I'm guessing the spectra work with mobs that have full resistance and only instant_damage mobs in the radius of the flying snowball. But how do you /give the bolded dark blue snowballs? I can't seem to /give items with coloured names, or did you mcedit the command block with §? please let me know!
I used an nbtedit plugin for mcedit to give snowballs with colored names. I had to copy paste § into the command block text. And if I recall correctly, the spectral mobs have really high resistance but I don't use instant damage to take down their health. Instead there is a health scoreboard and every time a snowball hits something all the mobs in a 3 block radius get 1 added to their health score. Then I just have command blocks that kill things with specific names depending on their health score. For example, the cave spider spectre is called "DarkSpectre" or something like that, and I have a command block that kills all mobs named "DarkSpectre" with a health score of 2. That way I can have different health values for different spectres.
Thanks for replying! I totally suck at scoreboard and i didn't even know you could have different scoreboard values for same-named mobs at the same time! Wonder how you do that though.. Also snowballs don't usually work when thrown directly into the ground near you or into a mob
Thanks for replying! I totally suck at scoreboard and i didn't even know you could have different scoreboard values for same-named mobs at the same time! Wonder how you do that though.. Also snowballs don't usually work when thrown directly into the ground near you or into a mob
So if you make a mobspawner with mcedit from a mob, it'll keep the UUID for the mob and every mob spawned from it will be treated as the same by command blocks. All you need to do is use an nbtedit plugin to delete the UUID's from the spawner and you can have different values for mobs that spawn from the spawner.
As far as the snowballs go, they work by summoning armor stands when a snowball is detected and teleporting the armorstands to the snowball. Then when it sees there are no snowballs in the air, it executes a command at the armor stand (since it should be the last place a snowball was). It doesn't work if there isn't enough time between the throw and the hit. Unfortunately I don't think there is any real way around it, so I think what I said in a lore book is that the "Spectral Blasts" only "activate" after a certain range.
Now that another jam has come, I've got another minimap to add to the list: Darkness Descending. In my other mini CTMs I've generally had map-wide mechanics. In this one I created different mechanics for each area, including some varied custom mob mechanics. Enjoy the map!
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Really enjoying the new mini CTM you've got out! The Darkness makes staying safe a challenging yet fun experience.
Also really enjoy the additional priority to take out the Darkness Crystals throughout the area. Great work! Let me know if I miss anything in my go through it.
Thanks, I appreciate it!
Was really hoping to do a special Halloweenish map leading to the 31st and this one was right up my alley.
Just watched your finale of the map, I'm glad you enjoyed it! Just some stuff I didn't want to squeeze into a YouTube comment:
The way the swarm mechanic works its not so much you have to get really far from it as much as it has to cool down some. Also, I said before but I really did like how the shaders impacted the map, although I can understand not wanting to use them all the time.
Also, during the last area the DarkReapers were supposed to give blindness sort of how the hivemenders gave slowness. I don't know if it was the shaders or just the mechanic breaking but it didn't seem to work, but the shaders darkened everything anyways so I'd say they more than made up for it over the series.
Just watched your finale of the map, I'm glad you enjoyed it! Just some stuff I didn't want to squeeze into a YouTube comment:
The way the swarm mechanic works its not so much you have to get really far from it as much as it has to cool down some. Also, I said before but I really did like how the shaders impacted the map, although I can understand not wanting to use them all the time.
Also, during the last area the DarkReapers were supposed to give blindness sort of how the hivemenders gave slowness. I don't know if it was the shaders or just the mechanic breaking but it didn't seem to work, but the shaders darkened everything anyways so I'd say they more than made up for it over the series.
Thanks for playing!
And thank you for an awesome map, as well as for explaining the swarm mechanic. Really well done overall and arguably the best of the 8th Strawberry Jam maps out there.
I'll be starting an LP of Spectre Isles with a friend of mine next week at the earliest.
Got stuck playing it the first time, which is why I asked about the Realm Gate earlier in the thread. Also was originally going to use shaders again in that one after finding a way to allocate more memory to Minecraft, but it's almost impossible to see anything in the End with them on.
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The next three episodes:
So, a critique of the second area...
There may be a few too many holes or too few cobwebs covering those holes in the first part of Spectral Fortress. The number of creepers dropping down tended to lead to quick, frustrating deaths after just making it back to retrieve lost items. I love the idea implemented with the different Spectres and the use of Spectral Blasts to take 'em out, but I think the Blasts needed to have some sort of side effect on the Husks, maybe acting as a flashbang, slowing them down perhaps.
To be fair, both minor2nd and I did make some boneheaded and panicked decisions trying to evade the Spectral Legions, so to speak, but the combination of Spectres, Husks, and Ghasts made for a bit too chaotic of a second area.
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First episodes of Mages' Escape!
Enjoying this one a lot.
I think Spectre Isles might've worked better if you mixed what you did with the Mage's Bow and the Spectral Blasts. Not sure if playing it multiplayer confused the map into not giving Spectral Blasts when running out of them, but using arrows instead as ammo scattered in chests might've worked better. Have to say, really impressed by the different unique mechanics you've implemented into each mini-map.
Just updated the thread with my map from the 10th Strawberry Jam: Armageddon! If you've enjoyed my other maps and didn't see the jam thread then check it out. I will warn you it's a little harder than some of the other mini maps I've made. As always, feedback is welcome, and don't forget to post any videos here so I can add them to the main post
I used an nbtedit plugin for mcedit to give snowballs with colored names. I had to copy paste § into the command block text. And if I recall correctly, the spectral mobs have really high resistance but I don't use instant damage to take down their health. Instead there is a health scoreboard and every time a snowball hits something all the mobs in a 3 block radius get 1 added to their health score. Then I just have command blocks that kill things with specific names depending on their health score. For example, the cave spider spectre is called "DarkSpectre" or something like that, and I have a command block that kills all mobs named "DarkSpectre" with a health score of 2. That way I can have different health values for different spectres.
Thanks for replying! I totally suck at scoreboard and i didn't even know you could have different scoreboard values for same-named mobs at the same time! Wonder how you do that though.. Also snowballs don't usually work when thrown directly into the ground near you or into a mob
Some CloudClient dude. Also some CloudPack dude.
So if you make a mobspawner with mcedit from a mob, it'll keep the UUID for the mob and every mob spawned from it will be treated as the same by command blocks. All you need to do is use an nbtedit plugin to delete the UUID's from the spawner and you can have different values for mobs that spawn from the spawner.
As far as the snowballs go, they work by summoning armor stands when a snowball is detected and teleporting the armorstands to the snowball. Then when it sees there are no snowballs in the air, it executes a command at the armor stand (since it should be the last place a snowball was). It doesn't work if there isn't enough time between the throw and the hit. Unfortunately I don't think there is any real way around it, so I think what I said in a lore book is that the "Spectral Blasts" only "activate" after a certain range.
Now that another jam has come, I've got another minimap to add to the list: Darkness Descending. In my other mini CTMs I've generally had map-wide mechanics. In this one I created different mechanics for each area, including some varied custom mob mechanics. Enjoy the map!
Really enjoying the new mini CTM you've got out! The Darkness makes staying safe a challenging yet fun experience.
Also really enjoy the additional priority to take out the Darkness Crystals throughout the area. Great work! Let me know if I miss anything in my go through it.
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
I added your video to the main post. Also, I really like the lighting mod you're using. It really adds to the feel of the map.
Thanks, I appreciate it!
Was really hoping to do a special Halloweenish map leading to the 31st and this one was right up my alley.
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
Just watched your finale of the map, I'm glad you enjoyed it! Just some stuff I didn't want to squeeze into a YouTube comment:
Also, during the last area the DarkReapers were supposed to give blindness sort of how the hivemenders gave slowness. I don't know if it was the shaders or just the mechanic breaking but it didn't seem to work, but the shaders darkened everything anyways so I'd say they more than made up for it over the series.
Thanks for playing!
And thank you for an awesome map, as well as for explaining the swarm mechanic. Really well done overall and arguably the best of the 8th Strawberry Jam maps out there.
I'll be starting an LP of Spectre Isles with a friend of mine next week at the earliest.
Got stuck playing it the first time, which is why I asked about the Realm Gate earlier in the thread. Also was originally going to use shaders again in that one after finding a way to allocate more memory to Minecraft, but it's almost impossible to see anything in the End with them on.
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
And here's the first episode of Spectre Isles!
Just to note: may take a while before the next episodes are rolled in.
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
After what's been too long a time, here's the next episode!
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
The next three episodes:
So, a critique of the second area...
There may be a few too many holes or too few cobwebs covering those holes in the first part of Spectral Fortress. The number of creepers dropping down tended to lead to quick, frustrating deaths after just making it back to retrieve lost items. I love the idea implemented with the different Spectres and the use of Spectral Blasts to take 'em out, but I think the Blasts needed to have some sort of side effect on the Husks, maybe acting as a flashbang, slowing them down perhaps.
To be fair, both minor2nd and I did make some boneheaded and panicked decisions trying to evade the Spectral Legions, so to speak, but the combination of Spectres, Husks, and Ghasts made for a bit too chaotic of a second area.
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
Final episode of Spectre Isles!
And now, onto Mages' Escape!
(Yes, "Mages'" instead of "Mage's" )
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
Thanks for playing! I enjoyed the series.
First episodes of Mages' Escape!
Enjoying this one a lot.
I think Spectre Isles might've worked better if you mixed what you did with the Mage's Bow and the Spectral Blasts. Not sure if playing it multiplayer confused the map into not giving Spectral Blasts when running out of them, but using arrows instead as ammo scattered in chests might've worked better. Have to say, really impressed by the different unique mechanics you've implemented into each mini-map.
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
Episode 3!
Wow, that second area's a handful, but still really fun and rewarding to complete. Now for the last area...
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
Final episode of Mages' Escape!
Is there supposed to be a way to actually escape or is the objective just to collect all three wool as usual?
YouTube Channel: Chronicler
Includes Minecraft play-throughs and video game discussion videos!
If you've already escaped the prison itself, then there's no further escaping needed
Just updated the thread with my map from the 10th Strawberry Jam: Armageddon! If you've enjoyed my other maps and didn't see the jam thread then check it out. I will warn you it's a little harder than some of the other mini maps I've made. As always, feedback is welcome, and don't forget to post any videos here so I can add them to the main post
Depths of Irkalla completed in under 40 minutes, for your viewing pleasure. Enjoy.