYLPROLYL:one long word
And what does this have to do with Vechs' maps?
Umm... wouldn't that be Black Desert 3 then? I mean I know it got scrapped, but just making another one called by exactly the same name is kinda like it never existed... Although on the topic of it, if it is ever made (which it will probably be one day, but probably in a few months or even years because of Vetches break) here's some aspects I'd personally like to see in it:
1. The Monster Hunter theme but done in a good way (also where there's more special monsters, because in BD2 there was only 3 special monsters not counting fleecy mobs).
2. The way that you had bad food (but a plentiful amount) and a scarce amount of storage because of the lack of wood. I really liked the gameplay aspect of feeling that everything is scarce and not renewable (most things weren't renewable like potions, chests, etc.).
3. Non renewable stuff (like what I mentioned above).
4. Better aesthetics. BD2's aesthetics were horrendous (in comparison to other maps).
5. More gameplay types, not just running around searching for stuff like headless chickens.
6. Villagers. Trading fits perfectly with the Monster Hunter theme.
7. Teleporters, so you won't have to do a long trek whenever you want to continue exploring.
8. Better balanced bosses (AKA not flaming cavespiders of doom that practically insta-kill you).
9. More structures and loot.
I do actually hope Vechs reads this (yes I know of his break, but I can dream...) because as far as I can tell some of these things are what the community generally thought was wrong with BD2, and I personally think that if Vechs was to make a potential BD3 using these reccomendations that the map would get much more positive feedback.
Special thanks to Axl Rosie for the sig.
Basically, it was a joke because it was a poorly made and rushed map. The concept was good and multiple other things, but overall it was pretty bad. The thing that disturbs me is that you're basically saying that because BD2 was a bad map another version of it will be bad, which is pretty flawed logic. I'm not trying to offend so please don't take offense, but all I'm saying is that BD3 has potential and that just because BD2 ended up being bad that doesn't mean that BD3 will be bad as well.
-theAgamer11
That's really valid. It gets boring after a while with only
fleecy mobs without any other sort of dungeon. I would be ok if, say, they made an ordinary CTM map and replaced the fleecy boxes with fleecy mobs since that would still incorporate some element of the original SH concepts if traps, wool and epic areas.
With fleecy mobs alone, however, and one large near-uniform landscape, there isn't much to do. Suddenly you realize that all you're going to experience for the rest of the map is you going up against horribly overpowered fleecy mobs just to get better equipment to fight more fleecy mobs, etc.
Black Desert II in CTM dictionary - rushed, boring and low quality map
Special thanks to Axl Rosie for the sig.
What is you guys favorite pre-adventure/hardmode(even vechs is having a brutal time without the backup of potions and enchaments) and why:
Mine is canopy carnage due to the magical feeling it gave me when i explored. Even the ore was rather fun to find due it being in the form of ore trees surrounded by a swarm of monsters spawned by the darkness the mystical and strange trees around it provide. It had a great feel exploring and finding temples or train lines with skeleton archers guarding them as you run from the hordes of zombie, creepers, spiders and arrows from skeletons. Map makers now have gotten lazy with the magical jungle designs and use jungle trees and large mushrooms.
That is my favorite pre-adventuremode map
Special thanks to Axl Rosie for the sig.