Hello, Mithey. It's been a long time since I've seen your wonderful and awesome maps popping out in the notifications.
By playing your latest map, Chunk Restore, I've seen that you put a lot of effort in it and try to improve the map mechanic by adding new features that aren't in your previous map, it makes the game doesn't feel like Minecraft anymore! Moreover, the returning character and plot is there as well, which brings much nostalgia to me.
Though I just started the map, I've already seen a bug: http://imgur.com/a/DDl7J
You see, when I get close to Vuco, she seems to turn into white completely, I may think it's an Optifine error I guess?
Also, you have linked the wrong website of Optifine, the map is v1.12.1 right? However, the link you have provided is v1.12 instead.
Anyways, I'll be uploading this errors by the time when I'm playing the game, and I hope you have an AWESOME day.
EDIT: It looks like Optifine has some errors when loading the RP, so about Vuco turning white, don't worry much about her.
Mithey, you've done it again! Even the Alpha of this map was amazing! I loved almost everything about it! There are a couple of gripes I have though. For one, the charm of being in Survival Mode and having more freedom is gone, which is a little disappointing. It was also kind of annoying how rather than just simply opening a chest, it disappears, spilling its contents everywhere, which is especially annoying when you only want a couple of things in the chest. The areas are also surprisingly smaller than the other maps, with absolutely nothing at the barriers of areas and the small size of your base. It'd be nicer if you could see a little past the barriers rather than just seeing emptiness on the other side, and if the main hub was a little more open.
I suppose all of this criticism is a little discouraging, so why don't I balance it out with everything I love about the map? I love how you start off at the end of Terra Restore 1 (That is the end of TR1, right?). I also love the seasons system and how there's a notice in the form of a howl or a cluck to indicate when it's day or night. Even the small things amaze me, like the apples hanging from the trees, the tiny locations in the area selection menu, and the custom textures for everything. I was especially blown away by Bob's Airship, with all of the details from the clouds flying by, to even the water flowing underneath.
Anyways, I can't wait for you to finish this map! I haven't been this excited for a map in a long time.
I finished the Chunk Restore and I immediately fell in love with it, it's such a good work that it may be the new generation of mapmaking in the Minecraft community. Just~ Kiss
The only question I have encountered in the process is, what's with the stackable emerald blocks? Are they going to do something if I put all of them in front of Coco's shop? (Speaking of Coco, the jokes of "THE GENERATION OF COCOS" never stopped.)
So i reached the end of the current version, what did i think?
Let me 1st say that i was playing on challenging difficulty as the past main maps have been a bit easy on the normal setting.
It sets up the story very nicely with the 1st area, Issue one i had to update the armor myself so i would get the buffs, it caused me to die because of that.
I died 3 times in the 1st area so there is a spike of challenge that i like and overall the 1st area you play in and fight was great.
Now we come to the main "base" area, it's a lovely place even without any of the buildings but what did annoy me is that there was no place i could build a place of my own, now i'm not the one to build places for myself but i do know others do.
So after the base area you go onto the next area the tower. I had so many issues and it was because of the food, I was always under half hp dyeing all the time as i could not heal up, I would highly suggest you have an auto heal kick in after a while out of combat with the current food as it's just painful waiting to restore the hearts you have. Mix this in with the challenging difficulty i had a really hard time with this area, even tho it was supposed to be an easy area. Now i have a mod that shows me my armor but also creatures HP and i have to say the weapons to the amount of HP some monsters have are painful and i will get talking about this next.
So after that there is an airship section now the dmg you do, with the pressure of killing the ghasts you have to kill the 3 other mobs that land on the airship, 1 skelly with a bow, 1 skelly without a bow and one zombie. Compared to the skeletons the zombie has way to much HP and dmg, at least have high of one of the aspects as i was having a hard time with this part, I already commented about the issue with the fireballs in my last post so i wont bring it up here.
Now all that out of the way.... this map every area is amazing, the amount of work seen put into this is breath taking, each area just looks amazing! I cannot wait to see the later areas!
Now current what i have seen what would i rate this?
Combat: 4
Looks: 10
Features: N/A (Because what is up with the level system and what not, don't know so its why its an N/A)
Overall playing: 7
FPS/LAG: 1 (Lower is better)
Overall i give the current version a 7/10
Keep up the AWESOME work!
Yeah the health regeneration is pretty slow since the food quality isn't the best which I like/dislike. I like it because you can prioritize eating better quality food when you really need it, like for a boss fight or event or when close to death. I dislike it when it creates too much down time. That's where I was actually considering having Legend of Zelda like hearts hidden throughout the tower that you could pickup and they would instantly heal you.
An area which you can make your own base was something I really considered, but it would of been pretty tricky to implement. I was at first considering having it so you had to explore areas and find items to unlock certain blocks to build with at your player base. I was also thinking of having it so when new people move into your town that instead of Vuco restoring the land you would instead be tasked by the person to make a certain build for them to live in. But again that would be a bit complicated to try and implement and I figured not everyone would enjoy such a thing either.
The leveling system currently can give you strength+resistance buffs in areas that you are high enough level in. Your level vs. the zone's level dictates how much exp you get per mob kill and what buffs you receive. In the future I'm hoping to add in some sort of custom player ability system which may or may not tie in with the leveling system too. Since the map will likely end up being partially open world I may also end up making it so you can't enter certain areas until you're X level to prevent players from getting overpowered gear for their level.
Correct me if I'm wrong but I thought that you could texture items based of durability without optifine?
ALso, I've downloaded the map and it is just stunning so far
Yes, for tools you can. However for food which has no durability, and for armor which gets rendered differently when the player is wearing it you can't
Hello, Mithey. It's been a long time since I've seen your wonderful and awesome maps popping out in the notifications.
By playing your latest map, Chunk Restore, I've seen that you put a lot of effort in it and try to improve the map mechanic by adding new features that aren't in your previous map, it makes the game doesn't feel like Minecraft anymore! Moreover, the returning character and plot is there as well, which brings much nostalgia to me.
Though I just started the map, I've already seen a bug: http://imgur.com/a/DDl7J
You see, when I get close to Vuco, she seems to turn into white completely, I may think it's an Optifine error I guess?
Also, you have linked the wrong website of Optifine, the map is v1.12.1 right? However, the link you have provided is v1.12 instead.
Anyways, I'll be uploading this errors by the time when I'm playing the game, and I hope you have an AWESOME day.
EDIT: It looks like Optifine has some errors when loading the RP, so about Vuco turning white, don't worry much about her.
Whenever you get close to things you can right click they start to glow with the Minecraft status effect. But yeah, it's not suppose to be completely white like that. You might have some sort of Optifine option or something else enabled which is causing that.
Chunk restore is awesome The buildings and environment look MUCH better then previous your previous "restore maps"! I despised the visible command blocks! Some really cool textures and models. Music is nice and fitting as always. Nice to see that the story continues litteraly where TR1 left off! The fasttravel systems (both interregional and local) are simple looking, yet pleasant to use. Also the animation of the airship was amazing!
Of course there's some criticism too:
WHERES THE LAVAFLOOR???? please add it
CR is distincting itself from TR1 & TR2 with the change from survival to adventure. Part of the fun of TR was the freedom that came with survival mode.
Yet the same change enables you to involve puzzles and challenges through the whole map! So I'm not certain about this change...
I found it very annoying that chests get destroyed on opening. My inventory became bloated with worn armor! Also it's difficult to determine what was in the chest.
Although it only being the first dungeon, I felt like it was lacking content. The only treasures were coconuts (lol) and a weapon which was not even hidden... It took some adventuring to find bob's lost armor I recall. And it was fun!
Also not really critisizing, but will the upgradable base return (have I missed it?) ? The idea get's worn out pretty fast, so I would not mind if it didn't.
Bug 1: In the starting scene, I click on Vuco and take her view instead of continuing the scene
Bug 2: Some mobs are invisible?
Bug 3: I can combine damaged tools/armor and create a normal item...
Bug 4?: I can't pull mobs with a fishing rod who have not noticed me
The lava floor is actually there in the player base but pretty hidden this time xD
My issues with survival mode is that it constantly limits what I can do mechanic wise and how it can enable players to easily overcome challenges by simply placing blocks or digging. Digging and placing blocks can still be cool mechanics though which is one of the reasons why I went ahead and added the power-up system. Occasionally you will find tools which will allow you to destroy certain blocks like mob spawners, and place blocks on top of other certain blocks. It's a lot more limited in terms of freedom for sure but it's better this way imo.
I'm still considering having chests the old way, or at least just for the normal chests but I'll have to see. Some reasons for the new way includes quicker looting, an added animation to the loot, and making it so the player won't accidentally store stuff in the chest as anything stored outside of the player base will get deleted when the area unloads. The big downside though of course is you can't easily see what exactly was in the chest.
There were two chests with enchanted armor in the tower dungeon but yeah. I'm trying to give out weapons/armor less often this time in comparison to TR2. The reasons being I want items that you gain to actually really "feel" like an upgrade, and not something you will just end up replacing in a hour or so with something better. I also wanted it this way so that each time you gain an item it feels special and later on you can probably easily remember where you got the item from. Not to mention item creation now takes slightly longer with there being custom textures/models involved. Future dungeon areas will likely have more than 1 void chest in them for sure though.
The upgradable base has been slightly merged with the structures you restore themselves. For example a feature of the first structure you restore is that you can talk to Melissa before heading out and she will fully restore your health and hunger/saturation. Other structures that you restore are planned to have features attached to them too.
I did notice once that silverfish became invisible for some reason until I relogged.
Combining tools/armor to create a normal item is something I'm hoping will get removed when Minecraft 1.13 adds in custom recipes.
Not being able to pull mobs with a fishing rod like ones that haven't noticed you yet is intended.
Mithey, you've done it again! Even the Alpha of this map was amazing! I loved almost everything about it! There are a couple of gripes I have though. For one, the charm of being in Survival Mode and having more freedom is gone, which is a little disappointing. It was also kind of annoying how rather than just simply opening a chest, it disappears, spilling its contents everywhere, which is especially annoying when you only want a couple of things in the chest. The areas are also surprisingly smaller than the other maps, with absolutely nothing at the barriers of areas and the small size of your base. It'd be nicer if you could see a little past the barriers rather than just seeing emptiness on the other side, and if the main hub was a little more open.
I suppose all of this criticism is a little discouraging, so why don't I balance it out with everything I love about the map? I love how you start off at the end of Terra Restore 1 (That is the end of TR1, right?). I also love the seasons system and how there's a notice in the form of a howl or a cluck to indicate when it's day or night. Even the small things amaze me, like the apples hanging from the trees, the tiny locations in the area selection menu, and the custom textures for everything. I was especially blown away by Bob's Airship, with all of the details from the clouds flying by, to even the water flowing underneath.
Anyways, I can't wait for you to finish this map! I haven't been this excited for a map in a long time.
I went with smaller areas this time on purpose for a number of reasons, mainly for aesthetics and performance. For example:
*The map requires 8 chunk render distance so that I can guarantee that the whole area that the player is in is loaded at any point. That helps drastically with bugs where commands can't run because certain chunks or entities are not loaded in because they are too far away
*I actually personally really liked the aesthetics of games like Paper Mario and some older games where areas are "screen" based. It's pretty unique too in a Minecraft map setting
*Smaller areas are way more enjoyable to work with and allow me to greatly focus in on smaller details that I would not bother with if the areas were bigger
*Smaller areas in general allows me to focus in on gameplay more and creating interesting combat scenarios/puzzles
*Less area loading time; Nearly all areas get loaded in via structure blocks.
*Helps with the season system
*And so on
And yeah, the map starts off during the very end of TR1. Some small things have been changed of course but it's still pretty similar to it.
I found the whole airship thing to be pretty impressive too, hopefully I can continue to make events and boss fights that sweet looking lol
I finished the Chunk Restore and I immediately fell in love with it, it's such a good work that it may be the new generation of mapmaking in the Minecraft community. Just~ Kiss
The only question I have encountered in the process is, what's with the stackable emerald blocks? Are they going to do something if I put all of them in front of Coco's shop? (Speaking of Coco, the jokes of "THE GENERATION OF COCOS" never stopped.)
BEHOLD! THE BEST ARMOUR OF MINECRAFT HISTORY IN 2017!
The stackable emerald blocks are used for one of two things in the tower area. It can help you skip the parkour if you find that too annoying or can be used later on in the area to gain access to a chest with some pretty decent stuff in it.
I went with smaller areas this time on purpose for a number of reasons, mainly for aesthetics and performance. For example:
*The map requires 8 chunk render distance so that I can guarantee that the whole area that the player is in is loaded at any point. That helps drastically with bugs where commands can't run because certain chunks or entities are not loaded in because they are too far away
*I actually personally really liked the aesthetics of games like Paper Mario and some older games where areas are "screen" based. It's pretty unique too in a Minecraft map setting
*Smaller areas are way more enjoyable to work with and allow me to greatly focus in on smaller details that I would not bother with if the areas were bigger
*Smaller areas in general allows me to focus in on gameplay more and creating interesting combat scenarios/puzzles
*Less area loading time; Nearly all areas get loaded in via structure blocks.
*Helps with the season system
*And so on
I suppose that makes sense. Still, the main base seems way smaller than before, which I'm not too big a fan of. At least it will be a lot easier to find different locations now!
Also, is it at all possible to gain an unlockable companion that follows you around and helps out in battle? That's something I've always wanted in a Minecraft map, and with the unfortunate end of Exiel it would be nice to have someone else aid you. Perhaps you could choose which species your companion could be, such as a villager, a skeleton, or a wolf? Of course, this doesn't have to be added, but it would be nice to travel alongside someone.
EDIT: I forgot one last suggestion. When monsters haven't noticed you yet, I feel it should be possible to sneak up on them. Basically, if you're not in their field of view and you're sneaking, they won't notice you. If you attack one of them, it will deal double damage, but they'll notice and start attacking.
EDIT EDIT: I'm so sorry about all these edits! I promise this will be the last one! Anyways, I noticed that there wasn't any spot to put Terra Restores in the map. Does Vuco just do all the restoration for you? I always liked the Terra Restore system, as it gave a concrete goal in each area, and it felt like you were actually doing something to restore the land, rather than just sitting back and watching as it restores itself over time.
Great experience so far, had a bug when you exit from the old tower you appear at the beginning of Road to Old Tower and not the end wher you should end up.
Mithey. I love your work! I just finished chunk restore. It... was... AMAZING! You are by far the best map maker I know. But I do have a question. How are you able to make your own texture/resourse pack without retexturing an existing item?
I'm an admin for a server that has adventure mode dungeons, so that doesn't bother me. I really liked the aesthetics, and pulling apples down was fun (once I figured it out LOL). My one complaint I've seen elsewhere; I died so many times because I got impatient waiting for my life to regen. It feels very slow. Other than that, I loved the rpg elements and some fun new mechanics I didn't even know Minecraft could do! It's like magic or somethin'
Rollback Post to RevisionRollBack
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
I'd like to report a game-breaking bug with Multiplayer. So 2 of my friends and I decided to play this together using a server. The first few minutes were good, and not very crazy. However, mobs spawn in HUGE packs whenever more people are present. We can barely even get anywhere without being swarmed by zombies and skeletons. The tower before the airship is packed with literally 1000+ mobs based on the counter, making it basically unplayable without having to /kill them.
I'm assuming you have some sort of multiplier of spawned mobs based on how many are present? If so, please tone it down by a lot so we can play it. Besides that, the map is very fun to play, and I'd love to play it when it's fixed.
When you're at the old tower(now destroyed) because you've flown back with Bob, just to explore, I decided to walk back to my base instead of flying (for funsies) and a weird thing happened. When I hit the button to go back to the road to the old tower from the old tower, I teleported to the beginning of it, like the end right next to the base. I wanted to do it backwards but couldn't. That is an easy fix I'm sure ^-^
Anyway, can't wait for the next update! Love the map so far!
PS: The music makes the game soooo much better. Hearing the same old songs from TR 2 brings back so many memories! Don't ever get rid of it!
! MINOR SPOILER!
I missed one
Theres the chestplate with unbreaking. What and where is the other item?
It would be nice if the mobs would be alerted when "pulled".
I believe it was a helmet with unbreaking/protection on it too.
I'm not too sure about the whole fishing rod thing to alert mobs. You can't really test for where the fishing bobber goes is the thing. I believe I could probably test for when an entity gains motion instead of being completely still, but even that has a risk of another moving mob bumping into the other stationary mobs and pulling them. The fishing rod of course doesn't do any damage too so I can't test for that either.
I suppose that makes sense. Still, the main base seems way smaller than before, which I'm not too big a fan of. At least it will be a lot easier to find different locations now!
Also, is it at all possible to gain an unlockable companion that follows you around and helps out in battle? That's something I've always wanted in a Minecraft map, and with the unfortunate end of Exiel it would be nice to have someone else aid you. Perhaps you could choose which species your companion could be, such as a villager, a skeleton, or a wolf? Of course, this doesn't have to be added, but it would be nice to travel alongside someone.
EDIT: I forgot one last suggestion. When monsters haven't noticed you yet, I feel it should be possible to sneak up on them. Basically, if you're not in their field of view and you're sneaking, they won't notice you. If you attack one of them, it will deal double damage, but they'll notice and start attacking.
EDIT EDIT: I'm so sorry about all these edits! I promise this will be the last one! Anyways, I noticed that there wasn't any spot to put Terra Restores in the map. Does Vuco just do all the restoration for you? I always liked the Terra Restore system, as it gave a concrete goal in each area, and it felt like you were actually doing something to restore the land, rather than just sitting back and watching as it restores itself over time.
An unlockable companion such as a wolf might be a thing I might tie into the custom ability system whenever I try and get that done.
Dealing double damage by sneaking up to an entity isn't the easiest thing to do, especially since we lost the ability to do negative amplifier status effects such as negative resistance. I would have to balance mobs around having resistance when pulled and having no resistance when not pulled. I'd also have to add in some form of testing if the player is sneaking or not. It's a possibility, but we will have to see. I definitely would like to at the very least have sneaking and possibly the invisibility status effect have a role in what range the player has to be to pull mobs.
You'll likely be restoring bits of the land yourself too in future updates. One of the things that I want to add are "restoration events". For example you might encounter a part of the land that is tainted by the void, and whenever you approach it a simple event starts. If you manage to beat the event a terra restore would appear and you would use it to restore the place back to normal. This is something I was actually going to add back in Terra Restore 1 but I noticed it was way too buggy back then when you had to use a lot of redstone with command block stuff.
Great experience so far, had a bug when you exit from the old tower you appear at the beginning of Road to Old Tower and not the end wher you should end up.
Yeah that one is going to be fixed in the next update
Mithey. I love your work! I just finished chunk restore. It... was... AMAZING! You are by far the best map maker I know. But I do have a question. How are you able to make your own texture/resourse pack without retexturing an existing item?
BTW: Again. Great work!!!
Using model json files with "predicate damage" for items that have durability, and using the Custom Item Textures component of Optifine for items that don't have durability and also for armor. Best thing I can say is look at the resource pack itself and Google those things.
Just finished playing through the alpha of the map and I have to say that it's AMAZING! I'm loving the RPG-like mechanics and the aesthetics are fine too, especially thanks to the terrain that changes based on the current season (even though Aquaess doesn't change yet, hopefully it will be implemented in the future).
The Combat is fine so far (playing in Normal btw), I don't find too difficult nor too easy, it feels balanced; the final minigame was a lot of fun!
I found the area a bit too small, even though it was the first, but I hope in the future they will gradually become larger, as the difficulty increases.
I actually like being always in adventure mode, since I know it's a way to implement a more unique game experience and I'd rather have new features than being free to break and place blocks.
My only complaint is the parkour: please don't make the parkour required to advance in later areas, or at least make it so you don't die every time you fail a jump (I actually died like 20 times trying to get the coconut lol ).
BUGS:
Glowing Effect on entities glitched out: It's an Optifine related bug and can be solved by going to: [ESC] > Options... > Video Settings... > Perfomance... > Fast Render: OFF. I think you should point it out in the beginning of the map since I read it was a recurring problem.
Disappearing Mobs: Sometimes mobs would become invisible and invulnerable and kill me. Apparently logging in and out makes the mobs reappear.
Spawning at the Base: With the Hard Base option when you respawn after defeating the first area, you actually spawn in lava.
Advancements: The "Completed: Old Magical Tower" in Main Quests and the "Level 5 (current max)" in Achievements are not given to the player when fulfilled.
Anyway great map so far and keep it up!
Aquaess probably won't ever have seasons, though I might be able to add in some small things in the future like snow layers in patches and what not. It's a bit of a special area, the area is much bigger than the others and it's also permanently loaded in. There is no easy/practical way to move it all into a different biome based on the season.
And yeah, I'm trying to be really careful with the parkour here. The parkour in the tower might be the most extreme bit of parkour in the map. I wanted the jumps to feel scary and that you were pretty high up in the air. I do like the idea of constantly having checkpoints in parkour and limiting the amount of instant death jumps. I actually tried to position some of the higher platforms above the lower platforms there so there was a decent chance you wouldn't flat out die. I also like the idea of having parkour be optional when possible, like how you can stack emerald blocks in front of Coco's shop there to get the coconut. Lastly I like the idea of having mostly easy but epic feeling jumps. I may try and do something about the tower parkour there in the next update as it may not be the best.
I'm an admin for a server that has adventure mode dungeons, so that doesn't bother me. I really liked the aesthetics, and pulling apples down was fun (once I figured it out LOL). My one complaint I've seen elsewhere; I died so many times because I got impatient waiting for my life to regen. It feels very slow. Other than that, I loved the rpg elements and some fun new mechanics I didn't even know Minecraft could do! It's like magic or somethin'
Yeah I'll likely be buffing some of the food slightly in the next update. Still thinking of having hearts around the place too that you can pickup which instant heal you
I'd like to report a game-breaking bug with Multiplayer. So 2 of my friends and I decided to play this together using a server. The first few minutes were good, and not very crazy. However, mobs spawn in HUGE packs whenever more people are present. We can barely even get anywhere without being swarmed by zombies and skeletons. The tower before the airship is packed with literally 1000+ mobs based on the counter, making it basically unplayable without having to /kill them.
I'm assuming you have some sort of multiplier of spawned mobs based on how many are present? If so, please tone it down by a lot so we can play it. Besides that, the map is very fun to play, and I'd love to play it when it's fixed.
There are around 190 entities in total in the tower area if there are 4 or more players present. Was there actually 1000+ mobs or just too many? If there was actually 1000+ mobs that would be a bug, if there was just too many mobs then that might be a scaling issue. The packs of mobs should at worst get to like 9 mobs at a time in the tower area with 4+ players.
You could give players regeneration when out of combat and no mobs nearby/aware
I could do something like that but I think I'll just be buffing the food instead here. I want food to have some importance but I don't want the player constantly eating too often and I don't want there to be too much down time either.
Say, in earlier posts, you mentioned something about a MMORPG server? I don't want to put any more pressure on you (you seem to have enough pressure as it is), but it that being worked on, or was that just a potential idea? If you are working on it, then does it still take place in the land of Nira, or does it take place in different setting? And if it is in the land of Nira, what if (and this does not have to be added. In fact, it's unlikely it would be added due to the extra amount of work for it to be possible) you could choose which faction you started out in? For instance, you could choose to be the Light, with classes such as Warrior, Archer, or Mage, the Dark, with classes like Zombie, Skeleton, or Enderman, or the Detached, with classes like Wolf, Sheep, or Cow, and each faction has their own custom quests (at least, in the beginning areas. Later on the different faction would probably have the same quests as later on players would end up joining the Inbetween or something). Again, I'm not trying to put any pressure on you. I just wonder if you're still thinking about that server.
Using the Entity Counter in the debug window (F3), we saw that there were 1000+ mobs, or rather so many mobs that it was lagging so badly. I have a really good graphics card, and it can't even take it all in without running at 5 FPS. Also, on the Exiel fight, for some reason whenever Vuco puts down her "Aura of Healing", mobs will spawn during so. I know that this is a intended mechanic of the fight, but the problem is that it spawns a CRAPTON of mobs. I died 16 times during that fight. The other zones seem to have a mob scaling problem too whenever more people are introduced, adding so many more mobs, even the quest NPCS have a lot of copies of themselves inside of themselves.
I was using spigot to host the server that we play on, have the view distance to 9, the difficulty to normal, and I'm using no plugins. I generated a new spigot file so that way everything would be new and not reused from another server.
Say, in earlier posts, you mentioned something about a MMORPG server? I don't want to put any more pressure on you (you seem to have enough pressure as it is), but it that being worked on, or was that just a potential idea? If you are working on it, then does it still take place in the land of Nira, or does it take place in different setting? And if it is in the land of Nira, what if (and this does not have to be added. In fact, it's unlikely it would be added due to the extra amount of work for it to be possible) you could choose which faction you started out in? For instance, you could choose to be the Light, with classes such as Warrior, Archer, or Mage, the Dark, with classes like Zombie, Skeleton, or Enderman, or the Detached, with classes like Wolf, Sheep, or Cow, and each faction has their own custom quests (at least, in the beginning areas. Later on the different faction would probably have the same quests as later on players would end up joining the Inbetween or something). Again, I'm not trying to put any pressure on you. I just wonder if you're still thinking about that server.
The MMORPG was something I worked on for a month or two like a year ago along with a command block survival mod. Both of those never really got too far and kind of broke in the 1.10 update. I also lost the files for both of those worlds when I updated my computer to Windows 10.
But yeah, the MMORPG was in it's own setting and I had like 8 different classes semi setup and a really basic quest done too. Some of the systems in Chunk Restore are actually very similar to some of the systems in the MMORPG too. But yeah, basically it was taking way too much time and I felt like I couldn't afford it either. Maybe one day I may try again but we will see
The command block mod naturally spawned in structures around the place in your survival world and had a few adventure mode dungeons, custom armor, custom villager trades, and that sort of thing. It basically really enhanced exploring in your world and gave you more goals to work towards.
Using the Entity Counter in the debug window (F3), we saw that there were 1000+ mobs, or rather so many mobs that it was lagging so badly. I have a really good graphics card, and it can't even take it all in without running at 5 FPS. Also, on the Exiel fight, for some reason whenever Vuco puts down her "Aura of Healing", mobs will spawn during so. I know that this is a intended mechanic of the fight, but the problem is that it spawns a CRAPTON of mobs. I died 16 times during that fight. The other zones seem to have a mob scaling problem too whenever more people are introduced, adding so many more mobs, even the quest NPCS have a lot of copies of themselves inside of themselves.
I was using spigot to host the server that we play on, have the view distance to 9, the difficulty to normal, and I'm using no plugins. I generated a new spigot file so that way everything would be new and not reused from another server.
I was curious so I went ahead and tried out spigot with the map and I was rather surprised. Spigot handles the map really terribly and often executes commands multiple times. Area loading times are like 25x longer, there are like 5x more mobs than normal, and it's just a mess. You definitely can't use it with the map.
As far as what you can use, I've tested the map with LAN so far is all. However I imagine both the normal Minecraft server jar and Minecraft Realms should work. Spigot seems to relate to Bukkit which I heard way in the past also messed with commands a lot so yeah - avoid that xD Thanks for letting me know!
Edit: Can confirm now for sure that Minecraft Realms works too
I'd like to have another update out in a month but no promises or anything yet. There is a fair amount that I need to get done for the next update including the first real town
Hello, Mithey. It's been a long time since I've seen your wonderful and awesome maps popping out in the notifications.
By playing your latest map, Chunk Restore, I've seen that you put a lot of effort in it and try to improve the map mechanic by adding new features that aren't in your previous map, it makes the game doesn't feel like Minecraft anymore! Moreover, the returning character and plot is there as well, which brings much nostalgia to me.
Though I just started the map, I've already seen a bug: http://imgur.com/a/DDl7J
You see, when I get close to Vuco, she seems to turn into white completely, I may think it's an Optifine error I guess?
Also, you have linked the wrong website of Optifine, the map is v1.12.1 right? However, the link you have provided is v1.12 instead.
Anyways, I'll be uploading this errors by the time when I'm playing the game, and I hope you have an AWESOME day.
EDIT: It looks like Optifine has some errors when loading the RP, so about Vuco turning white, don't worry much about her.
Mithey, you've done it again! Even the Alpha of this map was amazing! I loved almost everything about it! There are a couple of gripes I have though. For one, the charm of being in Survival Mode and having more freedom is gone, which is a little disappointing. It was also kind of annoying how rather than just simply opening a chest, it disappears, spilling its contents everywhere, which is especially annoying when you only want a couple of things in the chest. The areas are also surprisingly smaller than the other maps, with absolutely nothing at the barriers of areas and the small size of your base. It'd be nicer if you could see a little past the barriers rather than just seeing emptiness on the other side, and if the main hub was a little more open.
I suppose all of this criticism is a little discouraging, so why don't I balance it out with everything I love about the map? I love how you start off at the end of Terra Restore 1 (That is the end of TR1, right?). I also love the seasons system and how there's a notice in the form of a howl or a cluck to indicate when it's day or night. Even the small things amaze me, like the apples hanging from the trees, the tiny locations in the area selection menu, and the custom textures for everything. I was especially blown away by Bob's Airship, with all of the details from the clouds flying by, to even the water flowing underneath.
Anyways, I can't wait for you to finish this map! I haven't been this excited for a map in a long time.
You make the best maps, both aesthetically and functionality. The storylines are also awesome.
I finished the Chunk Restore and I immediately fell in love with it, it's such a good work that it may be the new generation of mapmaking in the Minecraft community. Just~ Kiss
The only question I have encountered in the process is, what's with the stackable emerald blocks? Are they going to do something if I put all of them in front of Coco's shop? (Speaking of Coco, the jokes of "THE GENERATION OF COCOS" never stopped.)
Also, I'm so excited for the map that I've done this: https://imgur.com/a/DKkak
BEHOLD! THE BEST ARMOUR OF MINECRAFT HISTORY IN 2017!
Congrats on the Chunk Restore map!
BTW, how will upgrades function?
Congrats on the Chunk Restore map!
BTW, how will upgrades function?
Congrats on the Chunk Restore map!
BTW, how will upgrades function?
Yeah the health regeneration is pretty slow since the food quality isn't the best which I like/dislike. I like it because you can prioritize eating better quality food when you really need it, like for a boss fight or event or when close to death. I dislike it when it creates too much down time. That's where I was actually considering having Legend of Zelda like hearts hidden throughout the tower that you could pickup and they would instantly heal you.
An area which you can make your own base was something I really considered, but it would of been pretty tricky to implement. I was at first considering having it so you had to explore areas and find items to unlock certain blocks to build with at your player base. I was also thinking of having it so when new people move into your town that instead of Vuco restoring the land you would instead be tasked by the person to make a certain build for them to live in. But again that would be a bit complicated to try and implement and I figured not everyone would enjoy such a thing either.
The leveling system currently can give you strength+resistance buffs in areas that you are high enough level in. Your level vs. the zone's level dictates how much exp you get per mob kill and what buffs you receive. In the future I'm hoping to add in some sort of custom player ability system which may or may not tie in with the leveling system too. Since the map will likely end up being partially open world I may also end up making it so you can't enter certain areas until you're X level to prevent players from getting overpowered gear for their level.
Yes, for tools you can. However for food which has no durability, and for armor which gets rendered differently when the player is wearing it you can't
Yeah I was 1/2 considering getting rid of that and 1/2 considering leaving it in to see if anyone smart enough would notice xD
There are no apples at spawn this time I was going to but then it didn't make much sense with the whole prologue dungeon being a thing
Whenever you get close to things you can right click they start to glow with the Minecraft status effect. But yeah, it's not suppose to be completely white like that. You might have some sort of Optifine option or something else enabled which is causing that.
The lava floor is actually there in the player base but pretty hidden this time xD
My issues with survival mode is that it constantly limits what I can do mechanic wise and how it can enable players to easily overcome challenges by simply placing blocks or digging. Digging and placing blocks can still be cool mechanics though which is one of the reasons why I went ahead and added the power-up system. Occasionally you will find tools which will allow you to destroy certain blocks like mob spawners, and place blocks on top of other certain blocks. It's a lot more limited in terms of freedom for sure but it's better this way imo.
I'm still considering having chests the old way, or at least just for the normal chests but I'll have to see. Some reasons for the new way includes quicker looting, an added animation to the loot, and making it so the player won't accidentally store stuff in the chest as anything stored outside of the player base will get deleted when the area unloads. The big downside though of course is you can't easily see what exactly was in the chest.
There were two chests with enchanted armor in the tower dungeon but yeah. I'm trying to give out weapons/armor less often this time in comparison to TR2. The reasons being I want items that you gain to actually really "feel" like an upgrade, and not something you will just end up replacing in a hour or so with something better. I also wanted it this way so that each time you gain an item it feels special and later on you can probably easily remember where you got the item from. Not to mention item creation now takes slightly longer with there being custom textures/models involved. Future dungeon areas will likely have more than 1 void chest in them for sure though.
The upgradable base has been slightly merged with the structures you restore themselves. For example a feature of the first structure you restore is that you can talk to Melissa before heading out and she will fully restore your health and hunger/saturation. Other structures that you restore are planned to have features attached to them too.
I did notice once that silverfish became invisible for some reason until I relogged.
Combining tools/armor to create a normal item is something I'm hoping will get removed when Minecraft 1.13 adds in custom recipes.
Not being able to pull mobs with a fishing rod like ones that haven't noticed you yet is intended.
I went with smaller areas this time on purpose for a number of reasons, mainly for aesthetics and performance. For example:
*The map requires 8 chunk render distance so that I can guarantee that the whole area that the player is in is loaded at any point. That helps drastically with bugs where commands can't run because certain chunks or entities are not loaded in because they are too far away
*I actually personally really liked the aesthetics of games like Paper Mario and some older games where areas are "screen" based. It's pretty unique too in a Minecraft map setting
*Smaller areas are way more enjoyable to work with and allow me to greatly focus in on smaller details that I would not bother with if the areas were bigger
*Smaller areas in general allows me to focus in on gameplay more and creating interesting combat scenarios/puzzles
*Less area loading time; Nearly all areas get loaded in via structure blocks.
*Helps with the season system
*And so on
And yeah, the map starts off during the very end of TR1. Some small things have been changed of course but it's still pretty similar to it.
I found the whole airship thing to be pretty impressive too, hopefully I can continue to make events and boss fights that sweet looking lol
The stackable emerald blocks are used for one of two things in the tower area. It can help you skip the parkour if you find that too annoying or can be used later on in the area to gain access to a chest with some pretty decent stuff in it.
I found the structure files
Excellent job in using them Mithey!
I suppose that makes sense. Still, the main base seems way smaller than before, which I'm not too big a fan of. At least it will be a lot easier to find different locations now!
Also, is it at all possible to gain an unlockable companion that follows you around and helps out in battle? That's something I've always wanted in a Minecraft map, and with the unfortunate end of Exiel it would be nice to have someone else aid you. Perhaps you could choose which species your companion could be, such as a villager, a skeleton, or a wolf? Of course, this doesn't have to be added, but it would be nice to travel alongside someone.
EDIT: I forgot one last suggestion. When monsters haven't noticed you yet, I feel it should be possible to sneak up on them. Basically, if you're not in their field of view and you're sneaking, they won't notice you. If you attack one of them, it will deal double damage, but they'll notice and start attacking.
EDIT EDIT: I'm so sorry about all these edits! I promise this will be the last one! Anyways, I noticed that there wasn't any spot to put Terra Restores in the map. Does Vuco just do all the restoration for you? I always liked the Terra Restore system, as it gave a concrete goal in each area, and it felt like you were actually doing something to restore the land, rather than just sitting back and watching as it restores itself over time.
Great experience so far, had a bug when you exit from the old tower you appear at the beginning of Road to Old Tower and not the end wher you should end up.
Mithey. I love your work! I just finished chunk restore. It... was... AMAZING! You are by far the best map maker I know. But I do have a question. How are you able to make your own texture/resourse pack without retexturing an existing item?
BTW: Again. Great work!!!
I think I encountered a bug, I don't think Vuco is supposed to keep talking about the wizard tower after it been destroyed.
I'm an admin for a server that has adventure mode dungeons, so that doesn't bother me. I really liked the aesthetics, and pulling apples down was fun (once I figured it out LOL). My one complaint I've seen elsewhere; I died so many times because I got impatient waiting for my life to regen. It feels very slow. Other than that, I loved the rpg elements and some fun new mechanics I didn't even know Minecraft could do! It's like magic or somethin'
I wander through CTM maps, getting lost, fighting monsters, and somehow accomplishing things. I'm never too sure how, but I do. Come join me, pets!
https://www.youtube.com/channel/UCl1Xey2d-BFWyh6WcPbJeqQ
Hey Mithey,
I'd like to report a game-breaking bug with Multiplayer. So 2 of my friends and I decided to play this together using a server. The first few minutes were good, and not very crazy. However, mobs spawn in HUGE packs whenever more people are present. We can barely even get anywhere without being swarmed by zombies and skeletons. The tower before the airship is packed with literally 1000+ mobs based on the counter, making it basically unplayable without having to /kill them.
I'm assuming you have some sort of multiplier of spawned mobs based on how many are present? If so, please tone it down by a lot so we can play it. Besides that, the map is very fun to play, and I'd love to play it when it's fixed.
Hi Mithey!
Chunk Restore is AMAZING!
One thing I noticed:
When you're at the old tower(now destroyed) because you've flown back with Bob, just to explore, I decided to walk back to my base instead of flying (for funsies) and a weird thing happened. When I hit the button to go back to the road to the old tower from the old tower, I teleported to the beginning of it, like the end right next to the base. I wanted to do it backwards but couldn't. That is an easy fix I'm sure ^-^
Anyway, can't wait for the next update! Love the map so far!
PS: The music makes the game soooo much better. Hearing the same old songs from TR 2 brings back so many memories! Don't ever get rid of it!
I believe it was a helmet with unbreaking/protection on it too.
I'm not too sure about the whole fishing rod thing to alert mobs. You can't really test for where the fishing bobber goes is the thing. I believe I could probably test for when an entity gains motion instead of being completely still, but even that has a risk of another moving mob bumping into the other stationary mobs and pulling them. The fishing rod of course doesn't do any damage too so I can't test for that either.
An unlockable companion such as a wolf might be a thing I might tie into the custom ability system whenever I try and get that done.
Dealing double damage by sneaking up to an entity isn't the easiest thing to do, especially since we lost the ability to do negative amplifier status effects such as negative resistance. I would have to balance mobs around having resistance when pulled and having no resistance when not pulled. I'd also have to add in some form of testing if the player is sneaking or not. It's a possibility, but we will have to see. I definitely would like to at the very least have sneaking and possibly the invisibility status effect have a role in what range the player has to be to pull mobs.
You'll likely be restoring bits of the land yourself too in future updates. One of the things that I want to add are "restoration events". For example you might encounter a part of the land that is tainted by the void, and whenever you approach it a simple event starts. If you manage to beat the event a terra restore would appear and you would use it to restore the place back to normal. This is something I was actually going to add back in Terra Restore 1 but I noticed it was way too buggy back then when you had to use a lot of redstone with command block stuff.
Yeah that one is going to be fixed in the next update
Using model json files with "predicate damage" for items that have durability, and using the Custom Item Textures component of Optifine for items that don't have durability and also for armor. Best thing I can say is look at the resource pack itself and Google those things.
Aquaess probably won't ever have seasons, though I might be able to add in some small things in the future like snow layers in patches and what not. It's a bit of a special area, the area is much bigger than the others and it's also permanently loaded in. There is no easy/practical way to move it all into a different biome based on the season.
And yeah, I'm trying to be really careful with the parkour here. The parkour in the tower might be the most extreme bit of parkour in the map. I wanted the jumps to feel scary and that you were pretty high up in the air. I do like the idea of constantly having checkpoints in parkour and limiting the amount of instant death jumps. I actually tried to position some of the higher platforms above the lower platforms there so there was a decent chance you wouldn't flat out die. I also like the idea of having parkour be optional when possible, like how you can stack emerald blocks in front of Coco's shop there to get the coconut. Lastly I like the idea of having mostly easy but epic feeling jumps. I may try and do something about the tower parkour there in the next update as it may not be the best.
Also woops on the lava base death xD
Yeah I haven't quite updated that yet with the new stuff coming in the next update
Yeah I'll likely be buffing some of the food slightly in the next update. Still thinking of having hearts around the place too that you can pickup which instant heal you
There are around 190 entities in total in the tower area if there are 4 or more players present. Was there actually 1000+ mobs or just too many? If there was actually 1000+ mobs that would be a bug, if there was just too many mobs then that might be a scaling issue. The packs of mobs should at worst get to like 9 mobs at a time in the tower area with 4+ players.
I could do something like that but I think I'll just be buffing the food instead here. I want food to have some importance but I don't want the player constantly eating too often and I don't want there to be too much down time either.
Say, in earlier posts, you mentioned something about a MMORPG server? I don't want to put any more pressure on you (you seem to have enough pressure as it is), but it that being worked on, or was that just a potential idea? If you are working on it, then does it still take place in the land of Nira, or does it take place in different setting? And if it is in the land of Nira, what if (and this does not have to be added. In fact, it's unlikely it would be added due to the extra amount of work for it to be possible) you could choose which faction you started out in? For instance, you could choose to be the Light, with classes such as Warrior, Archer, or Mage, the Dark, with classes like Zombie, Skeleton, or Enderman, or the Detached, with classes like Wolf, Sheep, or Cow, and each faction has their own custom quests (at least, in the beginning areas. Later on the different faction would probably have the same quests as later on players would end up joining the Inbetween or something). Again, I'm not trying to put any pressure on you. I just wonder if you're still thinking about that server.
Using the Entity Counter in the debug window (F3), we saw that there were 1000+ mobs, or rather so many mobs that it was lagging so badly. I have a really good graphics card, and it can't even take it all in without running at 5 FPS. Also, on the Exiel fight, for some reason whenever Vuco puts down her "Aura of Healing", mobs will spawn during so. I know that this is a intended mechanic of the fight, but the problem is that it spawns a CRAPTON of mobs. I died 16 times during that fight. The other zones seem to have a mob scaling problem too whenever more people are introduced, adding so many more mobs, even the quest NPCS have a lot of copies of themselves inside of themselves.
I was using spigot to host the server that we play on, have the view distance to 9, the difficulty to normal, and I'm using no plugins. I generated a new spigot file so that way everything would be new and not reused from another server.
When's the update for Chunk Restore?
The name=unknown thing only works if your Minecraft language is set to English unfortunately.
Strength could work too though I'd have to give different strength levels for different areas. We will see though ^^
The MMORPG was something I worked on for a month or two like a year ago along with a command block survival mod. Both of those never really got too far and kind of broke in the 1.10 update. I also lost the files for both of those worlds when I updated my computer to Windows 10.
But yeah, the MMORPG was in it's own setting and I had like 8 different classes semi setup and a really basic quest done too. Some of the systems in Chunk Restore are actually very similar to some of the systems in the MMORPG too. But yeah, basically it was taking way too much time and I felt like I couldn't afford it either. Maybe one day I may try again but we will see
The command block mod naturally spawned in structures around the place in your survival world and had a few adventure mode dungeons, custom armor, custom villager trades, and that sort of thing. It basically really enhanced exploring in your world and gave you more goals to work towards.
I was curious so I went ahead and tried out spigot with the map and I was rather surprised. Spigot handles the map really terribly and often executes commands multiple times. Area loading times are like 25x longer, there are like 5x more mobs than normal, and it's just a mess. You definitely can't use it with the map.
As far as what you can use, I've tested the map with LAN so far is all. However I imagine both the normal Minecraft server jar and Minecraft Realms should work. Spigot seems to relate to Bukkit which I heard way in the past also messed with commands a lot so yeah - avoid that xD Thanks for letting me know!
Edit: Can confirm now for sure that Minecraft Realms works too
I'd like to have another update out in a month but no promises or anything yet. There is a fair amount that I need to get done for the next update including the first real town
Oh that lightville town or whatever it was that Vuco mentioned? Thank you for replying!