I'm artsy by nature, so I'm going out of my way to stop whatever I'm doing structural stuff on so I can start working on an area the second I get a solid image of it's aesthetic in my mind. I'm also making certain that each of my intersections is... more than just an intersection. They're not necessarily evil (except intersection 3, that INTERSECTION is designed to kill you, though not aggressively. I'm still pretty new-ish to the death traps, but I've been making mental notes of everything I've seen and heard and the designs to manufacture some original ones, which I feel I'm doing a decent job on.
Be careful about 'directly' trapping intersections.
indirect trapping is fine, like me hooking up one of my hyperspawners in an entrance to an area and putting the prox detector under the intersection itself, which I'm probably gonna do now that I think about it....
(Massive horde of zombies suddenly surrounds player at Intersection 4)
@mapmaking, I'm going for a map with a lot of areas, but making each one "fairly" small. (design issues, ugh.)
I already have the entirety of basic area designs planed out, minus two areas, which I have an idea for, but no idea how it will actually work out.
I do have about three or four "castles" that I am using (Everfree Castle: it fits the "theme" | Armory of Death:WIP, no real name yet, but I want it to be kinda like Legion Halls meets the Acadamy from SBC | Imperial Vaults : Star Warsy (Green) | RainboW FactorY : Red)
My other map stuff:
I am making the Rainbow Factory (Red Wool). It is going to be designed to screw everyone over (Dethlyn, I'm looking at you). It will also have just about everything I can possibly throw at the player, minus the Enderdragon. ("...In the rainbow factory... where your fears and horrors come true.... In the rainbow factory.... where not a single soul gets through...")
Also, Intersection 5 is gonna be a one-way deal, so the player will have to get the Brown, Green, and Red Wool in one go.
I do need to rework the outer design, now that I think about it though.
Also, invincible speed IV jump IV charged creepers, and Zombies and Skellies with Protection X Diamond Armor.
If you can manage to kill them and get their armor, good for you.
Also, I don't let you get stone until I3. a good supply of Armor? forget it. You get chainmail, a basic golden apple, and a magic wand lvl. 1 at start. Make it last.
Orange Wool will have a lost jungle infested by spiders underground feel. Iv'e finished the basic design. It will have no dirt, though.
(I really hope this dungeon turns out alright)
But yeah, aesthetics is my weak spot.
One last one, I have an area idea that is bascaly "helix caverns meets hissing sands" for I4. The idea is a structure like Helix, but made of sand, with super creepers attacking you. You have to deflect them with a special item that "happens" to have Kb X + EF X. It will be in a mushroom biome (cause endermen, bluh)
Is this a horrible design?
I do not dislike castles. I dislike castles with the same symmetrical tower or depth|dungeon design. Something that has been taken into care and made larger for the sake of not spawner space, but for the actual shape of the castle is beautiful. I also did not say that all maps using these concepts "suck". Take UT2 for an example. An amazing map that was let down by using the Cenote and Overgrowth approach in I1, and if I recall UT1 used the same thing but a bit differently. Both excellent maps, which I am lucky to not get bored of immediately.
If you cannot come up with creativity in an infinite sandbox with the capabilities to make computers out of magic wire and gigantic golden penises, then we are truly finished with Minecraft. The last non-commission map by Vechs was about 6 months ago, if I recall correctly. Spellbound is having its first anniversary in mid-december. Imagine that. I'm also not trying to rid the world of castles. ffs.
If the person cannot come up with something "creative", then they are not contributing anything to the world of CTM.
Ah, I thought you meant creative by "new cool never before seen innovative idea". You certainly suggested it, going on about Pain Water, how Balestein is the ultimate never-recreatable castle of all time, how you really wanted an unnatural terrain map, etc. Creating a unique area isn't all that hard, probably wasn't worth you writing up that wall.
EDIT: Void Walker get on a page get, whoo. Also, good stuff Hybran.
Ah, I thought you meant creative by "new cool never before seen innovative idea". You certainly suggested it, going on about Pain Water, how Balestein is the ultimate never-recreatable castle of all time, how you really wanted an unnatural terrain map, etc. Creating a unique area isn't all that hard, probably wasn't worth you writing up that wall.
Can you interpret ANYTHING the way it was intended?
Hybran, how would you then feel like if a whole map is in a castle? I don't mean "Each area is a diffrent castle", I mean "The entire map is one massive castle". You would start at the entrance and would have to fight through areas like the kitchens + dining room, sleeping quarters, barracks, ramparts etc. with the VM being probably in something like a shelter made to outlast an invasion should it happen. The final area would be a massive tower that starts at near bedrock level and goes up to near the top of the map, all the way fighting through legions of monsters and dispenser turrets.
I've suggested one giant castle to really feel like you're in one absolutely huge man-made structure, and because there's one main theme to it, you could add a ton of attention to detail.
I am not making this, but just as an example. If anyone decides to make this, I'd be happy to play it
Do downward currents reliably prevent tgat mobs swim up? I want a valley of giants in my underwater map.
(current planned areas:
-Spawn
-Coral Reef
-Seaweed Fields (think harry potter 4)
-Frozen Area (leads to underground area 3)
-Cave area (I'm talking about rather small caves)
-Cracks-in-the-floor (leads to underground area 2)
-Overhang mountains
-Geysir/volcano area (leads to underground area 1)
-and said valley of giants
Area 1 is volcanic, area 2 a paradise and area 3 frozen. Theses meet at a tower, the final dungeon. (note: while this tower plays similar to a fortressI try to keep it interesting by adding some twists (think teleporters and bosses)
I would like one more area idea, but I'll start making it today. I'll use a combination of worldpainter and voxel and I'll try to get into WE soon.
Edit: xtreme, you haveb't played Blight Castle by Thad, have you?
Edit: xtreme, you haveb't played Blight Castle by Thad, have you?
I did up to intersection 3, but that's not what I meant. What I meant was one giant castle with all the areas being what you would expect to find in a castle (except obviously 1000% more creeper spawners)
Rollback Post to RevisionRollBack
I hate hate hate hate hate hate hate hate hate HATE skeletons!
I did up to intersection 3, but that's not what I meant. What I meant was one giant castle with all the areas being what you would expect to find in a castle (except obviously 1000% more creeper spawners)
Oh you mean like open world, just inside a giant castle? That could be nice, but I guess it would be better for a 3 to 8 wool map, no full 19 blocks, it would get repetitive
Oh you mean like open world, just inside a giant castle? That could be nice, but I guess it would be better for a 3 to 8 wool map, no full 19 blocks, it would get repetitive
That's what I meant, yeah. And while it might get repetitive, I think there might be enough variety:
Grand Hall (Zombies, intro)
Kitchens, Dining Room (Zombies, Skeletons, fire)
Garden (Creepers)
Dungeon (Zombies, Spiders, Silverfish)
Barracks (Zombies and skeletons with custom gear)
Ramparts (Skeletons with much more powerful custom gear)
Study (Spiders)
Sleeping Quarters (Zombies, skeletons, maybe some zombie children with speed)
Throne room (Everything)
Forge Room (Or blacksmith, either way, zombies and zistykins with very powerful enchanted loot + blazes)
Altar (Undead, Ghasts)
Nether Outpost (Angry Zistyking, ghasts, blazes, skeletons)
Grand Tower (Absolutely everything)
Just something to think about.
Rollback Post to RevisionRollBack
I hate hate hate hate hate hate hate hate hate HATE skeletons!
For such a big castle I would go with a wooden theme though. Dark wood+Noteblocks for walls and red wool for the floor. (Uses either named victory blocks or a JBM). Also, big hallways, and majestic rooms.
That's what I meant, yeah. And while it might get repetitive, I think there might be enough variety:
Grand Hall (Zombies, intro)
Kitchens, Dining Room (Zombies, Skeletons, fire)
Garden (Creepers)
Dungeon (Zombies, Spiders, Silverfish)
Barracks (Zombies and skeletons with custom gear)
Ramparts (Skeletons with much more powerful custom gear)
Study (Spiders)
Sleeping Quarters (Zombies, skeletons, maybe some zombie children with speed)
Throne room (Everything)
Forge Room (Or blacksmith, either way, zombies and zistykins with very powerful enchanted loot + blazes)
Altar (Undead, Ghasts)
Nether Outpost (Angry Zistyking, ghasts, blazes, skeletons)
Grand Tower (Absolutely everything)
Oh right, forgot about wither skeletons. We can have them be in Throne Room, Forge Room (Maybe having one be a boss for the area with extra-powerful gear) and Grand Tower. The wither itself...maybe no, unless it's in a large bedrock box so you can't manipulate it's blue wither skulls (Which can break obsidian (!))
For such a big castle I would go with a wooden theme though. Dark wood+Noteblocks for walls and red wool for the floor. (Uses either named victory blocks or a JBM). Also, big hallways, and majestic rooms.
Kinda like herobrine's mansion
That would work, until you can get a sapling, you'd have to cannibalize the wooden planks inside, or if you don't want that, have it all be wooden slabs.
Oh right, forgot about wither skeletons. We can have them be in Throne Room, Forge Room (Maybe having one be a boss for the area with extra-powerful gear) and Grand Tower. The wither itself...maybe no, unless it's in a large bedrock box so you can't manipulate it's blue wither skulls (Which can break obsidian (!))
That would work, until you can get a sapling, you'd have to cannibalize the wooden planks inside, or if you don't want that, have it all be wooden slabs.
Wither could be in a different dimension, kinda like in herobrine's mansion (again...)
For such a big castle I would go with a wooden theme though. Dark wood+Noteblocks for walls and red wool for the floor. (Uses either named victory blocks or a JBM). Also, big hallways, and majestic rooms.
Kinda like herobrine's mansion
Herobrine's mansion would have been 20% cooler if he was instead summoning an Ender Dragon instead of a Wither. Defeat the Wither, walk through, Herobrine comes on the command block PA and says "Did you really think my intention was to summon a Wither?" and suddenly teleported to the front of the mansion only to find an ender dragon.
Herobrine's mansion would have been 20% cooler if he was instead summoning an Ender Dragon instead of a Wither. Defeat the Wither, walk through, Herobrine comes on the command block PA and says "Did you really think my intention was to summon a Wither?" and suddenly teleported to the front of the mansion only to find an ender dragon.
WOULD HAVE BEEN SO LEGIT
Uh, actually, the wither boss fight is in the same dimension. Like, it's not far from the mansion.
That would be awesome. I'm currently trying it...I like the D&D type concept of having permanent foes that stay dead and don't respawn. It's rather interesting.
I'm hoping Vechs utilizes the permanent tags to make boss monsters here and there in Inferno Mines. Although, logging in on peaceful, as an accident, would remove them permanently from the game.
Herobrine's mansion would have been 20% cooler if he was instead summoning an Ender Dragon instead of a Wither. Defeat the Wither, walk through, Herobrine comes on the command block PA and says "Did you really think my intention was to summon a Wither?" and suddenly teleported to the front of the mansion only to find an ender dragon.
WOULD HAVE BEEN SO LEGIT
Agreed
Uh, actually, the wither boss fight is in the same dimension. Like, it's not far from the mansion.
Doesn't matter, it felt like it was in the nether.
I would like to see how one could experiment with bosses. Like have a boss be a skeleton (Like the skeleton king), except the entire room is affected by beacons giving nausea while the boss uses a punch bow, so that you'd have a hard time focusing on the boss while he knocks you around the room.
Also, it's intersting how me not mentioning withers (or a Wither) in the line-up led to a discussion about Herobrine's Mansion and permanency tags.
Be careful about 'directly' trapping intersections.
indirect trapping is fine, like me hooking up one of my hyperspawners in an entrance to an area and putting the prox detector under the intersection itself, which I'm probably gonna do now that I think about it....
(Massive horde of zombies suddenly surrounds player at Intersection 4)
@mapmaking, I'm going for a map with a lot of areas, but making each one "fairly" small. (design issues, ugh.)
I already have the entirety of basic area designs planed out, minus two areas, which I have an idea for, but no idea how it will actually work out.
I do have about three or four "castles" that I am using (Everfree Castle: it fits the "theme" | Armory of Death:WIP, no real name yet, but I want it to be kinda like Legion Halls meets the Acadamy from SBC | Imperial Vaults : Star Warsy (Green) | RainboW FactorY : Red)
My other map stuff:
I am making the Rainbow Factory (Red Wool). It is going to be designed to screw everyone over (Dethlyn, I'm looking at you). It will also have just about everything I can possibly throw at the player, minus the Enderdragon. ("...In the rainbow factory... where your fears and horrors come true.... In the rainbow factory.... where not a single soul gets through...")
Also, Intersection 5 is gonna be a one-way deal, so the player will have to get the Brown, Green, and Red Wool in one go.
I do need to rework the outer design, now that I think about it though.
Also, invincible speed IV jump IV charged creepers, and Zombies and Skellies with Protection X Diamond Armor.
If you can manage to kill them and get their armor, good for you.
Also, I don't let you get stone until I3. a good supply of Armor? forget it. You get chainmail, a basic golden apple, and a magic wand lvl. 1 at start. Make it last.
Orange Wool will have a lost jungle infested by spiders underground feel. Iv'e finished the basic design. It will have no dirt, though.
(I really hope this dungeon turns out alright)
But yeah, aesthetics is my weak spot.
One last one, I have an area idea that is bascaly "helix caverns meets hissing sands" for I4. The idea is a structure like Helix, but made of sand, with super creepers attacking you. You have to deflect them with a special item that "happens" to have Kb X + EF X. It will be in a mushroom biome (cause endermen, bluh)
Is this a horrible design?
Ah, I thought you meant creative by "new cool never before seen innovative idea". You certainly suggested it, going on about Pain Water, how Balestein is the ultimate never-recreatable castle of all time, how you really wanted an unnatural terrain map, etc. Creating a unique area isn't all that hard, probably wasn't worth you writing up that wall.
EDIT: Void Walker get on a page get, whoo. Also, good stuff Hybran.
Can you interpret ANYTHING the way it was intended?
For f'ks sake.
No he is a NZ-MCer, we have our own take on everything.
Roads? Where we're going we don't need roads.
Especially sheep.
Furries are cool.
I've suggested one giant castle to really feel like you're in one absolutely huge man-made structure, and because there's one main theme to it, you could add a ton of attention to detail.
I hate hate hate hate hate hate hate hate hate HATE skeletons!
(current planned areas:
-Spawn
-Coral Reef
-Seaweed Fields (think harry potter 4)
-Frozen Area (leads to underground area 3)
-Cave area (I'm talking about rather small caves)
-Cracks-in-the-floor (leads to underground area 2)
-Overhang mountains
-Geysir/volcano area (leads to underground area 1)
-and said valley of giants
Area 1 is volcanic, area 2 a paradise and area 3 frozen. Theses meet at a tower, the final dungeon. (note: while this tower plays similar to a fortressI try to keep it interesting by adding some twists (think teleporters and bosses)
I would like one more area idea, but I'll start making it today. I'll use a combination of worldpainter and voxel and I'll try to get into WE soon.
Edit: xtreme, you haveb't played Blight Castle by Thad, have you?
I did up to intersection 3, but that's not what I meant. What I meant was one giant castle with all the areas being what you would expect to find in a castle (except obviously 1000% more creeper spawners)
I hate hate hate hate hate hate hate hate hate HATE skeletons!
Oh you mean like open world, just inside a giant castle? That could be nice, but I guess it would be better for a 3 to 8 wool map, no full 19 blocks, it would get repetitive
That's what I meant, yeah. And while it might get repetitive, I think there might be enough variety:
Grand Hall (Zombies, intro)
Kitchens, Dining Room (Zombies, Skeletons, fire)
Garden (Creepers)
Dungeon (Zombies, Spiders, Silverfish)
Barracks (Zombies and skeletons with custom gear)
Ramparts (Skeletons with much more powerful custom gear)
Study (Spiders)
Sleeping Quarters (Zombies, skeletons, maybe some zombie children with speed)
Throne room (Everything)
Forge Room (Or blacksmith, either way, zombies and zistykins with very powerful enchanted loot + blazes)
Altar (Undead, Ghasts)
Nether Outpost (Angry Zistyking, ghasts, blazes, skeletons)
Grand Tower (Absolutely everything)
Just something to think about.
I hate hate hate hate hate hate hate hate hate HATE skeletons!
Kinda like herobrine's mansion
Wither too?
Oh right, forgot about wither skeletons. We can have them be in Throne Room, Forge Room (Maybe having one be a boss for the area with extra-powerful gear) and Grand Tower. The wither itself...maybe no, unless it's in a large bedrock box so you can't manipulate it's blue wither skulls (Which can break obsidian (!))
That would work, until you can get a sapling, you'd have to cannibalize the wooden planks inside, or if you don't want that, have it all be wooden slabs.
I hate hate hate hate hate hate hate hate hate HATE skeletons!
Wither could be in a different dimension, kinda like in herobrine's mansion (again...)
Herobrine's mansion would have been 20% cooler if he was instead summoning an Ender Dragon instead of a Wither. Defeat the Wither, walk through, Herobrine comes on the command block PA and says "Did you really think my intention was to summon a Wither?" and suddenly teleported to the front of the mansion only to find an ender dragon.
WOULD HAVE BEEN SO LEGIT
Uh, actually, the wither boss fight is in the same dimension. Like, it's not far from the mansion.
WHAT?!
Danger zone.
That would be awesome. I'm currently trying it...I like the D&D type concept of having permanent foes that stay dead and don't respawn. It's rather interesting.
I'm hoping Vechs utilizes the permanent tags to make boss monsters here and there in Inferno Mines. Although, logging in on peaceful, as an accident, would remove them permanently from the game.
Agreed
Doesn't matter, it felt like it was in the nether.
Also, it's intersting how me not mentioning withers (or a Wither) in the line-up led to a discussion about Herobrine's Mansion and permanency tags.
I hate hate hate hate hate hate hate hate hate HATE skeletons!