If I remember right, development of the mod ceased way back in Minecraft Beta. Dunno if anyone picked up the torch or not, but the mod was ludicrously good. You could do all sorts of crazy, but realistic, tricks with it. Base entrances through a 1x1 tunnel/hole, climbing stacked stairs, jumping up to grab ledges 3 blocks high, boosted jumps, running jumps, etc.
Any help in finding either an updated version of the mod, or an alternative, would be greatly appreciated.
>area made entirely out of netherrack
>creeper and silverfish spawners on the ground with the odd skeleton spawner for good measure
>blaze spawners in the air/roof
>lava pillars/falls placed all over
most difficult but satisfying dungeon ever?
it'd be nice if this was forge compatible. really hate hunger and this is the only mod updated to 1.3.2, but i can't use it because it breaks everything else
what would be the labor cost for maintaining alternate versions of each map that were exactly the same, just without silverfish? (both spawners and egg blocks). would this be a possibility to do?
i love these maps, but the silverfish are infuriatingly annoying and detract a LOT from the fun. there's literally no challenge brought by them, they just get in the way. i mean, i get why they are there, but man...
i notice that a large number of things are missing from the item/block lists. stuff like enchanted golden apples and other "variant" things. will these be added at some point?
I always saw the alpha version of the game as a framework for a larger RPG / adventure type of game. Where the alpha version was basically a systems test on making the world work and then flushing it out with game play later on.
the main point that at least some of us are making is that what was (ie the alpha game), was exactly what "we" wanted.
probably didn't word that right at all, but i'm guessing you can get the gist of what i'm saying
i personally was most impressed with the game right before the halloween update. once the halloween update came down the pipeline, i started becoming less and less impressed with the game. more bugs, less bugfixes, more half-finished content, etc. the overall quality just kept draining away
then we got that one patch where there was like a billion pages of bugfixes and SMP was basically fixed and working flawlessly. i was like... "whoa" and suddenly the game looked good again. that is, until i played it.
it no longer "felt right" i guess would be the best way to put it. it was still the sandbox game i loved, but all the new content detracted from the feel of it somehow.
i can't really explain it that well. all i can say clearly is that my perfect minecraft would be the content of pre-halloween patch, with the bugfixes of all further patches (and a couple pieces of additional content here and there, such as hunger, the new foods, the fixed zombie drops, and a few other things that should have been in the game in the first place)
i came across a small "bug" (i use quotes to signify i'm using the term "bug" extremely loosely here)
i started up a new world, clicked the start conquest etc etc
on my way to the guild master, i took a wrong turn (DERP) and wound up in the library that's right near him. apparently there's a small lack of light coverage because there was like 3 mobs there
luckily, there was also a nosy guard who followed me in and made short work of them, so no harm came to my person :tongue.gif:
anyways, possibly add an extra torch in an aesthetically pleasing spot near the bookcases or something. a creeper spawning in there could be troublesome
now, i have some praise to give. I LOVE THIS MOD (so far). it not only adds an entire dimension of awesome gameplay, the mod itself is freakin' flawless in execution. i cannot stress enough how much i am in awe at the scale of this mod.
there's several features in this mod, that add things i've been wishing there were mods for (most notably the shops. THANK YOU OMG THANK YOU!). the town building is the thing i'm most looking forward to, and the campaign that is planned is just icing on the cake
keep up the amazing work, i'll be keeping a close eye on the progress and am looking forward to updates!
edit-
slight suggestion. if possible, reduce the gold drops from mobs. it is waaaaaaay too easy to accumulate gold, and i think the massive spewing stream of gold that each mob spits out on death is causing a slight process choke (each time i deal a killing blow on a mob, the game experiences what i can only describe as server lag, despite being single player)
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Oh cool, the original is actually still being developed. Thanks!
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If I remember right, development of the mod ceased way back in Minecraft Beta. Dunno if anyone picked up the torch or not, but the mod was ludicrously good. You could do all sorts of crazy, but realistic, tricks with it. Base entrances through a 1x1 tunnel/hole, climbing stacked stairs, jumping up to grab ledges 3 blocks high, boosted jumps, running jumps, etc.
Any help in finding either an updated version of the mod, or an alternative, would be greatly appreciated.
0
>creeper and silverfish spawners on the ground with the odd skeleton spawner for good measure
>blaze spawners in the air/roof
>lava pillars/falls placed all over
most difficult but satisfying dungeon ever?
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killing the silverfish doesn't fix the problem, if it did i wouldn't be here posting about it
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i love these maps, but the silverfish are infuriatingly annoying and detract a LOT from the fun. there's literally no challenge brought by them, they just get in the way. i mean, i get why they are there, but man...
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the constant "break block, receive no drop" is rather annoying considering the ridiculously high prices on purchases and extremely low sell values
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that's relevant to anything how?
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it's already in. you can use hd packs now without the game crashing
oh wait, you meant without the "fire on block corners" and the various other graphical bugs. dunno
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the main point that at least some of us are making is that what was (ie the alpha game), was exactly what "we" wanted.
probably didn't word that right at all, but i'm guessing you can get the gist of what i'm saying
i personally was most impressed with the game right before the halloween update. once the halloween update came down the pipeline, i started becoming less and less impressed with the game. more bugs, less bugfixes, more half-finished content, etc. the overall quality just kept draining away
then we got that one patch where there was like a billion pages of bugfixes and SMP was basically fixed and working flawlessly. i was like... "whoa" and suddenly the game looked good again. that is, until i played it.
it no longer "felt right" i guess would be the best way to put it. it was still the sandbox game i loved, but all the new content detracted from the feel of it somehow.
i can't really explain it that well. all i can say clearly is that my perfect minecraft would be the content of pre-halloween patch, with the bugfixes of all further patches (and a couple pieces of additional content here and there, such as hunger, the new foods, the fixed zombie drops, and a few other things that should have been in the game in the first place)
0
there is if you have even the slightest sense of humor
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i started up a new world, clicked the start conquest etc etc
on my way to the guild master, i took a wrong turn (DERP) and wound up in the library that's right near him. apparently there's a small lack of light coverage because there was like 3 mobs there
luckily, there was also a nosy guard who followed me in and made short work of them, so no harm came to my person :tongue.gif:
anyways, possibly add an extra torch in an aesthetically pleasing spot near the bookcases or something. a creeper spawning in there could be troublesome
now, i have some praise to give. I LOVE THIS MOD (so far). it not only adds an entire dimension of awesome gameplay, the mod itself is freakin' flawless in execution. i cannot stress enough how much i am in awe at the scale of this mod.
there's several features in this mod, that add things i've been wishing there were mods for (most notably the shops. THANK YOU OMG THANK YOU!). the town building is the thing i'm most looking forward to, and the campaign that is planned is just icing on the cake
keep up the amazing work, i'll be keeping a close eye on the progress and am looking forward to updates!
edit-
slight suggestion. if possible, reduce the gold drops from mobs. it is waaaaaaay too easy to accumulate gold, and i think the massive spewing stream of gold that each mob spits out on death is causing a slight process choke (each time i deal a killing blow on a mob, the game experiences what i can only describe as server lag, despite being single player)