Okay Veches, I've tried to send you a message on 3 different mediums, and each one has blocked people whom you're not contacts with. So, seeing as this is the only place that you would see it, here we are.
Warning: This is long. If you are too lazy to read the whole thing, there is a synopsis at the bottom.
I propose that another value be added to monster spawners. First, however, I assume you want to know why it's needed.
Imagine that you, or any other mapmaker, is making a themed area. You could make it skeleton themed, zombie themed, or whatever. For the sake of example, let's use a spider dungeon (I use this term as a RPG scenario, a "Dungeon Crawl", not as a cubic room with one spawner and two chests.). The only major variation the dungeon would have would be spiders and cave spiders. That's it. The player would simply blast through the dungeon, fighting identical clones of identical clones of the same monsters that they've been fighting since the start of the dungeon. Yes, you could use the fantastic potion effects that the almighty Dinnerbone added in, but even then, they still are visually exactly the same. At the end, after killing hordes of identical spiders, they grab their loot, they grab the wool, and then they leave. No boss, no grand finale, it just ends.
This is where the new value, a whole new aspect in mapmaking could into play. What value am I talking about? Scale. While scale would be unused in vanilla, much like the potion effected spawners, an edited scale value in a monster spawner could do several things to the monster. It scales the monster's hitbox and rendered size, it effects the monster's health and damage output, it could effect its experience and drops, its speed, and could even effect the pitch of the sounds it makes, the same way that Minecraft already slightly changes the pitch of sounds to add variation.
0.5 would be half size, 1.0 would be full size, and 2.0 would be double size. Experience, damage, health, and drops could also be effected in the way that 0.5 would be half XP/chance of drop, and 2.0 would be double.
Let us use the spider dungeon example again. In the beginning of the dungeon, the player is met with a trickle of "Adolecent" Spiders, with scale values ranging from 0.7 to 1.0. This would mean that they would be only 1.4 blocks wide, 0.7 blocks tall, only have 12 Healthpoints (9 for cave spiders), and since we're rounding up would still do 2 hp of damage. This part of the cave could likely be beaten by players with fairly low tier armor, and would serve as a good way to introduce them to the dungeon without sending them into too much trouble.
But this is only the beginning.
As the dungeon goes along, the player is met with constantly growing spiders, scales ranging from 1.2 to 1.5. While the change from 1.0 to 1.2 to 1.5 doesn't sound like much, it is definitely something that the player would notice, and may force the player to change his strategy to something other than sprint slash slash slash slash slash. It adds diversity to an otherwise incredibly bland area.
At the very end of the dungeon, however, is something that I feel every dungeon needs. Something that makes the player stop and think. Something that the player need to stock gear for. A boss. The spider guarding the gleaming fleecybox has a scale value of 3.0. This means that this spider is 3 bocks tall, and 6 blocks wide. Not only that, but it can take quite a bit of punishment, having 24 hearts of health, and dealing 3 hearts of damage per hit (and even these can be changed in current spawn values, I believe). When slain, this beast will give the player 15 experience orbs, up to 6 string, and up to 3 spider eyes. Because of the challenge, it makes the player feel like he's actually done something. It gives a sense of accomplishment.
This spider dungeon is only one example of what you could do with the scale value. What are your opinions on this idea?
TL;DR: Add a "Scale" value to monster spawners that would allow you to multiply the size, health, damage, and loots.
Why would you request such a thing? Do you know what he would do if he used this? Now we'll all have to go through rooms of cave spiders with 100 hearts.
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Tragedy is when I cut my finger.Comedy is when you fall into an open sewer and die. -Mel Brooks
Why would you request such a thing? Do you know what he would do if he used this? Now we'll all have to go through rooms of cave spiders with 100 hearts.
He already could, as that is something that you can already edit in the spawn data.
Why would you request such a thing? Do you know what he would do if he used this? Now we'll all have to go through rooms of cave spiders with 100 hearts.
We already can have cave spiders with 100 hearts. With that we could have .1 size cave spiders with 100 hearts.
Or, you know, something actually balanced.
Anyways, in mapmaking, I found that custom heads are useless. If I want a boss with some kind of monster face, I need to find a player with the monster face and hope they don't change their skin. Good luck with that.
I think it would be neat if there was some kind of feature that allowed us to assign skins to non existent usernames and use those in our maps. I don't know if this is possible, but it sure would be great.
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There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
I think it would be neat if there was some kind of feature that allowed us to assign skins to non existent usernames and use those in our maps. I don't know if this is possible, but it sure would be great.
So, basically, Steves would be yet again possible?
Rollback Post to RevisionRollBack
Tragedy is when I cut my finger.Comedy is when you fall into an open sewer and die. -Mel Brooks
Ummm. Just tossing out a few things-- this is a simple suggestion, and you really didn't need to PM it to me-- PMing something to me doesn't make the suggestion hold any more weight than normal. So there's that.
As for bugging Dinnerbone about it, I dunno. It'd be cool, that's for sure. But they've got a lot to work on right now as it is, so I'm not going to bring it up with him right now. But, that is a neat idea to experiment with after they've gotten this round of content pushed out.
I don't think it would need to affect anything else on the monster -- I'd rather have manual control over all it's data.
Also keep in mind, Mojang tries to avoid just making monsters have bigger videogame numbers. Behavioral changes are their favorite thing.
Any idea why mobs are spawning on the top of Legendary? It never did that before.
I think it's because the top isn't bedrock and mobs don't spawn on bedrock.
Now, I know it's not nice to advertise servers on the thread, but for those of you who haven't tried it the Spaceribs USA Aftermath server is amazing. It's like a huge Super Hostile open world map crawling with danger and loot. It uses a building generator to cover the 16k by 16k blocks in skyscrapers, apartments, hospitals and subways. It takes about an hour to cross the ruined city spanning 1 million chunks.
The server provides a great feeling of adventure and I'd reccomend it to everyone here. I'm not going to post where my base is, but if anybody PMs me I'll send them the coordinates and they can get some supplies and maybe help out a little. I don't think I can post the IP here, so here's the subreddit: http://www.reddit.com/r/spaceribs/
I don't think this is off-topic as the whole server feels like one huge CTM map, but if it is then please let me know.
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
What if Vechs revamped Legendary. Twice as high boundaries, new blocks(stone bricks, emeralds, redstone blocks, redstone lamps nether brick, etc), new mobs, tweaked traps, and a completely redone Nether area(just to keep us on our toes). In fact, he could actually completely change most of the areas.
Or maybe I'm just describing Inferno Mines.
Vechs? What do you think?
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CTM maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Black Desert, Legendary, Nightmare Realm, Sunburn Islands, Spellbound Caves, Lethamyr, Waking Up
Ummm. Just tossing out a few things-- this is a simple suggestion, and you really didn't need to PM it to me-- PMing something to me doesn't make the suggestion hold any more weight than normal. So there's that.
As for bugging Dinnerbone about it, I dunno. It'd be cool, that's for sure. But they've got a lot to work on right now as it is, so I'm not going to bring it up with him right now. But, that is a neat idea to experiment with after they've gotten this round of content pushed out.
I don't think it would need to affect anything else on the monster -- I'd rather have manual control over all it's data.
Also keep in mind, Mojang tries to avoid just making monsters have bigger videogame numbers. Behavioral changes are their favorite thing.
Well, to be completely fair, it's within the realm of possibility.
Sure, it was just Jeb joking around at someone who asked him to amaze them, but still. ;P
Didn't Vechs adjust the height in the 3.0 update? The water pillar seems rather higher.
EDIT: "3.0 - Support for Minecraft anvil format, additional random loot chest, now that I have control over biomes, I made the entire map Forest, so no more snow in the desert / lava areas. Also no more snow setting off traps early..." This is what he meant by support for Anvil, right? Not just converting it?
Rollback Post to RevisionRollBack
Tragedy is when I cut my finger.Comedy is when you fall into an open sewer and die. -Mel Brooks
Didn't Vechs adjust the height in the 3.0 update? The water pillar seems rather higher.
EDIT: "3.0 - Support for Minecraft anvil format, additional random loot chest, now that I have control over biomes, I made the entire map Forest, so no more snow in the desert / lava areas. Also no more snow setting off traps early..." This is what he meant by support for Anvil, right? Not just converting it?
No, he just converted it. No changes to the height were done.
Ummm. Just tossing out a few things-- this is a simple suggestion, and you really didn't need to PM it to me-- PMing something to me doesn't make the suggestion hold any more weight than normal. So there's that.
As for bugging Dinnerbone about it, I dunno. It'd be cool, that's for sure. But they've got a lot to work on right now as it is, so I'm not going to bring it up with him right now. But, that is a neat idea to experiment with after they've gotten this round of content pushed out.
I don't think it would need to affect anything else on the monster -- I'd rather have manual control over all it's data.
Also keep in mind, Mojang tries to avoid just making monsters have bigger videogame numbers. Behavioral changes are their favorite thing.
Hey Vechs, just wondering, what map are you going to work on after Inferno Mines? I have been looking at Fallen Kingdom and I am suddenly really interested to see how that turns out!
Why would you request such a thing? Do you know what he would do if he used this? Now we'll all have to go through rooms of cave spiders with 100 hearts.
Red fire spiders seem a bit over-the-top, but I guess so...
http://www.minecraft...red-emblem-ctm/
We already can have cave spiders with 100 hearts. With that we could have .1 size cave spiders with 100 hearts.
Or, you know, something actually balanced.
Anyways, in mapmaking, I found that custom heads are useless. If I want a boss with some kind of monster face, I need to find a player with the monster face and hope they don't change their skin. Good luck with that.
I think it would be neat if there was some kind of feature that allowed us to assign skins to non existent usernames and use those in our maps. I don't know if this is possible, but it sure would be great.
So, basically, Steves would be yet again possible?
and imagine vechs with fire spiders... *shiver*
Yeah, but that wouldn't even be fun at the slightest, so I don't think he would ever do that I probably just jinxed us all though...
Don't remind me OF BD2
http://www.minecraft...red-emblem-ctm/
The height limit changed in 1.2, remember?
Geechan: Pro Stalker/CTM Veteran
Ummm. Just tossing out a few things-- this is a simple suggestion, and you really didn't need to PM it to me-- PMing something to me doesn't make the suggestion hold any more weight than normal. So there's that.
As for bugging Dinnerbone about it, I dunno. It'd be cool, that's for sure. But they've got a lot to work on right now as it is, so I'm not going to bring it up with him right now. But, that is a neat idea to experiment with after they've gotten this round of content pushed out.
I don't think it would need to affect anything else on the monster -- I'd rather have manual control over all it's data.
Also keep in mind, Mojang tries to avoid just making monsters have bigger videogame numbers. Behavioral changes are their favorite thing.
I think it's because the top isn't bedrock and mobs don't spawn on bedrock.
Now, I know it's not nice to advertise servers on the thread, but for those of you who haven't tried it the Spaceribs USA Aftermath server is amazing. It's like a huge Super Hostile open world map crawling with danger and loot. It uses a building generator to cover the 16k by 16k blocks in skyscrapers, apartments, hospitals and subways. It takes about an hour to cross the ruined city spanning 1 million chunks.
The server provides a great feeling of adventure and I'd reccomend it to everyone here. I'm not going to post where my base is, but if anybody PMs me I'll send them the coordinates and they can get some supplies and maybe help out a little. I don't think I can post the IP here, so here's the subreddit: http://www.reddit.com/r/spaceribs/
I don't think this is off-topic as the whole server feels like one huge CTM map, but if it is then please let me know.
What if Vechs revamped Legendary. Twice as high boundaries, new blocks(stone bricks, emeralds, redstone blocks, redstone lamps nether brick, etc), new mobs, tweaked traps, and a completely redone Nether area(just to keep us on our toes). In fact, he could actually completely change most of the areas.
Or maybe I'm just describing Inferno Mines.
Vechs? What do you think?
CTM maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Black Desert, Legendary, Nightmare Realm, Sunburn Islands, Spellbound Caves, Lethamyr, Waking Up
Well, to be completely fair, it's within the realm of possibility.
Sure, it was just Jeb joking around at someone who asked him to amaze them, but still. ;P
WHAT?!
Danger zone.
EDIT: "3.0 - Support for Minecraft anvil format, additional random loot chest, now that I have control over biomes, I made the entire map Forest, so no more snow in the desert / lava areas. Also no more snow setting off traps early..." This is what he meant by support for Anvil, right? Not just converting it?
Hight limit changed to 256, adds more spawn space. It's valid now.
Be grateful, it makes the map easier
Geechan: Pro Stalker/CTM Veteran
Hey Vechs, just wondering, what map are you going to work on after Inferno Mines? I have been looking at Fallen Kingdom and I am suddenly really interested to see how that turns out!
http://www.minecraft...red-emblem-ctm/
Now I'm boxed up with my chest and crafting table waiting for the night to end. Then maybe I'll make it to Intersection 1.
Second try is turning out somewhat well. Well, better than what happened before this.