I just realized, wow, its been a long time since I commented here. So yes, hello hello, Overload is look great, hope you're doing well, have some cake, fare well!
How long are you expecting the changes to take after the beta testers finish? (I need a new ctm map to play) Just wondering.
I would say about 2 weeks to finish all the polishing and prepare for the release, (keep in mind that I haven't just been sitting my ass off all this time). Also, once beta test is finished, I want to resume the weekly development updates, so the pre-release period should be more exciting than the present one.
Right now, 2 out of 4 beta testers have already finished the map. The two that haven't are dealing with some difficulties irl, which is why they are going a bit slower. Nonetheless, I've got feedback up to Intersection 3 and up to Intersection 4 from them. I can't say for certain how fast they will resolve their problems, but it shouldn't take too long, (or I at least hope so : D).
I know you like to see attempts at your maps, so here is a link to my YT channel with the playlist so far. At this stage I'm releasing episodes weekly at 8pm Australian Eastern time (GMT +10) on Saturdays, with this coming Saturday (AUG 23) scheduled for Ep#4.
I know you like to see attempts at your maps, so here is a link to my YT channel with the playlist so far. At this stage I'm releasing episodes weekly at 8pm Australian Eastern time (GMT +10) on Saturdays, with this coming Saturday (AUG 23) scheduled for Ep#4.
Sweet! I've seen only one or two LPs of my smaller maps, so it's really exciting for me to see one. I hope you'll have fun playing other maps of the series.
I'm playing Animosity for the first time for almost 2 days, and I really like this map! I am now in Hellish Citadel from Intersection 2 (I am not sure for the name :/ ), and I died 3 times: one death by a Blitz in Short Circuit and two by falling like an idiot on the Jump Boost from Intersection 2 and in Hellish Citadel (the spiral stairs were too long lol). I really love how Volcanic Core is made. I am now taking on the final room of Hellish Citadel, which is difficult with all the Blazes and Ghasts spawners from above but I use a water bucket to make lava disappear. It would be much harder with void instead of lava. I am also looking for the path to Intersection 3 (It seems it is not in the Nostalgic Cavern). I have a lot of fun with this map, and I hope it will be the same for Overload. Keep up the good work
P.S: Sorry for English mistakes, I am a French player. :/
I'm glad you are having fun with Animosity, it makes me proud (for the lack of a better word) to know that even a year after its release people still enjoy playing it. Also, your English is good enough, don't worry about it.
I love "small lens" item. ¿how do you do that item? ¿It's possible make my own "small lens" in vanilla (using commands) or I need an external software?
Okay guys, I've had some stuff both IRL and Internet related that kept me busy for the past couple of days, but I really should apologize for not responding sooner.
Yes, there is progress. I'm still working out some details, but beta testing is pretty much finished. You can expect a Dev. Update later this week where I'll go into more details about that and about my future plans overall.
I have a question for you, TikaroHD:
I love "small lens" item. ¿how do you do that item? ¿It's possible make my own "small lens" in vanilla (using commands) or I need an external software?
Yay, congratulations on completing Sandstorm!
Small Lens takes advantage of attribute system and affects the movementSpeed attribute. I've made it by changing the NBT data of the item using MCEdit, but with 1.8 already out, I believe you can make the same thing with commands.
Ok, so I totally missed the purple wool on Animosity and I didn't notice until I had gotten the green wool. A bit of help? Can't seem to find it. At all.
Ok, so I totally missed the purple wool on Animosity and I didn't notice until I had gotten the green wool. A bit of help? Can't seem to find it. At all.
The entrance is located in one of the building in Flaming Necropoils. The said building is near the wall opposite of the entrance, right next to the watchtower with "Solar Prominence". It's also the only building with light inside.
In the said building, there is a ladder that leads to a mini base-thing with the corridor to Purple wool
The entrance is located in one of the building in Flaming Necropoils. The said building is near the wall opposite of the entrance, right next to the watchtower with "Solar Prominence". It's also the only building with light inside.
In the said building, there is a ladder that leads to a mini base-thing with the corridor to Purple wool
Awesome. Thanks! I'm almost done with the map and expect to be finished this week. It's been really fun so far, and I can't wait for #2!
The time has come indeed. After about 2 months of beta testing, Overload is on the finishing line. So, let's have a little overview of what's going on before diving back into development process, shall we?
First of all, I now can officially say that the beta testing is finished. There is some small stuff left about it, but overall it's done. With that, we are now in the post-beta period of Overload development, the time before the release. This is the last part of development, so I have to finish up all the stuff I want to, which is actually not all that much. The aesthetics are 100% finished, I do not plan to change anything in them. What I do need to do though is to go through the map and add\change some of the custom mobs, as well as balance some small nitpicky stuff. I'm not going to set a strict time period for myself, but you can be sure it's not going to take another month. After finishing that, I'll have to go though the whole map again and make sure everything works as I want it to. And after that I'll do the technical stuff like preparing the OP and doing pretty screenshots. Also, one small thing: Overload is going to be released for 1.7, not 1.8. I really don't want to delay the release by updating the map to fit the new mechanics and such, but I will update it some time after the release.
That's basically how the rest of the development will go. I'm also going to update the Progress Meter to fit the new information, so you can check the post-beta progress there.
And now, a tiny-little talk about SP03. The main this I want to say is - the work has been started. Not the actual building process, but rather me carving out the raw idea of what I want from it to a more or less detailed plan. Right now, the general lore is done, all but 3 areas are laid out both on paper and in my head, and I have the basic idea of how big it's going to be.
Okay, one last thing before I end this update: remember me saying that I'll be able to set a solid release date for Overload? Yes, I'm not doing that today, but rather the next dev. update (the 39th), so that I have time to really think through how much work is left and not have to be an ass and change the release day after announcing it.
And with that being said, I think this is all the stuff I wanted to talk about, so we'll end it here, (There is no closing screenshot this time, and I'm not sure if there will be any for the post-beta period).
I would say about 2 weeks to finish all the polishing and prepare for the release, (keep in mind that I haven't just been sitting my ass off all this time). Also, once beta test is finished, I want to resume the weekly development updates, so the pre-release period should be more exciting than the present one.
Right now, 2 out of 4 beta testers have already finished the map. The two that haven't are dealing with some difficulties irl, which is why they are going a bit slower. Nonetheless, I've got feedback up to Intersection 3 and up to Intersection 4 from them. I can't say for certain how fast they will resolve their problems, but it shouldn't take too long, (or I at least hope so : D).
Also, your Strawberry Jam #3 map name? (A little late for the meme but oh well...)
It will be released on the date of release. C:
I see where this is going.Sandstorm.I know you like to see attempts at your maps, so here is a link to my YT channel with the playlist so far. At this stage I'm releasing episodes weekly at 8pm Australian Eastern time (GMT +10) on Saturdays, with this coming Saturday (AUG 23) scheduled for Ep#4.
Let me know what you think: https://www.youtube.com/playlist?list=PL7CgeL7Iy9_c3gPIb1fshLY7U5UwvluPj
I'm looking forward to playing other Simulation Protocol maps when I'm done.
Thanks,
Fox Blockhead
Youtube: FoxBlockheadlp
twitter: FoxBlockhead
Youtube: FoxBlockheadlp
twitter: FoxBlockhead
Sweet! I've seen only one or two LPs of my smaller maps, so it's really exciting for me to see one. I hope you'll have fun playing other maps of the series.
I'm glad you are having fun with Animosity, it makes me proud (for the lack of a better word) to know that even a year after its release people still enjoy playing it. Also, your English is good enough, don't worry about it.
[removed]
Blizzard -> Finished
and now...
Sandstorm -> Finished!
I have a question for you, TikaroHD:
I love "small lens" item. ¿how do you do that item? ¿It's possible make my own "small lens" in vanilla (using commands) or I need an external software?
Yes, there is progress. I'm still working out some details, but beta testing is pretty much finished. You can expect a Dev. Update later this week where I'll go into more details about that and about my future plans overall.
Yay, congratulations on completing Sandstorm!
Small Lens takes advantage of attribute system and affects the movementSpeed attribute. I've made it by changing the NBT data of the item using MCEdit, but with 1.8 already out, I believe you can make the same thing with commands.
I hope you will have fun with it!
In the said building, there is a ladder that leads to a mini base-thing with the corridor to Purple wool
Awesome. Thanks! I'm almost done with the map and expect to be finished this week. It's been really fun so far, and I can't wait for #2!
Dev. Update №38 (this is still a thing)
The time has come indeed. After about 2 months of beta testing, Overload is on the finishing line. So, let's have a little overview of what's going on before diving back into development process, shall we?
First of all, I now can officially say that the beta testing is finished. There is some small stuff left about it, but overall it's done. With that, we are now in the post-beta period of Overload development, the time before the release. This is the last part of development, so I have to finish up all the stuff I want to, which is actually not all that much. The aesthetics are 100% finished, I do not plan to change anything in them. What I do need to do though is to go through the map and add\change some of the custom mobs, as well as balance some small nitpicky stuff. I'm not going to set a strict time period for myself, but you can be sure it's not going to take another month. After finishing that, I'll have to go though the whole map again and make sure everything works as I want it to. And after that I'll do the technical stuff like preparing the OP and doing pretty screenshots. Also, one small thing: Overload is going to be released for 1.7, not 1.8. I really don't want to delay the release by updating the map to fit the new mechanics and such, but I will update it some time after the release.
That's basically how the rest of the development will go. I'm also going to update the Progress Meter to fit the new information, so you can check the post-beta progress there.
And now, a tiny-little talk about SP03. The main this I want to say is - the work has been started. Not the actual building process, but rather me carving out the raw idea of what I want from it to a more or less detailed plan. Right now, the general lore is done, all but 3 areas are laid out both on paper and in my head, and I have the basic idea of how big it's going to be.
Okay, one last thing before I end this update: remember me saying that I'll be able to set a solid release date for Overload? Yes, I'm not doing that today, but rather the next dev. update (the 39th), so that I have time to really think through how much work is left and not have to be an ass and change the release day after announcing it.
And with that being said, I think this is all the stuff I wanted to talk about, so we'll end it here, (There is no closing screenshot this time, and I'm not sure if there will be any for the post-beta period).
I love you tikaro
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