Bones, Rotten Flesh, Gunpowder, etc. are hard coded into the mob's drop rate and you cannot prevent them except by running entity detecting command blocks, but typically that's way too much effort.
I played through the map without making a grinder and still got all the normal drops. The fact that there is a junk trader for rotten flesh proves that this functionality is intended.
This is no longer the case in version 1.0 of the map.
Great map. Felt like trance 3 was easier than trance 2 though despite approaching both with nearly the same gear. And yeah, sooo many potions, lol. Had nearly a double chest full of extras by the end.
Great map. Felt like trance 3 was easier than trance 2 though despite approaching both with nearly the same gear. And yeah, sooo many potions, lol. Had nearly a double chest full of extras by the end.
Thanks! I had a few people who played the beta say that getting potions felt grindy. I overcompensated for that but, I'd rather give lots of loot and heals than have people get frustrated for lack thereof. I agree on the the comparison of 2nd and 3rd trance. Maybe the 3rd needed more DOT enemies.
VFIII for 1.8 is 90-95% complete. I haven't worked on it since August. Still in limbo as 1.9 is not feature complete or stable enough to begin converting the map. When I do start the conversion process that completion % drops significantly as I will have to redo all the tech, loot and spawners. That's around 3000 command blocks, 100+ custom spawners and at least 400 custom items
I'd recommend finishing VF3 in 1.8 since it was originally intended for that version in the first place. After that, maybe do some mini-CTMs for 1.9 to see how far you can push the new features.
I, for one, would love to see a multiplayer focused CTM (or mini-CTM) where each player takes on a role, for example: Melee, Ranged, Alchemist. The slower swing rate really drives up the need for support and I really liked the Area of Effect potions from Ragecraft 3...I think they would add up to a neat style of play, but it would still be one that requires the support of the others.
I remember Uncharted Territory 3, which had Proxy's Riot shield. It one-shotted most mobs, gave a huge health boost but had slowness with it and discouraged switching between items (because you'd have to wait for your extra hearts to heal up again and it would take up saturation). My friends and I played around the person using the riot shield by helping him place torches, break spawners, and pick off ranged enemies, while he kept the fast melee mobs off of us. It took co-ordination and communication but it was extremely fun and satisfying.
I'm doing an LP of the map, but trying it a little differently by livestreaming the playthrough first, then uploading in chunks to YT. If anyone's interested in watching another take on Trance, let me know what you think of my format (note, the first ep is fairly short due to starting up the livestream, etc.)
I'd recommend finishing VF3 in 1.8 since it was originally intended for that version in the first place. After that, maybe do some mini-CTMs for 1.9 to see how far you can push the new features.
Have you considered first releasing a 1.8 version of the map, for those of us who would want to play it in 1.8, with only the 1.8 features? And then later updating it with an alternate download for 1.9?
1.8 is reaching the end of its life cycle. There are plenty of good CTMs to play in 1.8. Even if combat in 1.9 is geared toward casuals and 8 year olds, I'll make it work. Besides, 1.9 tech and features blow 1.8 out of the water. Spent a year and a half on VFIII, If it takes another year and a half to complete, thats what it takes. Besides, once VFIII is released I'm officially retiring from Minecraft content creation. Don't be so quick to usher me out
Currently about 1%. There was a starting island volcano area but, i scrapped that for something that looked less World Painter-y. Only other thing I used to use WP for is blob variation but, I figured out a way to make Minecraft do that by using chunk re-pop and customized world settings. I don't use WP anymore for anything except making custom text brushes and hiding secret messages in the biome data
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Hey three_two,
I have been playing Eventide and I love it so far, but I can't seem to find any diamonds to break the obsidian covering the pillar spawners. So far I have destroyed one pillar by getting gold rush and just rushing to the spawner with an iron pick, but i'm sure there's an easier way. Can I get a hint?
I have been playing Eventide and I love it so far, but I can't seem to find any diamonds to break the obsidian covering the pillar spawners. So far I have destroyed one pillar by getting gold rush and just rushing to the spawner with an iron pick, but i'm sure there's an easier way. Can I get a hint?
Check inside the lower part of the obelisks. Circle stone brick is a cue
Hi three_two, I loved your Tuff Terrain maps, especially Desert Bloom. I have started playing Eventide Trance, and making an LP series (heavily edited, cinematic, no commentary).
Well I gave Eventide Trance a shot, but gave up for now. :/
The no healing mechanic made progress agonizingly slow (many an intentional death because of nearly no health and no way to regen my health. Golden apples and healing potions were few and far between)
No bonemeal meant no food. Making a sustainable mushroom farm required tediously spreading out mushrooms for hours on end and leaving them in the dark so mobs would spawn and blow up said farm.
The void did not help in the destruction of my supplies, but I was tipped over the edge by my vanilla mods I wanted to try this map with (parachute and graves) bugging out (the parachute didn't open, dumping me in the void, and the grave didn't spawn because it conflicted with the parachute! That's entirely my fault.)
The map is, quite frankly, really dull to look at. Granted the dungeons look awesome, but 90% of the map is gray and dark purple mycelium. Exploring that for so long (since I had to go run around for towers before doing any dungeons, which I never made it to after several days) killed my wanderlust.
I did like the gold rush to make mining faster though, that was a nifty mechanic. I wish I had something like this to speed up the loads of slow, cautious hit-and-run combat and incredibly, you-would-not-believe-how-slow-this-was non-giant mushroom farming.
.
I didn't quit because the map was too hard, I quit because it was too slow and tedious, and with it all looking so samey, I didn't really feel compelled to do the same thing to like 10 more towers before I could actually start doing something exciting.
I'd try it again with regeneration on and keepinventory on, but at that point I worry the map would be too easy! I think I'll just leave it and probably come back to it later.
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Bummed to hear VFIII is going to be in 1.9 :/ You summed up my feelings on 1.9 pretty well with the "Even if combat in 1.9 is geared toward casuals and 8 year olds" bit. I'd love to be able to give it a go in 1.8, but I'll play though it regardless.
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Well I finally did it.
Overall I thought it was a great map. I found it gave the same great survival feeling as both of your other maps. I did get bored of attacking the towers and only beat a few before heading into the dungeons. The lack of health regen gave it a fun twist from regular maps as you have to actually think before entering an area. The traps were fabulous, I especially liked the endermite one. Ghasts were a little OP and food and healing items seemed scarce during the water dungeon, but everything else seemed balanced. The second dungeon was by far the most evil with the creepers and silverfish combo. It was an amazing map and I can't wait for VFIII. Thank you for creating this masterpiece.
This is no longer the case in version 1.0 of the map.
This is too good! (Possible spoilers if you haven't played ET yet)
Great map. Felt like trance 3 was easier than trance 2 though despite approaching both with nearly the same gear. And yeah, sooo many potions, lol. Had nearly a double chest full of extras by the end.
Thanks! I had a few people who played the beta say that getting potions felt grindy. I overcompensated for that but, I'd rather give lots of loot and heals than have people get frustrated for lack thereof. I agree on the the comparison of 2nd and 3rd trance. Maybe the 3rd needed more DOT enemies.
wow awesome
Started a playthrough of Eventide Trance a few days ago, really liking the challenge so far and I didn't get very far yet!
Austrian Gaming!
Great to see, I'll check it out!
VFIII for 1.8 is 90-95% complete. I haven't worked on it since August. Still in limbo as 1.9 is not feature complete or stable enough to begin converting the map. When I do start the conversion process that completion % drops significantly as I will have to redo all the tech, loot and spawners. That's around 3000 command blocks, 100+ custom spawners and at least 400 custom items
I'd recommend finishing VF3 in 1.8 since it was originally intended for that version in the first place. After that, maybe do some mini-CTMs for 1.9 to see how far you can push the new features.
I, for one, would love to see a multiplayer focused CTM (or mini-CTM) where each player takes on a role, for example: Melee, Ranged, Alchemist. The slower swing rate really drives up the need for support and I really liked the Area of Effect potions from Ragecraft 3...I think they would add up to a neat style of play, but it would still be one that requires the support of the others.
I remember Uncharted Territory 3, which had Proxy's Riot shield. It one-shotted most mobs, gave a huge health boost but had slowness with it and discouraged switching between items (because you'd have to wait for your extra hearts to heal up again and it would take up saturation). My friends and I played around the person using the riot shield by helping him place torches, break spawners, and pick off ranged enemies, while he kept the fast melee mobs off of us. It took co-ordination and communication but it was extremely fun and satisfying.
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Really loving Eventide Trance so far, three_two!
I'm doing an LP of the map, but trying it a little differently by livestreaming the playthrough first, then uploading in chunks to YT. If anyone's interested in watching another take on Trance, let me know what you think of my format (note, the first ep is fairly short due to starting up the livestream, etc.)
1.8 is reaching the end of its life cycle. There are plenty of good CTMs to play in 1.8. Even if combat in 1.9 is geared toward casuals and 8 year olds, I'll make it work. Besides, 1.9 tech and features blow 1.8 out of the water. Spent a year and a half on VFIII, If it takes another year and a half to complete, thats what it takes. Besides, once VFIII is released I'm officially retiring from Minecraft content creation. Don't be so quick to usher me out
Just curious, what mapmaking tools have you been using to make your maps? (namely Eventide and VFIII)
MCEdit Unified with a large collection of filters and NBTExplorer are the only tools I use.
Not a big fan of mods and plug-ins.
how much of VF3 is made with worldpainter?
Currently about 1%. There was a starting island volcano area but, i scrapped that for something that looked less World Painter-y. Only other thing I used to use WP for is blob variation but, I figured out a way to make Minecraft do that by using chunk re-pop and customized world settings. I don't use WP anymore for anything except making custom text brushes and hiding secret messages in the biome data
Hey three_two,
Check inside the lower part of the obelisks. Circle stone brick is a cue
Hi three_two, I loved your Tuff Terrain maps, especially Desert Bloom. I have started playing Eventide Trance, and making an LP series (heavily edited, cinematic, no commentary).
Parexis plays Eventide Trance #1 -
Well I gave Eventide Trance a shot, but gave up for now. :/
No bonemeal meant no food. Making a sustainable mushroom farm required tediously spreading out mushrooms for hours on end and leaving them in the dark so mobs would spawn and blow up said farm.
The void did not help in the destruction of my supplies, but I was tipped over the edge by my vanilla mods I wanted to try this map with (parachute and graves) bugging out (the parachute didn't open, dumping me in the void, and the grave didn't spawn because it conflicted with the parachute! That's entirely my fault.)
The map is, quite frankly, really dull to look at. Granted the dungeons look awesome, but 90% of the map is gray and dark purple mycelium. Exploring that for so long (since I had to go run around for towers before doing any dungeons, which I never made it to after several days) killed my wanderlust.
I did like the gold rush to make mining faster though, that was a nifty mechanic. I wish I had something like this to speed up the loads of slow, cautious hit-and-run combat and incredibly, you-would-not-believe-how-slow-this-was non-giant mushroom farming.
.
I didn't quit because the map was too hard, I quit because it was too slow and tedious, and with it all looking so samey, I didn't really feel compelled to do the same thing to like 10 more towers before I could actually start doing something exciting.
I'd try it again with regeneration on and keepinventory on, but at that point I worry the map would be too easy! I think I'll just leave it and probably come back to it later.
Bummed to hear VFIII is going to be in 1.9 :/ You summed up my feelings on 1.9 pretty well with the "Even if combat in 1.9 is geared toward casuals and 8 year olds" bit. I'd love to be able to give it a go in 1.8, but I'll play though it regardless.