You weren’t lying about the fall, but to be honest, I wasn’t going to run the risk anyway. If your plan is to lure me into a false sense of security, it might be working. But yeah I was surprised to see the wool down there. This area was tiny compared to the previous ones, but oh well. I’m not going to complain about a small break.
I did bring some dirt back home and made myself a little plantation of potatoes (zambinoes dropped a couple of them). Deepwood Cavern is next. I gotta admit, that’s one impressive water fall, but before going down, I did go up to see where it leads me. Sure enough it was the second intersection. We already talked about what happened; went there, heard guardians, questioned life. In the end, like you said, it was just a long range spawner and they are just killing squids. Minecraft marine life at its best. I’m not going down there. Not only is fighting guardian in the open a pain in the ass, but I’m terrified of deep waters, even in minecraft. No idea where I got this, but yeah. **** the ocean.
After completing my railtrack through the wall and along Surface Blast (I ride along a bedrock wall until I come out in the higher part of Deepwood Cavern), I started to descent into the actual area. Got myself a ton of sapplings and two really nice wooden axes (that’s the kind of loot I was looking for!). The area was very simple if you stay on the rooftops and spam torches as you run around like a mad man.
Now that I have every kind of wood and a ton of bones, wood is not problem anymore. I built a nice looking house that I totally didn’t copy from a youtube video because I suck at building, and I then rode my way back to intersection deux.
First areas are the Sabbia Tombs. The thing with sand areas is that… they really do look the same. Deset with pyramids, I mean… there’s not really anything else I can think of when it comes to desert areas. A deadly oasis or the Sphinx maybe, but it stops there. Oh well. The babyramids contained decent loot, so there’s that. I also can’t wait to see any sign of getting an anvil soon to use the 50 levels I have and the bottles’o enchanting to combine all those bows, it’s gon’ be good.
While doing the big one, I knew this one should be bigger but I didn’t see any way of going down until I looked behind a sarcophagus. Sneaky progress hole is sneaky. I didn’t have any trouble with the rest of the area, but I gotta admit those guardians spawning on uh… immediately dying bats I assume because lighting didn’t do anything (unless guardians don’t care about light level). I have no idea where the spawners were, but I did uncover some uh… skeletons sparners wearing sand-looking clothes, I’m guessing the pyramid guardians. Well uh, they weren’t spawning. At all. So you might want to check into that I suppose.
So now I’m going back to the monument to recover from my trip and take on the next area. Still no signs of those banners you mentioned at the monument though
Hi, I was trying to speedrun Whirling Phenomena so I have studied almost all parts of your map
Here are some suggestions you may/may not found useful:
Disable natural spawning, especially for map after 1.9. This can make a better enemy control for the player to fight with suitable power level mob at proper location. Fighting natural spawned skeletons and witches at the very beginning is just pain in the ass.
Give more food supply at the beginning.
I prefer fighting against few very powerful mob rather than swamped by many relatively weak mobs.
Give reasonable hints for the player where to go and what to do in some dungeon, Good placement of light source can easily fix this.
The rest of the map is fine imo. After fixing the difficulty balance problem this map should be an EPIC !
Thank you for your feedback! I have realized I overreacted when I called the map a failure, and I have decided to make the small changes to the starting areas to make them more bearable.
You weren’t lying about the fall, but to be honest, I wasn’t going to run the risk anyway. If your plan is to lure me into a false sense of security, it might be working. But yeah I was surprised to see the wool down there. This area was tiny compared to the previous ones, but oh well. I’m not going to complain about a small break.
I did bring some dirt back home and made myself a little plantation of potatoes (zambinoes dropped a couple of them). Deepwood Cavern is next. I gotta admit, that’s one impressive water fall, but before going down, I did go up to see where it leads me. Sure enough it was the second intersection. We already talked about what happened; went there, heard guardians, questioned life. In the end, like you said, it was just a long range spawner and they are just killing squids. Minecraft marine life at its best. I’m not going down there. Not only is fighting guardian in the open a pain in the ass, but I’m terrified of deep waters, even in minecraft. No idea where I got this, but yeah. **** the ocean.
After completing my railtrack through the wall and along Surface Blast (I ride along a bedrock wall until I come out in the higher part of Deepwood Cavern), I started to descent into the actual area. Got myself a ton of sapplings and two really nice wooden axes (that’s the kind of loot I was looking for!). The area was very simple if you stay on the rooftops and spam torches as you run around like a mad man.
Now that I have every kind of wood and a ton of bones, wood is not problem anymore. I built a nice looking house that I totally didn’t copy from a youtube video because I suck at building, and I then rode my way back to intersection deux.
First areas are the Sabbia Tombs. The thing with sand areas is that… they really do look the same. Deset with pyramids, I mean… there’s not really anything else I can think of when it comes to desert areas. A deadly oasis or the Sphinx maybe, but it stops there. Oh well. The babyramids contained decent loot, so there’s that. I also can’t wait to see any sign of getting an anvil soon to use the 50 levels I have and the bottles’o enchanting to combine all those bows, it’s gon’ be good.
While doing the big one, I knew this one should be bigger but I didn’t see any way of going down until I looked behind a sarcophagus. Sneaky progress hole is sneaky. I didn’t have any trouble with the rest of the area, but I gotta admit those guardians spawning on uh… immediately dying bats I assume because lighting didn’t do anything (unless guardians don’t care about light level). I have no idea where the spawners were, but I did uncover some uh… skeletons sparners wearing sand-looking clothes, I’m guessing the pyramid guardians. Well uh, they weren’t spawning. At all. So you might want to check into that I suppose.
So now I’m going back to the monument to recover from my trip and take on the next area. Still no signs of those banners you mentioned at the monument though
From my play tests, I was able to farm guardians using leather armor and stone weapons. As long as you use a torch or sign or something, you should be able to the get to the ocean floor no problem. The guardians also have reduced hp from normal ones, so they are a much easier fight. As long as you keep your breath up and block their beams with shields or blocks you should be okay.
The guardians in the lower section of Sabbia tombs are unintended, I found them in my play tests, and got really confused, but then realized what was happening. The only way to fix it would be to move the area around, and that wasn't really an option considering the map layout, and in the end it wasn't that big a deal, so I left it as is. I am not sure what skeleton spawers you are referring to, I just tested, and the spawners on the surface that spawn the sand head skeletons work fine.
Many of the banners are impossible to find unless you found a clue, or a creeper just so happens to blow up the entrance, or maybe if you accidentally yourself into one. Some of them however can be found by finding the visual cue for it. I can guarantee that you will find a banner hint by the end of the map, and from that point it is about interpreting the clues and finding them all.
I just did some testing, looks like husks, (the mob the zombies were) cannot be spawned with spawners unless they are open to sky and in the desert biome, so basically I cannot use husks as enemies. This is only a problem in 1.11, where they changed zombies from using zombie type to using separate entity ids. So now I have to change all the spawners to zombie spawners to fix this. Thank you for telling me.
I have been working on a new open world full length map for about 6 months now, and it is finally ready for closed beta testing. As was suggested to me, I am going to keep the map in closed beta testing for now. This means if you would like to play the map and give me your feedback, then please send me a private message and I will give you the download link.
After I get enough feedback, or if after enough time passes without finding closed beta testers, I will open the map to an open beta. At that point, it will still be a beta, but anyone will be able to play it.
The map is called "Isolation", the information about it and screenshots are in the original post.
Due to a lack of feedback in closed beta testing, I have opened the map up to open beta testing. This means that now anyone can download the map and play. The map is winnable and completeable, however I am the only one who has play tested it, so it may be unbalanced in some places. If you play the map, I highly appreciate any and all feedback you have.
New update to my adventure.
I did bring some dirt back home and made myself a little plantation of potatoes (zambinoes dropped a couple of them). Deepwood Cavern is next. I gotta admit, that’s one impressive water fall, but before going down, I did go up to see where it leads me. Sure enough it was the second intersection. We already talked about what happened; went there, heard guardians, questioned life. In the end, like you said, it was just a long range spawner and they are just killing squids. Minecraft marine life at its best. I’m not going down there. Not only is fighting guardian in the open a pain in the ass, but I’m terrified of deep waters, even in minecraft. No idea where I got this, but yeah. **** the ocean.
After completing my railtrack through the wall and along Surface Blast (I ride along a bedrock wall until I come out in the higher part of Deepwood Cavern), I started to descent into the actual area. Got myself a ton of sapplings and two really nice wooden axes (that’s the kind of loot I was looking for!). The area was very simple if you stay on the rooftops and spam torches as you run around like a mad man.
Now that I have every kind of wood and a ton of bones, wood is not problem anymore. I built a nice looking house that I totally didn’t copy from a youtube video because I suck at building, and I then rode my way back to intersection deux.
First areas are the Sabbia Tombs. The thing with sand areas is that… they really do look the same. Deset with pyramids, I mean… there’s not really anything else I can think of when it comes to desert areas. A deadly oasis or the Sphinx maybe, but it stops there. Oh well. The babyramids contained decent loot, so there’s that. I also can’t wait to see any sign of getting an anvil soon to use the 50 levels I have and the bottles’o enchanting to combine all those bows, it’s gon’ be good.
While doing the big one, I knew this one should be bigger but I didn’t see any way of going down until I looked behind a sarcophagus. Sneaky progress hole is sneaky. I didn’t have any trouble with the rest of the area, but I gotta admit those guardians spawning on uh… immediately dying bats I assume because lighting didn’t do anything (unless guardians don’t care about light level). I have no idea where the spawners were, but I did uncover some uh… skeletons sparners wearing sand-looking clothes, I’m guessing the pyramid guardians. Well uh, they weren’t spawning. At all. So you might want to check into that I suppose.
So now I’m going back to the monument to recover from my trip and take on the next area. Still no signs of those banners you mentioned at the monument though
Thank you for your feedback! I have realized I overreacted when I called the map a failure, and I have decided to make the small changes to the starting areas to make them more bearable.
From my play tests, I was able to farm guardians using leather armor and stone weapons. As long as you use a torch or sign or something, you should be able to the get to the ocean floor no problem. The guardians also have reduced hp from normal ones, so they are a much easier fight. As long as you keep your breath up and block their beams with shields or blocks you should be okay.
The guardians in the lower section of Sabbia tombs are unintended, I found them in my play tests, and got really confused, but then realized what was happening. The only way to fix it would be to move the area around, and that wasn't really an option considering the map layout, and in the end it wasn't that big a deal, so I left it as is. I am not sure what skeleton spawers you are referring to, I just tested, and the spawners on the surface that spawn the sand head skeletons work fine.
Many of the banners are impossible to find unless you found a clue, or a creeper just so happens to blow up the entrance, or maybe if you accidentally yourself into one. Some of them however can be found by finding the visual cue for it. I can guarantee that you will find a banner hint by the end of the map, and from that point it is about interpreting the clues and finding them all.
I was talking about these spawners.
Those are the mummy spawners, husks meant to look like mummies.
Oh... Well, I still never saw any spawn..
I just did some testing, looks like husks, (the mob the zombies were) cannot be spawned with spawners unless they are open to sky and in the desert biome, so basically I cannot use husks as enemies. This is only a problem in 1.11, where they changed zombies from using zombie type to using separate entity ids. So now I have to change all the spawners to zombie spawners to fix this. Thank you for telling me.
I have been working on a new open world full length map for about 6 months now, and it is finally ready for closed beta testing. As was suggested to me, I am going to keep the map in closed beta testing for now. This means if you would like to play the map and give me your feedback, then please send me a private message and I will give you the download link.
After I get enough feedback, or if after enough time passes without finding closed beta testers, I will open the map to an open beta. At that point, it will still be a beta, but anyone will be able to play it.
The map is called "Isolation", the information about it and screenshots are in the original post.
Due to a lack of feedback in closed beta testing, I have opened the map up to open beta testing. This means that now anyone can download the map and play. The map is winnable and completeable, however I am the only one who has play tested it, so it may be unbalanced in some places. If you play the map, I highly appreciate any and all feedback you have.