My friends and I love Vech's Super Hostile maps. Vanilla minecraft on the other hand, has become simple in comparison to the wonderful complexity given by the new Feed The Beast Modpacks. We naturally figured that someone would begin to make superhostile maps in Feed the Beast, with tons of new tricks, traps and mobs available.
Well here it is, a map series going by: Feed The Beast - Lethal Injection. A series designed for those who just haven't quite gotten their recommended daily allotment of lethality.
Inspired by Vech's Super Hostile Complete The Monument Maps, this is the first set in Feed the Beast. Everything you love is still there: Find the wool, kill the mobs, stay alive. Only, well there are about a thousand new ways to die.
I should note that very little FTB knowledge is required to play this map: simply exploring will teach you all you need to know. This first map was made using the Feed The Beast Unleashed pack.
On a more serious note, the idea of a modded CTM is a good one, though I doubt you'll get a lot of players if you enforce mods, sadly.
Yeah the idea was that the FTB mod packs made it easy to use a set of mods (not having to get them individually) but unfortunately for Unleashed, the Dartcraft mod added the ability for mobs to drop spoils bags containing anything that could be found in a dungeon chest - in this case portal guns, which would make almost any area trivial and unfortunately I couldn't control what point of the map they would make these drops - so I either leave it in unbalanced or request it be disabled for a more enjoyable experience.
My next map is being done in monster and I haven't found any balance issues thus far which is fantastic.
As for the pics lol yeah there's only so much I want to show without giving away what will happen in the maps. But maybe I could spice it up a little...
As for the pics lol yeah there's only so much I want to show without giving away what will happen in the maps. But maybe I could spice it up a little...
You could definitely spice up dem aesthetics. The idea of the map is intriguing but the aesthetics are horrid based on those pictures
I need help with some Redstone-Command Block stuff! Can someone help me?
The device:
I need to create a Timer using a Scoreboard. I also want to detect when a player is near a particular type of block and make the Timer go down. And, if the timer gets to a X number, I want to start constantly placing blocks where the player stands.
Is that possible?
Yes.
Need a few commandblocks, on a redstone clock. The first being:
Note that this will start placing blocks if the value is X or lower. If you only want X, you should add score_ObjectiveName_min=(XNumber) in the @a selector. The block is being placed in the head, you can move it around using the 2nd coordinates. Remember not to remove the ~s.
Before you want to start this you need to add the objective:
/scoreboard objective add ObjectiveName dummy
And you need to set it to a value for every player before they start the map (I'd add it at my "start map" button)
I need help with some Redstone-Command Block stuff! Can someone help me?
The device:
I need to create a Timer using a Scoreboard. I also want to detect when a player is near a particular type of block and make the Timer go down. And, if the timer gets to a X number, I want to start constantly placing blocks where the player stands.
Is that possible?
You can try to use something like /testforblock ~ ~-1 ~ if you want to check if a player is standing on some block.. all I can help with.
You can try to use something like /testforblock ~ ~-1 ~ if you want to check if a player is standing on some block.. all I can help with.
Oh that way. You want to test for a certain block type, not block. Hmm. This would only work in SP, but what you could do is have a CMD block replace the block with another type of block every tick, and then use a comparator to see if the block is nearby. That would require a lot of lag though, and doesn't work in SMP...
I need some help with the scoreboard stuff; I can't write the codes for my life.
I'm trying to create an objective that is given to a player as soon as they enter an area and the entire time they have that objective on, they receive a constant Jump Boost IV. Then, after reaching a certain point in the area, I want the scoreboard objective to be removed and for the player to lose the jump boost.
Also, how do I test if a player is below any given y coordinate? (I am so clueless about this stuff, lol)
My friends and I love Vech's Super Hostile maps. Vanilla minecraft on the other hand, has become simple in comparison to the wonderful complexity given by the new Feed The Beast Modpacks. We naturally figured that someone would begin to make superhostile maps in Feed the Beast, with tons of new tricks, traps and mobs available.
Well here it is, a map series going by: Feed The Beast - Lethal Injection. A series designed for those who just haven't quite gotten their recommended daily allotment of lethality.
Inspired by Vech's Super Hostile Complete The Monument Maps, this is the first set in Feed the Beast. Everything you love is still there: Find the wool, kill the mobs, stay alive. Only, well there are about a thousand new ways to die.
I should note that very little FTB knowledge is required to play this map: simply exploring will teach you all you need to know. This first map was made using the Feed The Beast Unleashed pack.
Oooh! FTB based CTM! (well, the original FTB is already based of CTM, I guess) I've been waiting for this to be made, actually.
And yes, the guys right here, including me, are very sensitive about block variation in maps. Love the idea, but the landscape and the terrain needs a little "spice".
Yeah the idea was that the FTB mod packs made it easy to use a set of mods (not having to get them individually) but unfortunately for Unleashed, the Dartcraft mod added the ability for mobs to drop spoils bags containing anything that could be found in a dungeon chest - in this case portal guns, which would make almost any area trivial and unfortunately I couldn't control what point of the map they would make these drops - so I either leave it in unbalanced or request it be disabled for a more enjoyable experience.
My next map is being done in monster and I haven't found any balance issues thus far which is fantastic.
As for the pics lol yeah there's only so much I want to show without giving away what will happen in the maps. But maybe I could spice it up a little...
I've always thought that would be a good idea, but it's considerably more difficult to pull off. One issue you might want to consider is the updating of the maps. I mean, the mod packs change so often the maps probably won't be forward/backward-compatible with mod pack updates, or anything else for that matter. If there's no way around it then it would be quite restrictive.
How about Nature Valley?
I'll show myself out.
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Well here it is, a map series going by: Feed The Beast - Lethal Injection. A series designed for those who just haven't quite gotten their recommended daily allotment of lethality.
Inspired by Vech's Super Hostile Complete The Monument Maps, this is the first set in Feed the Beast. Everything you love is still there: Find the wool, kill the mobs, stay alive. Only, well there are about a thousand new ways to die.
I should note that very little FTB knowledge is required to play this map: simply exploring will teach you all you need to know. This first map was made using the Feed The Beast Unleashed pack.
EDIT: Map currently unavailable
Got pics.
Yeah the idea was that the FTB mod packs made it easy to use a set of mods (not having to get them individually) but unfortunately for Unleashed, the Dartcraft mod added the ability for mobs to drop spoils bags containing anything that could be found in a dungeon chest - in this case portal guns, which would make almost any area trivial and unfortunately I couldn't control what point of the map they would make these drops - so I either leave it in unbalanced or request it be disabled for a more enjoyable experience.
My next map is being done in monster and I haven't found any balance issues thus far which is fantastic.
As for the pics lol yeah there's only so much I want to show without giving away what will happen in the maps. But maybe I could spice it up a little...
You could definitely spice up dem aesthetics. The idea of the map is intriguing but the aesthetics are horrid based on those pictures
The point with mods is that they are usually unbalanced. One mod can be not that far off, but if you combine two it gets ridiculously OP usually.
Yes.
Need a few commandblocks, on a redstone clock. The first being:
(x),(y),(z) are the coordinates of the block, the commandblock will search in your (radius) as a sphere around it.
The 2nd:
Note that this will start placing blocks if the value is X or lower. If you only want X, you should add score_ObjectiveName_min=(XNumber) in the @a selector. The block is being placed in the head, you can move it around using the 2nd coordinates. Remember not to remove the ~s.
Before you want to start this you need to add the objective:
And you need to set it to a value for every player before they start the map (I'd add it at my "start map" button)
Got some more stuff done
You can try to use something like /testforblock ~ ~-1 ~ if you want to check if a player is standing on some block.. all I can help with.
Oh that way. You want to test for a certain block type, not block. Hmm. This would only work in SP, but what you could do is have a CMD block replace the block with another type of block every tick, and then use a comparator to see if the block is nearby. That would require a lot of lag though, and doesn't work in SMP...
I'm trying to create an objective that is given to a player as soon as they enter an area and the entire time they have that objective on, they receive a constant Jump Boost IV. Then, after reaching a certain point in the area, I want the scoreboard objective to be removed and for the player to lose the jump boost.
Also, how do I test if a player is below any given y coordinate? (I am so clueless about this stuff, lol)
If you make this a repeating hallway this will be pretty sweg
swagalicious, m8.
My mini-CTM map! It's a fun map, so play it!
I could go for a new map to play!
If they have hallways like that between intersections and areas, it must be amazing. I'd like to test.
Edit: Do I say anything special here?
Oooh! FTB based CTM! (well, the original FTB is already based of CTM, I guess) I've been waiting for this to be made, actually.
And yes, the guys right here, including me, are very sensitive about block variation in maps. Love the idea, but the landscape and the terrain needs a little "spice".
That is my map in progress, we should expect it to be finished in about 4 months
I've always thought that would be a good idea, but it's considerably more difficult to pull off. One issue you might want to consider is the updating of the maps. I mean, the mod packs change so often the maps probably won't be forward/backward-compatible with mod pack updates, or anything else for that matter. If there's no way around it then it would be quite restrictive.