Ever. EVER. Great map, It teached me a great lesson, If you throw yourself at a challenge long enough, Your pile of corpses will create a nice bridge across. This map took me about a month, Mainly because I ragequit every other death
But the various areas in Fog of Demise, man.... I can't walk 3 blocks without getting blown up or shot xD
Building up upon 50 deaths!
(I changed the difficulty to Hard instead of Hardcore since I really wanted to play the map without saving it a thousand times )
EDIT: I used a mod that I created that only changes the position data of the player when it dies; in other words, even if you die, you still have your inventory, your exp, your food bar, your health, your potion effects, etc.
If you are wondering, I didn't release the mod just because there are many like this out there, and plus anyone could alter the code in like 10 mins.
So a little update on what's going on with these maps...
I've decided to create Arduum Forest as my second map, Apocalyptic Inferno being my first. My plans for Arduum Forest are... big, to say the least.
In light of editable books being introduced I'll be creating a comprehensive storyline for my maps which is something I've debated about before. I don't want any story to draw away from the gameplay of these map so they'll take place in the new book form. This way you can have as much, or as little of it as you please.
Now for the actual map. It'll be based around you being a survivor from a fiery armageddon, setting out to explore the newly devastated world. I have some very big plans for this, including fully cinematic story elements. Oh, and here's a screenshot for fun:
Hello Peoples of the Universe, my name is John Vakmos, and I am here to announce that I will be attempting all of your maps Xekaj. I have finished the beasi training and will be moving through the maps in order.
Would it be ok to make a video series of one of your maps edited to disable hardcore mode or would you not post that on here since its kind of cheating? One life doesn't make for great video.
I've been playing IQ Agility and love it. It's the kind of ultra-limited resources map that I love. Although I needed to creative quite a few times in area 1, due to there being only two half slab and it being hard to decide when to use the second.
There are, however some issues with the map
1. 1.3 (I think) changed spawning so that you spawn in a 10 radius area around your spawn point. This very much messes the map up as not only do you spawn and fall into the void 90% of the time, but THE SAME THING HAPPENS COMING BACK FROM THE END, which makes it almost impossible to complete it successfully.
2. The vine in area 1 is not required to complete the level. This is a major issue as I will explain in #3. The way to do it without using the vine is to collect the extra ladder from the start and the ladder you used to jump to the start of the ice-breaking area, and use those in the required location with the 3 bedrock over an ice. Then progress beyond this and break the ice, letting the water flow down. You can then go back and recollect those two ladders, instead jumping into the water and swimming up. You use one of those ladders after the corner-onto-ladder jump where it is required. You store the ladder and half slab in a chest, then suicide run to flip down the trapdoor on the island with the "there is a vine sign". THEN, here comes the interesting part. Take the half slab, sprint jump towards the pillar and ignore the chest. Place the half-slab beneath you. You can then jump from the half-slab around the wall into the water stream. After going up the water, collect the vine from the chest, then go down the lava-ladders, across the lava, and coming up to the area with only 3 ladders, you use your extra ladder. This lets you beat the area without using the vine.
3. Having the vine from #2, place the vine at the top of the drop down to area 3. After it grows to its full length, it will provide a way to get to and from the fire protection armor chest. Using that, you can then
4. Take fire protection armor, either from #2/3 issues or from beating area 3 again, and take it with you on Area 4, which lets you ignore the 1:30 time limit and avoid the poison.
5. In area 2, after beating the area either 5 doors and one hatch or 6 doors can be obtained by breaking all possible doors. These can be used in area 4 in the large-numbers-of-scattered-blocks section as a shortcut, which also helps negate the 1:30 time limit.
These are all the ones I've found so far, and it would be great if you fixed them in version 1.3 of the map.
Playing Devastation Gauntlet and it's really fun so far. I like how it's possible to make slow but steady progress, instead of any section being totally impossible. It's funny, my first try I used blast-proof iron bars and got my face owned by the blaze. The second round I used wool and have taken out the blaze spawners, first round of skellie spawners, first round of ghast spawners and am working on the second round of ghast spawners. It's really quite fun not having a pick.
(You did, I presume, intend for us to destroy the obsidianized ghast and blaze spawners)
Okay so new changes... needs Charged Creepers, and add the Blindness effect to the player for even worse vision. No swords, and only a half a stack of arrows.
I have a sequel to it which was going to be a halloween map, but minecraft decided otherwise so I'm stuck with some annoying block update problems.
Is there any particaler minecraft version i need to play your maps on?
or can i just play on 1.3.2?
All my maps so far have been made for 1.2.5 and previous. The hardcore maps can technically be done in 1.3 since you don't have to deal with respawning. I'll hopefully update the others so they work in the newer version of Minecraft.
Ever. EVER. Great map, It teached me a great lesson, If you throw yourself at a challenge long enough, Your pile of corpses will create a nice bridge across. This map took me about a month, Mainly because I ragequit every other death
Wow, impressive. I didn't really think anyone would actually spend that much time, but kudos to you!
(Did you keep a death count? I'd like to know how many bodies it takes to fill one of my maps...)
But the various areas in Fog of Demise, man.... I can't walk 3 blocks without getting blown up or shot xD
Building up upon 50 deaths!
(I changed the difficulty to Hard instead of Hardcore since I really wanted to play the map without saving it a thousand times :P)
Thanks!
Respawning kinda defeats the purpose of that map though since all the de-buffs are removed.
I guess it would be similar to Sea of Flames...if Sea of Flames was 6 times larger, primarily aboveground, had an optional storyline, absolutely no water, multiple "side quests", and 90% of spawners were blazes, ghasts, or wither skeletons.
Hello Peoples of the Universe, my name is John Vakmos, and I am here to announce that I will be attempting all of your maps Xekaj. I have finished the beasi training and will be moving through the maps in order.
Here's Video 1:
-snip-
I will Seeeee you later!
I'm loving it so far! Good luck with the maps.
(You also missed part of the training map, the 'Preparedness Test' is through the End Portal beneath the intersection)
Would it be ok to make a video series of one of your maps edited to disable hardcore mode or would you not post that on here since its kind of cheating? One life doesn't make for great video.
Sure, but it might actually be harder that way (bar the specifically made Dragonstone Keep one) since the gear is designed for all out assault. It's really up to you, and if you can manage to win even on hard, that's a huge accomplishment on its own.
I've been playing IQ Agility and love it. It's the kind of ultra-limited resources map that I love. Although I needed to creative quite a few times in area 1, due to there being only two half slab and it being hard to decide when to use the second.
There are, however some issues with the map
1. 1.3 (I think) changed spawning so that you spawn in a 10 radius area around your spawn point. This very much messes the map up as not only do you spawn and fall into the void 90% of the time, but THE SAME THING HAPPENS COMING BACK FROM THE END, which makes it almost impossible to complete it successfully.
2. The vine in area 1 is not required to complete the level. This is a major issue as I will explain in #3. The way to do it without using the vine is to collect the extra ladder from the start and the ladder you used to jump to the start of the ice-breaking area, and use those in the required location with the 3 bedrock over an ice. Then progress beyond this and break the ice, letting the water flow down. You can then go back and recollect those two ladders, instead jumping into the water and swimming up. You use one of those ladders after the corner-onto-ladder jump where it is required. You store the ladder and half slab in a chest, then suicide run to flip down the trapdoor on the island with the "there is a vine sign". THEN, here comes the interesting part. Take the half slab, sprint jump towards the pillar and ignore the chest. Place the half-slab beneath you. You can then jump from the half-slab around the wall into the water stream. After going up the water, collect the vine from the chest, then go down the lava-ladders, across the lava, and coming up to the area with only 3 ladders, you use your extra ladder. This lets you beat the area without using the vine.
3. Having the vine from #2, place the vine at the top of the drop down to area 3. After it grows to its full length, it will provide a way to get to and from the fire protection armor chest. Using that, you can then
4. Take fire protection armor, either from #2/3 issues or from beating area 3 again, and take it with you on Area 4, which lets you ignore the 1:30 time limit and avoid the poison.
5. In area 2, after beating the area either 5 doors and one hatch or 6 doors can be obtained by breaking all possible doors. These can be used in area 4 in the large-numbers-of-scattered-blocks section as a shortcut, which also helps negate the 1:30 time limit.
These are all the ones I've found so far, and it would be great if you fixed them in version 1.3 of the map.
O.O
Well you certainly thought this through.
The extra ladder in Area 1 was actually so you could jump to the top of the first pillar and then drop down, but it seems that you can indeed just leap from the ladder without dying (I'll probably fix this)
I think I'll leave the armor and door exploits for #4 since outsmarting the map is really the entire challenge in the first place
Anyways, thanks for letting me know about this! I'll update this for 1.3 in the near future.
Well that was a very entertaining 10 minutes. FFS man, don't trap the starting lobby. >.>
And yes I mean 10 minutes of all of the maps together (not counting the non-hardcore tutorial, which I died 3 times on)
Hehe. It's a little joke I like to play, rigging the spawn/rules area for each mini map. There's no real point in reading the rules everytime and this is just a funny way to punish the people who do.
Playing Devastation Gauntlet and it's really fun so far. I like how it's possible to make slow but steady progress, instead of any section being totally impossible. It's funny, my first try I used blast-proof iron bars and got my face owned by the blaze. The second round I used wool and have taken out the blaze spawners, first round of skellie spawners, first round of ghast spawners and am working on the second round of ghast spawners. It's really quite fun not having a pick.
(You did, I presume, intend for us to destroy the obsidianized ghast and blaze spawners)
Yep.
It's interesting that it's only when you have everything that you could want do you realize how important the simplest thing left out is, in this case a pickaxe.
Phew, 14 replies...
Anyways, I was going to have a Halloween Map ready for the occasion but having the mechanics of it work with Minecraft's block update mechanics is throwing up some issues. Instead I finished Mini-Map #05: Lightstorm Quarry:
The greed of miners has brought civilization down to the once dark depths of the planet. Lava and precious minerals, unearthed by the negligent blast mining of rich corporation, now spill freely through caves. But with with light and wealth comes the monstrosities that wish to reclaim it...
Well, I just had some "fun" with IQ Agility V1.2, and some things that (I think) are needed to be fixed are:
1. Like JTTCOTE2 said, the spawn issue is major, and I had to spawn in a bed
2. Erm, I don't know if this is intentional or not, but in area 4, the chest in front of the teleporter to the end is empty, and as far as I can see, I don't see another chest in area 4 that contains the wool.
3. In area 2, if you have the patience to do this, you can collect all the doors except maybe 4 that are needed to complete the course and use them at parts of the parkour sections to render them useless; I found them especially helpful in area 1, where you can skip the first ladder section.
4. Using a trapdoor that you can obtain from area 2, you can go to the end, put up the trapdoor on one of the bedrock pillars, jump to it, punch the endercrystal (killing yourself in the process), then go in again from any area and harvest the stairs. (I got 7 stairs every time by doing this, I don't know how accurate this is since explosions are so random)
5. Using the three trapdoors you can obtain in area two and the initial glowtone you get in the map, you can land on the outer rim of the cobweb drop and then use the trapdoors to drop down 6 blocks (you only need two trapdoors for this since you build, destroy, build, destroy), then build out four blocks the two trapdoors and (two or three) glowstone, to extend it four blocks, then jump to the next bedrock cylinder with full health to get to half a heart (the jump is both possible and survivable), then you can simply use a wooden door to bypass the lava above the bedrock roof, and just get to the wool without even touching the interior of area 3. I know that you said that exploits should count toward the player, but I don't know if you would want to allow the player to bypass an entire area like this, especially one that is so hard like this :/
6. If you can get one of the stairs in exploit #4, you can build a upside-down stair anywhere for mobs to spawn in, and when a creeper spawns, you can use the creeper to get blocks from somewhere. (only works for 1.4.2, and also I don't see any areas that this could be useful in) Just an idea.
I have actually carried out exploits #3, #4, and #5 in one of my tries through this map, and it worked out pretty good for me tbh Not sure about #6 though.
Overall, awesome map! Reminds me of good ol' Ragequit Holidays xD
Well, I just had some "fun" with IQ Agility V1.2, and some things that (I think) are needed to be fixed are:
-complex analysis snip-
Yeah, of all the maps I've made IQ Agility is probably the most unstable due to its sheer complexity. If you can figure out any exploits in the map, feel free to use them, since outsmarting me is just as good as legitimately completing the area. (Also, #6 doesn't work, the entire map is set to mushroom biome so no mobs can spawn)
Soooo... I tried The Impossible. I thought I was done for. Suddenly I realize I made it. Landed on the platform. Too bad there was a jump boost...
-snip-
There's a single raised block of glass in the center of the platform that will prevent you from dying of fall damage, you really think I'd give you a 5x5 area to land?
(IQ Agility):It's considered cheating using the ender pearls from the endermen in the end?
(If you break the glowstone in The End, endermen starts to spawn...)
Hm, I'd say it's fine. You have to kill an enderman without any gear in the first place, if it drops a pearl you still have to be able to throw it perfectly, and if you die during any of this then you'll have to go through an area again to get back into The End.
Name: Echoblast Island Location: Spawn point, Intersection I Hub Difficulty: 5/10 (Moderate) Objectives: White Wool Main Mob: Creeper-[Resistance IV, Speed IV]
Name: Echoblast Island Location: Spawn point, Intersection I Hub Difficulty: 5/10 (Moderate) Objectives: White Wool Main Mob: Creeper-[Resistance IV, Speed IV]
The map's coming along
That... that looks incredible. Since it's an "Intersection 1 Hub", I'm assuming it's part of a full map?
But the various areas in Fog of Demise, man.... I can't walk 3 blocks without getting blown up or shot xD
Building up upon 50 deaths!
(I changed the difficulty to Hard instead of Hardcore since I really wanted to play the map without saving it a thousand times )
EDIT: I used a mod that I created that only changes the position data of the player when it dies; in other words, even if you die, you still have your inventory, your exp, your food bar, your health, your potion effects, etc.
If you are wondering, I didn't release the mod just because there are many like this out there, and plus anyone could alter the code in like 10 mins.
Edit: What is __MACOSX for?
That looks similar to Vech's 'Sea Of Flames'
Here's Video 1:
[media] https://www.youtube....&list=UL [/media]
I will Seeeee you later!
I have trouble spawning in IQ agility
https://www.youtube.com/user/BenthepenPlays
There are, however some issues with the map
1. 1.3 (I think) changed spawning so that you spawn in a 10 radius area around your spawn point. This very much messes the map up as not only do you spawn and fall into the void 90% of the time, but THE SAME THING HAPPENS COMING BACK FROM THE END, which makes it almost impossible to complete it successfully.
2. The vine in area 1 is not required to complete the level. This is a major issue as I will explain in #3. The way to do it without using the vine is to collect the extra ladder from the start and the ladder you used to jump to the start of the ice-breaking area, and use those in the required location with the 3 bedrock over an ice. Then progress beyond this and break the ice, letting the water flow down. You can then go back and recollect those two ladders, instead jumping into the water and swimming up. You use one of those ladders after the corner-onto-ladder jump where it is required. You store the ladder and half slab in a chest, then suicide run to flip down the trapdoor on the island with the "there is a vine sign". THEN, here comes the interesting part. Take the half slab, sprint jump towards the pillar and ignore the chest. Place the half-slab beneath you. You can then jump from the half-slab around the wall into the water stream. After going up the water, collect the vine from the chest, then go down the lava-ladders, across the lava, and coming up to the area with only 3 ladders, you use your extra ladder. This lets you beat the area without using the vine.
3. Having the vine from #2, place the vine at the top of the drop down to area 3. After it grows to its full length, it will provide a way to get to and from the fire protection armor chest. Using that, you can then
4. Take fire protection armor, either from #2/3 issues or from beating area 3 again, and take it with you on Area 4, which lets you ignore the 1:30 time limit and avoid the poison.
5. In area 2, after beating the area either 5 doors and one hatch or 6 doors can be obtained by breaking all possible doors. These can be used in area 4 in the large-numbers-of-scattered-blocks section as a shortcut, which also helps negate the 1:30 time limit.
These are all the ones I've found so far, and it would be great if you fixed them in version 1.3 of the map.
And yes I mean 10 minutes of all of the maps together (not counting the non-hardcore tutorial, which I died 3 times on)
(You did, I presume, intend for us to destroy the obsidianized ghast and blaze spawners)
I didn't really expect anything to happen on this thread while I was away, but I'm nicely surprised.
You're insane. Just plain insane
I have a sequel to it which was going to be a halloween map, but minecraft decided otherwise so I'm stuck with some annoying block update problems.
All my maps so far have been made for 1.2.5 and previous. The hardcore maps can technically be done in 1.3 since you don't have to deal with respawning. I'll hopefully update the others so they work in the newer version of Minecraft.
Lol. I think it's safe to say these all need a good update for post 1.2.
Wow, impressive. I didn't really think anyone would actually spend that much time, but kudos to you!
(Did you keep a death count? I'd like to know how many bodies it takes to fill one of my maps...)
Thanks!
Respawning kinda defeats the purpose of that map though since all the de-buffs are removed.
Good luck
...and no idea, where'd you find it?
I guess it would be similar to Sea of Flames...if Sea of Flames was 6 times larger, primarily aboveground, had an optional storyline, absolutely no water, multiple "side quests", and 90% of spawners were blazes, ghasts, or wither skeletons.
I'm loving it so far! Good luck with the maps.
(You also missed part of the training map, the 'Preparedness Test' is through the End Portal beneath the intersection)
1.2.5 and previous, I'll be updating them to be compatible with 1.3+
Sure, but it might actually be harder that way (bar the specifically made Dragonstone Keep one) since the gear is designed for all out assault. It's really up to you, and if you can manage to win even on hard, that's a huge accomplishment on its own.
O.O
Well you certainly thought this through.
The extra ladder in Area 1 was actually so you could jump to the top of the first pillar and then drop down, but it seems that you can indeed just leap from the ladder without dying (I'll probably fix this)
I think I'll leave the armor and door exploits for #4 since outsmarting the map is really the entire challenge in the first place
Anyways, thanks for letting me know about this! I'll update this for 1.3 in the near future.
Hehe. It's a little joke I like to play, rigging the spawn/rules area for each mini map. There's no real point in reading the rules everytime and this is just a funny way to punish the people who do.
Yep.
It's interesting that it's only when you have everything that you could want do you realize how important the simplest thing left out is, in this case a pickaxe.
Phew, 14 replies...
Anyways, I was going to have a Halloween Map ready for the occasion but having the mechanics of it work with Minecraft's block update mechanics is throwing up some issues. Instead I finished Mini-Map #05: Lightstorm Quarry:
Lightstorm Quarry (v1.0): Download!
Type: Open World
Overall Difficulty: 4/10
Mobs: 5/10
Environment: 5/10
Supplies: 3/10
Spawning: Hardcore
Rating: Easy
Description:
Enjoy!
brb speedrun
Well I seem to have spawned on top of bedrock.
Sadface.
1. Like JTTCOTE2 said, the spawn issue is major, and I had to spawn in a bed
2. Erm, I don't know if this is intentional or not, but in area 4, the chest in front of the teleporter to the end is empty, and as far as I can see, I don't see another chest in area 4 that contains the wool.
3. In area 2, if you have the patience to do this, you can collect all the doors except maybe 4 that are needed to complete the course and use them at parts of the parkour sections to render them useless; I found them especially helpful in area 1, where you can skip the first ladder section.
4. Using a trapdoor that you can obtain from area 2, you can go to the end, put up the trapdoor on one of the bedrock pillars, jump to it, punch the endercrystal (killing yourself in the process), then go in again from any area and harvest the stairs. (I got 7 stairs every time by doing this, I don't know how accurate this is since explosions are so random)
5. Using the three trapdoors you can obtain in area two and the initial glowtone you get in the map, you can land on the outer rim of the cobweb drop and then use the trapdoors to drop down 6 blocks (you only need two trapdoors for this since you build, destroy, build, destroy), then build out four blocks the two trapdoors and (two or three) glowstone, to extend it four blocks, then jump to the next bedrock cylinder with full health to get to half a heart (the jump is both possible and survivable), then you can simply use a wooden door to bypass the lava above the bedrock roof, and just get to the wool without even touching the interior of area 3. I know that you said that exploits should count toward the player, but I don't know if you would want to allow the player to bypass an entire area like this, especially one that is so hard like this :/
6. If you can get one of the stairs in exploit #4, you can build a upside-down stair anywhere for mobs to spawn in, and when a creeper spawns, you can use the creeper to get blocks from somewhere. (only works for 1.4.2, and also I don't see any areas that this could be useful in) Just an idea.
I have actually carried out exploits #3, #4, and #5 in one of my tries through this map, and it worked out pretty good for me tbh Not sure about #6 though.
Overall, awesome map! Reminds me of good ol' Ragequit Holidays xD
I'm really beginning to hate the SP/SMP merge...
Thanks!
Yeah, of all the maps I've made IQ Agility is probably the most unstable due to its sheer complexity. If you can figure out any exploits in the map, feel free to use them, since outsmarting me is just as good as legitimately completing the area. (Also, #6 doesn't work, the entire map is set to mushroom biome so no mobs can spawn)
There's a single raised block of glass in the center of the platform that will prevent you from dying of fall damage, you really think I'd give you a 5x5 area to land?
Hm, I'd say it's fine. You have to kill an enderman without any gear in the first place, if it drops a pearl you still have to be able to throw it perfectly, and if you die during any of this then you'll have to go through an area again to get back into The End.
Name: Echoblast Island
Location: Spawn point, Intersection I Hub
Difficulty: 5/10 (Moderate)
Objectives: White Wool
Main Mob: Creeper-[Resistance IV, Speed IV]
The map's coming along
That... that looks incredible. Since it's an "Intersection 1 Hub", I'm assuming it's part of a full map?
Indeed, first full map for Zero Mercy.
Name: Syncquential
Type: Linear Branching, Inversion
Difficulty: Strenuous (Full Progressive)
Spawning: Unlimited
Objectives: 16 Wool, 3 Metal Blocks (Required). 13 "Completionist" Objects, 22 Misc. Items (Bonus).
The difficulty of each area can be gauged by doubling the intersection number (Rating is of course, 1-10)