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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Redstone_Fanatic

    I already have an idea for that. Invisible bats from top of the map to the bottom on top and on the bottom of a mob in order to keep it in place, or maybe something simpler like invisible doors or block 36 (if it fences mobs). Either way there's probably ways around it. Also, squids exist. If we got hostile tags for passive mobs that'd work even better. But concepts for working around it do exist.
    If you want mobs to "track", you could also put them on xp orbs. I wonder if ghasts or blazes(with regen) would work?
    Posted in: Maps
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    posted a message on DB32 Palette Challenge
    Here is what I got going so far:

    You like?
    Posted in: Resource Pack Discussion
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Advorange

    I read the upcoming features and I've got to say "regional difficulty" sounds really bad. It would be bad IMO for vanilla if it stays the same difficulty even if you leave b/c most people have a base they stay in for a long time thus making things harder; if the difficulty resets every time you leave an area it would be okay, but still pretty bad especially if you're stuck in a dungeon in a CTM map and every few minutes the enemies get harder.
    If anything for map balance it should have an off settting in the gamerules. I would actually prefer mob spawning to dwindle as you stay in an area so you don't have to worry about lighting things up with thousands of torches.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from WaterTipper

    Well, Mojang has many people that work on the game. (32 employees I think)
    Most of those people are not working on minecraft. They have two new games coming out, scrolls and that space game. Besides having employees split on those, they also have marketing, tech support, and finance to worry about. I don't really know who is working on it, but less than you think.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Advorange

    What changes in snow behavior?
    If there was no blocks under a snow layer, you used to fall into it creating completely hidden pitfall traps. Now you can just walk over them.
    Posted in: Maps
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    posted a message on TempestCraft Semi-Vanilla
    Minecraft Username: r4c7

    Age: 15

    How long have you played Minecraft: Since before survival test. Actually got active around alpha, though.

    How often can you play on our server: This really depends. I'd say maybe 3 hours a day, maybe more. I really don't know what the next couple of weeks will entail in my plans, but I'm already out of school, so I'll probably have some time to burn.

    Why do you want to join / what you will do (Detail helps): Been looking for a cool server to chill after the one I was on shut down. Being on the snapshot interests me as well. I guess I'll build things on the server, the pics on the front page don't really show what the server is like besides that one area. I'm hoping this server is a close knit type place and not one where we all build hundreds of blocks away from each other. Maybe adventuring as well? If I get on I'll see what happens.

    Have you been banned before, and if so why?: Pretty sure I have not.

    Anything else you want to add (Optional):
    Posted in: PC Servers
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Steelspyder

    Hello Vechs, i'm an amateur map maker, and i've played your super hostile maps before. I was just wondering if i'd be able to use your "Victory Monument" within one of my maps, because i really enjoy the idea of being able to play a main story as well as find hidden wools along the way. I could credit you at the beginning of my map, if need be. But if i'm not able to use it, i'd just like to know now. Thanks :) - Steelspyder
    You can use the idea of the victory monument and the idea of CTM, but the actual name, 'Victory Monument' has been trademarked.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Manface_

    Sorry, but that's a terribly unoriginal name for a map.

    "Hmm... the main cause of death in this map is falling, and it's sky themed. I KNOW!!!"

    That's all it takes to come up with a name like that. Also, sky-themed maps are now unoriginal themselves, and Vechs already did Infernal Sky II, which has a better name. And Vechs hardly ever visits this thread any more.
    The name depends though. It could be a map where you start at the top of the map and as you get wool, you move down to the bottom of the map. Easy way to stop pillaring to lower layer is give no sand, gravel, or water.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Bly

    Oh. Derp. :P
    It is not your fault. I've seen OT refer to Off Topic and On Topic, you just have to look at the context. Better just to write it out.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    It would be great if this could be implemented like a full roguelike with cursed items you can't take off, and maybe not be able to remove from your hotbar, until they break or you die. There should also be some way to reveal attributes, like a block, maybe a spell, or a potion. Cursed items would have the cursed attribute revealed to you afterwards, obviously. This could add so much!
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from Icelate

    If by Radiation you mean Deathbloom effects, ender pearl to button and drink a fire resist before you do. Invisibility is close to useless in that area by the amount of mobs covering the entire area.
    Can you no longer just shoot an arrow at it? Did he change that?
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I'd like an updated Kaizo. Or, if he would make a new map, probably something shorter and easier like spell-bound caves and Kaizo.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from haon7272w

    Because if torches burnt out it would suck. Torches burning out may be realistic, but it would be very inconvenient for mapmakers and map players.
    Considering they are making a bigger difference between charcoal and coal, maybe only charcoal torches should burn out? Could be a good balance.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    Quote from yelkca_

    2. You can't act like I'm an isolated case and that I'm "just bad at combat". The majority of people on the thread had similar experiences, and most of them are at least pretty good at combat.
    This is the one that bugs me. If you can give me one example, using minecraft mechanics that is fun and and hard without having a ton of health or being unfair, fine, but I really can't think of a good way to do that.
    Posted in: Maps
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    posted a message on [CTM][Collection] Vechs' SUPER HOSTILE Series (Spellbound Caves II out now!)
    I've been waiting to see the fishing, but no video has featured it, must be a new feature. I hope it comes out soon. Also wondering what the redstone block block is.
    Posted in: Maps
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