Ok I have been reading this thread for a while and I have come to the conclusion that a bunch of you are veterans seeing as you post a lot and give good advice, I was wondering since none of my friends play minecraft do any of you want to do a co-op play of a SH map?
I'd be up for a co-op SH map. Which one would you want to play?
So, I finally got around to playing one of these through to completion - Spellbound Caves. (http://i.imgur.com/Dq6n5.png) I have to say, it's by far the best custom map I've ever played.
Has Vechs said anything about Inferno Mines beyond "massive" and "linear-branching"? Particularly, do we know if it will have SC's awesome loot system, or Lethamyr's not-so-awesome one?
I believe Vechs is still working on a commission map.
Probably not on mine (NOCHYS). He's done with most of his work. I'm putting on the finishing details and moving chest contents around to balance it my way. Also working on a texture pack. I think I'm going to take the mod off the table. The map is doable with standard Minecraft equipment. When 1.3 is released, I'll place the storyline (books) into play and see if I can get Vechs to release a final private beta to everyone for testing.
The secret to winning the Sea of Flame without as much difficulty is to not fall in lava.
The true secret is here, but don't look at it unless you want the spoiler or you've finished the map
Go to the Cathedral (with the pig statue) and go to the Nether with an iron pick from the Rotten Caves. Mine the diamonds, get full diamond armor and go forth to conquer. This has been a huge advantage for me on my 2nd attempt at this map. I have 5 blocks and I'm moving along quickly.
or...
Kill 3-4 creepers, mine some sand, make TNT, go to the nether, place the TNT next to a diamond vain, atleast 3 diamonds will drop. Make a diamond pick and mine the rest of the diamonds. No need for iron.
Hello again, everyone!
Took a few weeks off of Minecraft (Curse you, Steam Summer Sale.), but I'm back!
For those of you who are interested in my progress on my map, I have 5 dungeons completed (out of eight, I do shorter maps) and some landscaping work done.
Here's a screenshot of the spawn:
The map is desert-focused, and this is the main oasis, probably the nicest area in the map.
Rollback Post to RevisionRollBack
Sigma_Phi - home of the long-winded answers to questions nobody asked.
Hello again, everyone!
Took a few weeks off of Minecraft (Curse you, Steam Summer Sale.), but I'm back!
For those of you who are interested in my progress on my map, I have 5 dungeons completed (out of eight, I do shorter maps) and some landscaping work done.
Here's a screenshot of the spawn:
The map is desert-focused, and this is the main oasis, probably the nicest area in the map.
Hybran, do you have videos of your speedruns? I remember I watched Absolute Psycho's run of kaizo caverns awhile ago, at it was really fun to watch, I'd love to see yours if it's possible to.
Nightmare Realm update:
Was there any way to get the green wool without using 2 ender pearls? The green was the fleecy box encased almost completely (as far as I could tell) with bedrock, at the bottom of the Home the Spawn or whichever it was called. I couldn't figure out any way to get in there besides bringing 2 ender pearls with me and teleporting in and then back out with the wool. Was I totally missing something, or was how you're expected to get in there?
I didn't actually eliminate any sources, I just reigned in the spreads. One or two of them was cause most of the problems. Can't narrow that one on the far left for reasons I'm not at liberty to discuss.
Rollback Post to RevisionRollBack
Sigma_Phi - home of the long-winded answers to questions nobody asked.
Hybran, do you have videos of your speedruns? I remember I watched Absolute Psycho's run of kaizo caverns awhile ago, at it was really fun to watch, I'd love to see yours if it's possible to.
Episode 8 of my LP of Legendary is uploading, here's the description:
"I finally get somewhere on this map (and no, getting to East Commons doesn't count). Also, he followed me home.So I killed his family and kidnapped him."
Edit: Okay, youtube's not letting me upload it, time to edit it into two parts.
Re-Edit: I used my video editor to edit the one video so it should work.
This entire area feels like one giant choke point that can completely wreck you at absolutely any time with just one of those creepers dropping down onto your face... I love it!
My first time through I never finished it because it was too hard. Spellbound Caves, of all maps, was too hard for me. But now that I've become more accustomed to the enchanting and potions systems, it was much easier. My first Victory Monument:
My first time through I never finished it because it was too hard. Spellbound Caves, of all maps, was too hard for me. But now that I've become more accustomed to the enchanting and potions systems, it was much easier. My first Victory Monument:
I got scared, I didn't make potions or carried bows and I was well aware of the sound bug and melee damage. In that area My game froze and set me back to original spawn without any of my items, luckily the
Red and Black wool
was easy to get back to because I ran to them the first time
Something just came to my attention. Water breathing potions are not implemented in the game, but the coding is, which means that you can apply a water breathing affect to a mob using the new spawner changing program of 1.3. Also using this capability, you can increase the potion duration to a nigh-infinite length, meaning that you can have underwater versions of the land-dwelling mobs in a way.
The only remaining problem is the fact that mobs jump whenever they are in a water source block. Not a big deal for skeletons, who can still shoot you, but for zombies, spiders, etc. in a 4+ high room, it renders them worthless. The question here is, is there any way to solve this problem aside from mods? Because if there is a solution that's stable, Vechs could use his old notes and schematics to re-create the Endless Deep as a full Super Hostile map. (which would be really, really cool.)
Something just came to my attention. Water breathing potions are not implemented in the game, but the coding is, which means that you can apply a water breathing affect to a mob using the new spawner changing program of 1.3. Also using this capability, you can increase the potion duration to a nigh-infinite length, meaning that you can have underwater versions of the land-dwelling mobs in a way.
The only remaining problem is the fact that mobs jump whenever they are in a water source block. Not a big deal for skeletons, who can still shoot you, but for zombies, spiders, etc. in a 4+ high room, it renders them worthless. The question here is, is there any way to solve this problem aside from mods? Because if there is a solution that's stable, Vechs could use his old notes and schematics to re-create the Endless Deep as a full Super Hostile map. (which would be really, really cool.)
I intend to use this potion mechanic a lot in Endless Deep II.
I love your avatar.
I'd be up for a co-op SH map. Which one would you want to play?
http://www.youtube.com/user/halfpixel274
Probably not on mine (NOCHYS). He's done with most of his work. I'm putting on the finishing details and moving chest contents around to balance it my way. Also working on a texture pack. I think I'm going to take the mod off the table. The map is doable with standard Minecraft equipment. When 1.3 is released, I'll place the storyline (books) into play and see if I can get Vechs to release a final private beta to everyone for testing.
or...
Took a few weeks off of Minecraft (Curse you, Steam Summer Sale.), but I'm back!
For those of you who are interested in my progress on my map, I have 5 dungeons completed (out of eight, I do shorter maps) and some landscaping work done.
Here's a screenshot of the spawn:
Sigma_Phi - home of the long-winded answers to questions nobody asked.
Narrow those waterfalls, it looks way too wet.
Yeah, lol. I visit the Piggy Temple last, as it's the least easy to get to for most of the run.
Nightmare Realm update:
You're totally right.
Sigma_Phi - home of the long-winded answers to questions nobody asked.
**** lag man my computer hates FRAPS, really.
"I finally get somewhere on this map (and no, getting to East Commons doesn't count). Also, he followed me home. So I killed his family and kidnapped him."
Edit: Okay, youtube's not letting me upload it, time to edit it into two parts.
Re-Edit: I used my video editor to edit the one video so it should work.
Maps done:1 Maps raged at: 5 Map rage quit: Waking Up
My first time through I never finished it because it was too hard. Spellbound Caves, of all maps, was too hard for me. But now that I've become more accustomed to the enchanting and potions systems, it was much easier. My first Victory Monument:
Good job. Did you like the Blazes?
I got scared, I didn't make potions or carried bows and I was well aware of the sound bug and melee damage. In that area My game froze and set me back to original spawn without any of my items, luckily the
Maps done:1 Maps raged at: 5 Map rage quit: Waking Up
The only remaining problem is the fact that mobs jump whenever they are in a water source block. Not a big deal for skeletons, who can still shoot you, but for zombies, spiders, etc. in a 4+ high room, it renders them worthless. The question here is, is there any way to solve this problem aside from mods? Because if there is a solution that's stable, Vechs could use his old notes and schematics to re-create the Endless Deep as a full Super Hostile map. (which would be really, really cool.)
I intend to use this potion mechanic a lot in Endless Deep II.
Have you ever considered using a blindness potion effect on a player... in a room full of ghast spawners (Citadel of demons)?
Nope. That sounds too cheap, I think.
blindness in a maze-like area would be kinda cool.
http://www.minecraftforum.net/topic/836723-100-surv-puz-bedrock-block-v10/