It'd be appreciated if when discussing portions of my maps that may contain spoilers, you would use spoiler tags. You can make them like this:
[spoiler]
Spoilers here.
[/spoiler]
Welcome to...
Aerial Survival is a new map series intended to explore the idea of surviving on floating islands or on structures near the void. It is based on a CTM (Complete the Monument) goal system. Throughout each map are 16 chests containing 27 of each of the 16 wool colors guarded by dungeons with interesting combat mechanics, some of which were invented just for this map! In addition to collecting wool, there are four ore blocks and four bonus Easter egg blocks to collect around the map. Put all these blocks into the Shrine of Caeli to complete the map. Throughout the map you should have fun exploring, building, and most of all, falling into the void. :wink.gif:
Also, feel free to build in some of the more scenic locations provided in some of the maps. I’d be serving a great dishonor to my work if I didn’t encourage you to set up some cool structures. Just don’t make the Hand of Charity flip anyone the bird…
Aerial Survival I Dreamland
Download: Mediafire (direct)
Current version: 1 for Minecraft 1.1
Difficulty: Easy
Map Layout: Open-World
Dive into a surreal land of wonder. Dreamland is the dimension people's souls are taken to when their bodies rest. The only way to get out of this place is to complete the Shrine of Sky!
This is a great tutorial map for players new to CTM. There isn't really anything hard until the last few dungeons, so new concepts will easily be introduced to the player and teach them techniques to completing other CTMs.
Pictures may contain spoilers:
Extras (and maps for old versions of Minecraft.)
Desert Messiah
Download: Mediafire (direct)
Current version: 1.1 for Beta 1.8.1 v1.1 - Fixed rails that were not sloped properly, added a funny sign, and added more food at the end of Desert Initium
Difficulty: Easy
Map Layout: Linear-Branching
What was once a large, flourishing kingdom is now a desolate, floating desert. Only the Messiah can save this world before it is consumed by the void. Look for the Messiah and complete the Shrine of Caeli to summon the Messiah and vanquish the evil plaguing the land.
When designing this map, I wanted it to have a bit of a “Legendary” feel to it, while still keeping the moderate difficulty my first map should have. I also looked back to a few games I played as a kid. I especially liked the “area exploration” ideas presented in a few of them. The map is divided in linearly placed “zones” which contain 3 new areas. If you explore the areas enough, you unlock a new zone. Here, there is one dungeon in each island (the areas), excluding Initium. One island will contain rail tracks to a new set of islands.
Pictures may contain spoilers:
LPs and Playthroughs
Desert Messiah
A short look at the first ever LP of one of my maps!
Z. Bill plays Desert Messiah.
Banners
If you want a banner, I made a few. They were really for my own use, but if you want to use one, feel free to.
All content displayed here may be modified for private use only. You may not redistribute this map or anything contained in the downloads of this map, unless it is stated not to be property of Deathviatar, in which case, the rights for redistribution are up to the owner of that property. Any recordings of this map are allowed and encouraged, whether for profit or not.
<3 air maps, and i see it was made for 1.8, dling now, taking forrever....
Yea, haha, it's over 100MB because I had to spread everything out so much. If you really don't like the size though, I could see if there's a few places to trim extra chunks and release a v1.1 so others don't have to wait so long if their connection isn't great. But most air maps are that big, so I take it you're use to it. :tongue.gif:
Yea, haha, it's over 100MB because I had to spread everything out so much. If you really don't like the size though, I could see if there's a few places to trim extra chunks and release a v1.1 so others don't have to wait so long if their connection isn't great. But most air maps are that big, so I take it you're use to it. :tongue.gif:
That's why you have something magical called file compression, which shrunk down your 103MB down to 32MB.
DLing now, looks pretty good. This is the first CTM map I've seen made originally for 1.8, not adapted to it.
havent gotten far, only to see dungoen 3, wich is AMAZING! (in design)
all the rail tracks are broke tho. you cant go up : /
The tree run was epic, and once i saw it, i knew it was for 1.8 :tongue.gif: i almsot died of hunger when i got there, might want to give a few pork chops there : / the first area is amazing, no obious brush strokes, or perfect spheres, really exited.
That's why you have something magical called file compression, which shrunk down your 103MB down to 32MB.
DLing now, looks pretty good. This is the first CTM map I've seen made originally for 1.8, not adapted to it.
Actually, this map was primarily made during about two weeks prior to when the 1.8 pre-release came out to a few days after 1.8.1 came out. I had to re-explore intersections 1 and 2 and majorly tweak them after the pre-release, but for the most part, I had the hunger concept in mind prior to the start of the map.
I do think I'll base my next map around HansiHE's simple alchemy mod designed by Vechs, however, because its easier to make these difficult maps with limited instant-healing. I do recommend using the mod on Desert Messiah still, as you don't get any grass until very late in the map, and the dungeons after the grass are extremely challenging. (I actually didn't even play test #15 or #16 because I'm too scared of them.)
havent gotten far, only to see dungoen 3, wich is AMAZING! (in design)
all the rail tracks are broke tho. you cant go up : /
The tree run was epic, and once i saw it, i knew it was for 1.8 :tongue.gif: i almsot died of hunger when i got there, might want to give a few pork chops there : / the first area is amazing, no obious brush strokes, or perfect spheres, really exited.
(i am a horrible typer)
I actually forgot that you would die of hunger before you reached the tree. :tongue.gif: The concept behind that area was that you had to skip the area entirely except for the wood, so you would only think about one goal: the wood. This gives the player opportunity to admire the landscape and look around a bit. The hunger fear kind of adds a sense of unforgiving hostility to the area which adds to the effect it presents.
Dungeon three, I think is the one on Forest of Ash. That one was one of the places I really discovered how to use 1.8 hunger to my advantage. You can notice a pattern in the waves of mobs, which is how it works.
I was unaware the rails were broken, I'll be sure to look at all of them and fix them. That should never happen in any more of my maps. In the meantime, there are LOTS of free rails at intersection 2.
Also, concerning the way I created the maps... Generally I use the hidden code for the dreamland to generate the islands and use that as a skeleton for the island. In some islands like Hand of Charity, I hand sculpted them myself. You'll see I enjoy using interesting MCedit techniques throughout the map. At one point I used collapsed sand trees to make a series of small, steep dunes throughout a desert. At another I stacked different stretched/flattened spheres to give an alien-hive look to one "island".
Also, as a general announcement, I'd like to get up a poll regarding my next map. I'm thinking either a hard map similar to Black Desert (by Vechs), but with floating islands, or a easy map based around one of 3 ideas I've had for a nice "intro-to-Aerial-Survival" map. The hard map will have MUCH harder dungeons, around the difficulty of Legendary. And the easy map will be a bit more similar to Desert Messiah's intersections 1-3 in terms of difficulty. They will also contain sexy squid. And lots of it.
That's three mass invasions within the same bloody month! I mean, seriously! The UDTU is attacking now, Blue has a sleeper attack coming soon, and now an invasion by space pirates? What is this, Russia if every american-made FPS happened at once?! - MagicallyDwarven
v1.1 is up, you can find the changes near the download link. Sorry about the messed up rails. If you have a version with messed up rails, it takes a bit of time to fix them, but it works.
gotten to inter 2, finding all the wool untill then, but no dungeon 01? unless that was the hand of chartiy one, at the time, i meant the hand of charity one, but after doing the ash one, that one was amazing also. The crossover was irony at its best, usuing lava to make it dark :tongue.gif: int he mine, once you get up a level, is well, fighting an uphill battle, bight want to take otu a few spawners there :tongue.gif:, dungeon 5, i don't get, and maybe its me getting lucky again, btu dungeon 4 (shard one) was really easy, the idea for that area is sooooo tense, i would love to see that again in larger form. is there a dungeon in the begining area?
over all, for a first map, and designed for 1.8, it is amazing.
(wall of mis-spelled text is fail)
read first post, saw that ititium doesnt have a dungeon, and how do i fix rails? break and replace?
Okay, took me about 1.5 mins to download. Looks awesome. Going to do a review upon it later. Btw, I vote Hard Difficulty (Between medium AS1 and Legendary) and make it that "City in the sky" feel but then gone to hell. "The Fallen Lands" Or somethink.
gotten to inter 2, finding all the wool untill then, but no dungeon 01? unless that was the hand of chartiy one, at the time, i meant the hand of charity one, but after doing the ash one, that one was amazing also. The crossover was irony at its best, usuing lava to make it dark :tongue.gif: int he mine, once you get up a level, is well, fighting an uphill battle, bight want to take otu a few spawners there :tongue.gif:, dungeon 5, i don't get, and maybe its me getting lucky again, btu dungeon 4 (shard one) was really easy, the idea for that area is sooooo tense, i would love to see that again in larger form. is there a dungeon in the begining area?
over all, for a first map, and designed for 1.8, it is amazing.
(wall of mis-spelled text is fail)
read first post, saw that ititium doesnt have a dungeon, and how do i fix rails? break and replace?
Dungeons are in order of the islands, starting at Island 02. So Island 10 will have Dungeon 09; Island 7, Dungeon 06; Island 04, Dungeon 03; etc. The sign for Dungeon 01 might be missing due to Ender-griefing though. :sad.gif:
Also, I think everyone should start using spoiler tags for their progress, as some people don't want things, well, spoiled for them!
The Crossover idea came to me when I first noticed the new void fog effects. Don't you love how as soon as you enter the Crossover's track section, the entire void blinks into black? Then comes the small splotches of darkness made by scattered lava which creates a steady stream of limited mobs. I figured the player would come in here and immediately try and light up the place and carefully avoid the pressure plates. The only stone in the map is also here, so you'll constantly be reminded of the void fog effect throughout the map. It's kind of a confidence booster. At first you'll be weary, but after frequent trips you'll feel like you've truly conquered the map. Then you get to Intersection 5. Hehehehe.
Dungeon 05 has secrets, many secrets. You won't however get them without paying a price. Though your initial reward may seem to come fast, the true treasure comes in the payment of blood.
I'm glad you liked Dungeon 01, that was kind of the trick I was drawing you into. I'm trying to get a feel for what the player wants to do in these situations, and so far I've only learned so much. Don't worry, Dungeon 04 was suppose to be easy, it was only made to scare the crap out of you. XD
Okay, took me about 1.5 mins to download. Looks awesome. Going to do a review upon it later. Btw, I vote Hard Difficulty (Between medium AS1 and Legendary) and make it that "City in the sky" feel but then gone to hell. "The Fallen Lands" Or somethink.
That's actually a great idea, I knew I wanted to make a hell AS map, but I didn't know how exactly to approach it. Lots of gravel, lava, etc sounds good.
Dungeon 5 is brilliant, to bad my awsome skills was awesome.
BIG spoiler, dont read unless you have done dungeon 5, or do not plan on playing the map.
when i first saw it, my natural thinking, being a ctm player, is to destoy the pressure plates. i went to the wool, flicked the switch a bit, nothing happened, and left. Later after your comment, i came back wondering what does it do? i dug up and tried to go behind, but i then went left, and i was amazed. i went on to try and figure out the mechanizim, and how it was supposed to be triggered, i finialy saw the sand, made it fall, herd one round of shot, went up, and hid behind the chest, and flicked the switch.... imediate lag, but i can see this trap fooling someone new to the map genre, or a careless veteran. simply amazing.
Dungeon 5 is brilliant, to bad my awsome skills was awesome.
BIG spoiler, dont read unless you have done dungeon 5, or do not plan on playing the map.
when i first saw it, my natural thinking, being a ctm player, is to destoy the pressure plates. i went to the wool, flicked the switch a bit, nothing happened, and left. Later after your comment, i came back wondering what does it do? i dug up and tried to go behind, but i then went left, and i was amazed. i went on to try and figure out the mechanizim, and how it was supposed to be triggered, i finialy saw the sand, made it fall, herd one round of shot, went up, and hid behind the chest, and flicked the switch.... imediate lag, but i can see this trap fooling someone new to the map genre, or a careless veteran. simply amazing.
That is why I put it in exactly.
An amateur player would be compensated in payment of arrows. A near-sighted veteran would fail to see the obvious reward within, and a great player would not set off the trap, find the dispensers, and be rewarded with arrows. Originally I intended that the player would flick the switch to turn off AND unleash the arrows, but I decided that the player should have been rewarded for being suspicious at such an easy dungeon. There are some problems, as many would never touch the plates and never find the arrows, but since the arrows are not required, and in 1.8 they aren't terribly useful, I decided my approach was the best I could think of.
These are the ideas I usually find more in puzzle maps, but I really wanted to play at the players thoughts and make them think twice about every decision they make. I feel that is the true cruelty that should be presented in CTMs.
Also, I know I announced a poll that should have appeared today or yesterday, and it's going up today. I have 6 or 7 ideas, and I know one map, Aerial Survival III (subject to change number) that I'll be working on as a long-term project. III will be ROMhack hard, and intended to have a deep storyline and a very, very linear feel to it. My inspirations for this map are Half-life 2, where the player has one overall goal and is presented with many problems along the way. I intend to be as innovative, in-depth, and cruel with every aspect of this map. The reason I'm not releasing the details is because of the sheer amount of spoilers simply talking about it can contain. Very limited pictures will be released, and those that are will be as inconspicuous as I can make them. But I'll make sure to keep everyone up-to-date on AS II, so look forward to that. :smile.gif:
wow, your explination is so physcological! and i understooooddd it. for the poll, i will either vote dreamlands, (everyone needs an easy beginer map), or check my own,
suggestion: floating mountian range,
why?/pro's: using mountians, you wouldn't need to incase a whole dungeon in bedrock, maybe only the wool spot, because it would take forever to mine down to the dungeon from the top of the mountian. could add some nice visuals, volcano(?) either with lava, or a cloud of "smoke" covering the island...
cons: in 1.8 the room needed might be clsoe to the 0, causing the fog, but there is a mod for that (wich i have)
last: is it ok if i use vech-indorsed simple alchemy mod?
wow, your explination is so physcological! and i understooooddd it. for the poll, i will either vote dreamlands, (everyone needs an easy beginer map), or check my own,
suggestion: floating mountian range,
why?/pro's: using mountians, you wouldn't need to incase a whole dungeon in bedrock, maybe only the wool spot, because it would take forever to mine down to the dungeon from the top of the mountian. could add some nice visuals, volcano(?) either with lava, or a cloud of "smoke" covering the island...
cons: in 1.8 the room needed might be clsoe to the 0, causing the fog, but there is a mod for that (wich i have)
last: is it ok if i use vech-indorsed simple alchemy mod?
I really like the mountain range idea, but I've never figured out how to do such a map. I might try this, but I'd really have to experiment for such an idea...
The alchemy mod is fine to use, however, I designed the map for 1.8.1's hunger bar, and I don't like all of the alchemy pots that are in the mod. If someone could tell me how to control such factors, I'd gladly upload a new version specifically for use with the mod. Otherwise, you don't get renewable dyes until intersection 4 anyway, so I wouldn't really bother.
Also! The poll is up, I'm actually beginning work on AS III right now, so I'll give the pool a week or so to gather results, then I'll work on both projects. I'm leaning towards an easy or medium map atm for AS II also, so the difficulties listed may not be accurate to the map produced.
Rogh desert had a semi obvious track, once ire alized it was a track it ried to dig through, and noticed you thought of that
found the entrance and went to intersection ?3?
i went for digu islands since it seemed the easiest at first,
the dungeon sign implied to be that they where all jsut floating sand, i dug about, and found a cave that i colapsed, making a sure safe way to the gate, i built a bridge to the first island away from the gate, and only when i got there did i see the spawners. T_T :blink.gif:
now i understand the name......and left.
on the way back i saw the dungeon tower for rough desert (big rectangular towers is a theme? :tongue.gif:) and it looks hard : /
creeper chests ftw.
and..
btw, wut is the stone in the monument house for? and i checked to see if it was stone, which means you lied when saying the crossover had the only stone :tongue.gif:
It'd be appreciated if when discussing portions of my maps that may contain spoilers, you would use spoiler tags. You can make them like this:
Welcome to...
Aerial Survival is a new map series intended to explore the idea of surviving on floating islands or on structures near the void. It is based on a CTM (Complete the Monument) goal system. Throughout each map are 16 chests containing 27 of each of the 16 wool colors guarded by dungeons with interesting combat mechanics, some of which were invented just for this map! In addition to collecting wool, there are four ore blocks and four bonus Easter egg blocks to collect around the map. Put all these blocks into the Shrine of Caeli to complete the map. Throughout the map you should have fun exploring, building, and most of all, falling into the void. :wink.gif:
Also, feel free to build in some of the more scenic locations provided in some of the maps. I’d be serving a great dishonor to my work if I didn’t encourage you to set up some cool structures. Just don’t make the Hand of Charity flip anyone the bird…
Aerial Survival I
Dreamland
Download: Mediafire (direct)
Current version: 1 for Minecraft 1.1
Difficulty: Easy
Map Layout: Open-World
Dive into a surreal land of wonder. Dreamland is the dimension people's souls are taken to when their bodies rest. The only way to get out of this place is to complete the Shrine of Sky!
This is a great tutorial map for players new to CTM. There isn't really anything hard until the last few dungeons, so new concepts will easily be introduced to the player and teach them techniques to completing other CTMs.
Pictures may contain spoilers:
Extras (and maps for old versions of Minecraft.)
Desert Messiah
Current version: 1.1 for Beta 1.8.1
v1.1 - Fixed rails that were not sloped properly, added a funny sign, and added more food at the end of Desert Initium
Difficulty: Easy
Map Layout: Linear-Branching
What was once a large, flourishing kingdom is now a desolate, floating desert. Only the Messiah can save this world before it is consumed by the void. Look for the Messiah and complete the Shrine of Caeli to summon the Messiah and vanquish the evil plaguing the land.
When designing this map, I wanted it to have a bit of a “Legendary” feel to it, while still keeping the moderate difficulty my first map should have. I also looked back to a few games I played as a kid. I especially liked the “area exploration” ideas presented in a few of them. The map is divided in linearly placed “zones” which contain 3 new areas. If you explore the areas enough, you unlock a new zone. Here, there is one dungeon in each island (the areas), excluding Initium. One island will contain rail tracks to a new set of islands.
Pictures may contain spoilers:
LPs and Playthroughs
Desert Messiah
A short look at the first ever LP of one of my maps!
Z. Bill plays Desert Messiah.
Banners
If you want a banner, I made a few. They were really for my own use, but if you want to use one, feel free to.
License
All content displayed here may be modified for private use only. You may not redistribute this map or anything contained in the downloads of this map, unless it is stated not to be property of Deathviatar, in which case, the rights for redistribution are up to the owner of that property. Any recordings of this map are allowed and encouraged, whether for profit or not.
Im one of those people who do stuff.
Ive made a CTM map, check it out. http://www.minecraftforum.net/topic/1032381-ctm-jesters-treasure-by-fatterchick3/
Yea, haha, it's over 100MB because I had to spread everything out so much. If you really don't like the size though, I could see if there's a few places to trim extra chunks and release a v1.1 so others don't have to wait so long if their connection isn't great. But most air maps are that big, so I take it you're use to it. :tongue.gif:
That's why you have something magical called file compression, which shrunk down your 103MB down to 32MB.
DLing now, looks pretty good. This is the first CTM map I've seen made originally for 1.8, not adapted to it.
all the rail tracks are broke tho. you cant go up : /
The tree run was epic, and once i saw it, i knew it was for 1.8 :tongue.gif: i almsot died of hunger when i got there, might want to give a few pork chops there : / the first area is amazing, no obious brush strokes, or perfect spheres, really exited.
(i am a horrible typer)
Ive made a CTM map, check it out. http://www.minecraftforum.net/topic/1032381-ctm-jesters-treasure-by-fatterchick3/
Actually, this map was primarily made during about two weeks prior to when the 1.8 pre-release came out to a few days after 1.8.1 came out. I had to re-explore intersections 1 and 2 and majorly tweak them after the pre-release, but for the most part, I had the hunger concept in mind prior to the start of the map.
I do think I'll base my next map around HansiHE's simple alchemy mod designed by Vechs, however, because its easier to make these difficult maps with limited instant-healing. I do recommend using the mod on Desert Messiah still, as you don't get any grass until very late in the map, and the dungeons after the grass are extremely challenging. (I actually didn't even play test #15 or #16 because I'm too scared of them.)
I actually forgot that you would die of hunger before you reached the tree. :tongue.gif: The concept behind that area was that you had to skip the area entirely except for the wood, so you would only think about one goal: the wood. This gives the player opportunity to admire the landscape and look around a bit. The hunger fear kind of adds a sense of unforgiving hostility to the area which adds to the effect it presents.
Dungeon three, I think is the one on Forest of Ash. That one was one of the places I really discovered how to use 1.8 hunger to my advantage. You can notice a pattern in the waves of mobs, which is how it works.
I was unaware the rails were broken, I'll be sure to look at all of them and fix them. That should never happen in any more of my maps. In the meantime, there are LOTS of free rails at intersection 2.
Also, concerning the way I created the maps... Generally I use the hidden code for the dreamland to generate the islands and use that as a skeleton for the island. In some islands like Hand of Charity, I hand sculpted them myself. You'll see I enjoy using interesting MCedit techniques throughout the map. At one point I used collapsed sand trees to make a series of small, steep dunes throughout a desert. At another I stacked different stretched/flattened spheres to give an alien-hive look to one "island".
Also, as a general announcement, I'd like to get up a poll regarding my next map. I'm thinking either a hard map similar to Black Desert (by Vechs), but with floating islands, or a easy map based around one of 3 ideas I've had for a nice "intro-to-Aerial-Survival" map. The hard map will have MUCH harder dungeons, around the difficulty of Legendary. And the easy map will be a bit more similar to Desert Messiah's intersections 1-3 in terms of difficulty. They will also contain sexy squid. And lots of it.
Looking forward to more maps by you!
My Minecraft Maps: coldfusionmaps.com
over all, for a first map, and designed for 1.8, it is amazing.
(wall of mis-spelled text is fail)
read first post, saw that ititium doesnt have a dungeon, and how do i fix rails? break and replace?
Ive made a CTM map, check it out. http://www.minecraftforum.net/topic/1032381-ctm-jesters-treasure-by-fatterchick3/
Dungeons are in order of the islands, starting at Island 02. So Island 10 will have Dungeon 09; Island 7, Dungeon 06; Island 04, Dungeon 03; etc. The sign for Dungeon 01 might be missing due to Ender-griefing though. :sad.gif:
Also, I think everyone should start using spoiler tags for their progress, as some people don't want things, well, spoiled for them!
Dungeon 05 has secrets, many secrets. You won't however get them without paying a price. Though your initial reward may seem to come fast, the true treasure comes in the payment of blood.
I'm glad you liked Dungeon 01, that was kind of the trick I was drawing you into. I'm trying to get a feel for what the player wants to do in these situations, and so far I've only learned so much. Don't worry, Dungeon 04 was suppose to be easy, it was only made to scare the crap out of you. XD
That's actually a great idea, I knew I wanted to make a hell AS map, but I didn't know how exactly to approach it. Lots of gravel, lava, etc sounds good.
BIG spoiler, dont read unless you have done dungeon 5, or do not plan on playing the map.
when i first saw it, my natural thinking, being a ctm player, is to destoy the pressure plates. i went to the wool, flicked the switch a bit, nothing happened, and left. Later after your comment, i came back wondering what does it do? i dug up and tried to go behind, but i then went left, and i was amazed. i went on to try and figure out the mechanizim, and how it was supposed to be triggered, i finialy saw the sand, made it fall, herd one round of shot, went up, and hid behind the chest, and flicked the switch.... imediate lag, but i can see this trap fooling someone new to the map genre, or a careless veteran. simply amazing.
Ive made a CTM map, check it out. http://www.minecraftforum.net/topic/1032381-ctm-jesters-treasure-by-fatterchick3/
That is why I put it in exactly.
These are the ideas I usually find more in puzzle maps, but I really wanted to play at the players thoughts and make them think twice about every decision they make. I feel that is the true cruelty that should be presented in CTMs.
Also, I know I announced a poll that should have appeared today or yesterday, and it's going up today. I have 6 or 7 ideas, and I know one map, Aerial Survival III (subject to change number) that I'll be working on as a long-term project. III will be ROMhack hard, and intended to have a deep storyline and a very, very linear feel to it. My inspirations for this map are Half-life 2, where the player has one overall goal and is presented with many problems along the way. I intend to be as innovative, in-depth, and cruel with every aspect of this map. The reason I'm not releasing the details is because of the sheer amount of spoilers simply talking about it can contain. Very limited pictures will be released, and those that are will be as inconspicuous as I can make them. But I'll make sure to keep everyone up-to-date on AS II, so look forward to that. :smile.gif:
suggestion: floating mountian range,
why?/pro's: using mountians, you wouldn't need to incase a whole dungeon in bedrock, maybe only the wool spot, because it would take forever to mine down to the dungeon from the top of the mountian. could add some nice visuals, volcano(?) either with lava, or a cloud of "smoke" covering the island...
cons: in 1.8 the room needed might be clsoe to the 0, causing the fog, but there is a mod for that (wich i have)
last: is it ok if i use vech-indorsed simple alchemy mod?
Ive made a CTM map, check it out. http://www.minecraftforum.net/topic/1032381-ctm-jesters-treasure-by-fatterchick3/
I really like the mountain range idea, but I've never figured out how to do such a map. I might try this, but I'd really have to experiment for such an idea...
The alchemy mod is fine to use, however, I designed the map for 1.8.1's hunger bar, and I don't like all of the alchemy pots that are in the mod. If someone could tell me how to control such factors, I'd gladly upload a new version specifically for use with the mod. Otherwise, you don't get renewable dyes until intersection 4 anyway, so I wouldn't really bother.
Also! The poll is up, I'm actually beginning work on AS III right now, so I'll give the pool a week or so to gather results, then I'll work on both projects. I'm leaning towards an easy or medium map atm for AS II also, so the difficulties listed may not be accurate to the map produced.
Rogh desert had a semi obvious track, once ire alized it was a track it ried to dig through, and noticed you thought of that
found the entrance and went to intersection ?3?
i went for digu islands since it seemed the easiest at first,
the dungeon sign implied to be that they where all jsut floating sand, i dug about, and found a cave that i colapsed, making a sure safe way to the gate, i built a bridge to the first island away from the gate, and only when i got there did i see the spawners. T_T :blink.gif:
now i understand the name......and left.
on the way back i saw the dungeon tower for rough desert (big rectangular towers is a theme? :tongue.gif:) and it looks hard : /
creeper chests ftw.
and..
btw, wut is the stone in the monument house for? and i checked to see if it was stone, which means you lied when saying the crossover had the only stone :tongue.gif:
Ive made a CTM map, check it out. http://www.minecraftforum.net/topic/1032381-ctm-jesters-treasure-by-fatterchick3/