Ahh yeah, life has been spanking me with the old shart paddle up on turd's creek. I have a newly redone area I'm trying to finish for that thing we talked about and also a brand new JBM we can use in that thing. I'll post in the chat when i have some actual DL's ready. Sorry about the delay.
Wat!? Is this proof that Pantheon will have both a JBM and a VM (WM)?
I'm still working slowly on VF2, playing it when I feel like doing some survival, and one day I hope to do VF1 as well. (When I have the time) I'm excited to hear about VF3.
However, what I might do is put it to peaceful (usually play on hard) for VF2, light up the area and then put it to hard again and continue to play as intended.
Because, even if the beginning completely threw me off, I do have the feeling that the maps could very well be my type otherwise.
If you were to do something like that, I'd recommend: Play on peaceful to read the first map, and look at the nice wool and architecture in the starting box. Then start the map over on easy/normal/hard and begin your real game. I personally think the chest holding the wool/records should be completely safe once you get there, but some times it isn't. So I understand where you are coming from. Three_two has a unique starting area that can be annoying but not impossible to survive (and very funny to watch on LP!). There is no reason to hang around the spawn area, so a good idea is to get out as soon as possible. I recommend playing the map the way it was intended (following the rules). Especially since playing on peaceful is considered cheating, and you can't officially beat the map if you play on peaceful.
Rollback Post to RevisionRollBack
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
So I am 90% done with the 3rd area, and I found the Monument! I had lost my brewing stand to a TNT trap set by three_too, so using my 2 remaining fire resist potions, I hunted some blazes. I killed 10 or so in one area without a single blaze rod. with 1 fire resist potion left, I went to a different area and luckily got some blaze rods
I'm excited to move my base to the VM, and fix it up good. Also I am so glad to be out of the water.. I'll keep updating as I progress!
Thanks again for a fun map
mcon1
Rollback Post to RevisionRollBack
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
I feel like VF1 is fairer though.
However, what I might do is put it to peaceful (usually play on hard) for VF2, light up the area and then put it to hard again and continue to play as intended.
Because, even if the beginning completely threw me off, I do have the feeling that the maps could very well be my type otherwise.
...Oh come on.
I started VFII practically the minute it came out, and I had no trouble with the start at all. VFI is by far the harder start because of the void and darkness around you, and the mobs come from anywhere. In VFII, you can walk 20 steps are be in the water.
I feel like people have to get settled in a map to play it, when that isn't true. You can either die because of your step-by-step plans or you can die by just winging it and seeing where it gets you. Guess which one usually has the least deaths?
Working fine for me. Do you have an ad-blocker or something?
Thanks eerie! I'll have to try Chronotide, never heard of it until now. I might try to make an adventure map someday. I just really like survival Minecraft so, maybe I'll work on VFIII first
Chronotide is amazing. The downside is there is hardly any actual action. It's closer to a game of Slender than anything. The first time you take a "Core" and you hear screaming will about make you crap yourself. I want to go into creative mode to see how he did some of that stuff. Surely he was spawning Ghasts into boxes that are too small. He also has zombies and villagers (I'm assuming) under your feet, so you constantly hear doors opening, closing and being broken down, but there is no one around. I suggest giving it a quick runthrough just for the experience if anything. It's a pretty short map. My friend beat it in 6 or so episodes.
I personally prefer maps like this though where I can place blocks and get my ass whupped : )
For whoever doesn't watch halfstack on YouTube, he said he's revamping VF 1 and 2, apparently to be easier! 'o'
Can you give us any moar information on that, halfstack? I'd love to know what you mean by that. I never did play either VF, for all my posting here, because hard maps really just aren't my type. But if you make these a bit easier, I probably will play both of them. (Although part of it was also the length... I'm constantly beta testing so many CTM maps and doing so much stuff that I just don't have the time for a long map). But glad to hear you're giving the series some love before VF #3 gets released! So yeah, mah question is: any specifics on what "revamped" will mean for VF 1 and 2?
EDIT: Brandon314, he is indeed making a VF 3. He is remaking VF 1 and 2 first though. As for your second question, YouTube channel that the trailer was on, EpicRealms, was replaced by three_two's new YouTube account, and I believe all his old videos were deleted.
I have two questions. one:are you making a vinyl fantasy 3? two:WHAT THE HECK HAPPENED TWO THE ORIGINAL TRAILER because it said that the video is private and I want too watch it!?:(
Hay. Hay guize. I know why no maps are getting done.
I was on Project Ares today, PVPing away, and who should I happen to see but... three_two himself! :C
Make maps, halfstack, don't waste your skills away on doing worthless PVP!
Don't exactly blame you though.... I should be working on the next CTM map in my series, but I found Project Ares and I'm super addicted to it, and I find myself choosing it over mapmaking. :-P
Hay. Hay guize. I know why no maps are getting done.
I was on Project Ares today, PVPing away, and who should I happen to see but... three_two himself! :C
Make maps, halfstack, don't waste your skills away on doing worthless PVP!
Don't exactly blame you though.... I should be working on the next CTM map in my series, but I found Project Ares and I'm super addicted to it, and I find myself choosing it over mapmaking. :-P
Please explain exactly what this PVP server is? I'm very interested.
Man, I just wanted to tell you....YOUR MAP IS AWSOME ! I seriouly wonder how many time you spent to do it ( Vinil Fantasy II). I will use this map to do videos for my channel on youtube, hope it increases the downloads
I finally beat Vinyl Fantasy II, what an adventure! Here are my thoughts:
The areas were amazing, great architecture.
(I especially liked area 1, the 'town' in the nether, the huge alter area in the nether and the Hub in the End.)
I liked that there was a story line, it gave some depth to the world.
The Difficulty was very challenging. I died a lot!
(especially to the cave spider spawner towers you made..they were evil!)
I liked how it had resource areas before the challenging areas.
I also was impressed how all of the areas were fairly easy to get to from the Monument. Speaking of which, I really liked the redstone-powered monument.
I'll just say this: I decided to make my base out of glowstone by the monument with no roof with a glass floor so I could see the lava below. It was the first time I've tried that design and it seemed to work well. I recommend it.
Also I really enjoyed the ending!
All in all, it was a great map, and I recommend it to any CTM player who is looking for a challenging and rewarding gaming experience.
Now I plan to take on VF1. I'll let you know how it goes! I hear it is even harder..
Edit:
Some suggestions for future maps:
1. I think the bird cages should be visible once you are close.
a few of them in this map were completely hidden, even if you were a couple blocks away.
2. I also think the void was used too much. I know it adds a difficulty level to the maps, and it has its place in certain cases. But over using (like over using any trap) just gets repetitive. Instead of using the void as much, you can find ways to get people to lose all of their items multiple times while they try to collect their original items, which can be even worse for the player.
like this area:
I don't remember its name, but the huge tree in the Nether. I lost so many items in the final room. (mostly from trying to collect my items from previous deaths) That was a frustrating but well-designed trap!
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
Hello, three_two! As of right now, I have finished VF II and I'm taking on VF I as an additional challenge (I'm a sucker for Rom-Hack material) and now that I finally have an account on the forum, I should probably present my concluding thoughts on the map.
The Overworld
Area 1
The Blackest Bog was a great starter resourcing area, and I thoroughly enjoyed bridging through the bog to get to the several raised islands that had loot chests on them. The central tower had some pretty good loot in it I believe, though I was actually expecting a record in there. When I found no record, I ended up bridging up onto the bedrock cloud to see if there was anything up there. As expected, there was nothing.
The Valley Of Rolsa was pretty straightforward, and the biggest threat there was the ghasts. I can imagine that it would be a really hard sub-area to fight through if the bedrock cloud actually covered the valley as well (resulting in mobs spawning regardless of time of day).
The Passion Of The Argus was by far my favorite dungeon throughout the entire map. It stayed true to the mossy cobble dungeons you always see in CTM maps, yet it provided a scale of a challenge that I simply don't see in other CTM maps, even those of Vechs. I enjoyed it a lot, and I appreciate the fact that you left gold blocks in the birdcage room so I could craft gold armor indefinitely.
Area 2
I know from watching your post-mortem chat with lorgon111 about the map that there are multiple ways to get into the Ancient Visitors birdcage room. The way I took to get in there was: I dug straight up to the obelisk on top of the spaceship to gear up with Fire Resistance potions, then used one and swam up the lava that was right at the bottom of the spaceship above the water column. The creepers and blazes were tough and I got knocked down to half a heart as I exited the room with the record.
Area 3
I found the railway to the JBM from aimlessly mining cobblestone in the magma cube room in Area 2. As such, I attacked area 3 from the bottom and actually didn't know that it had a top area until I saw an LP of the map.
The Nether
Depth Charge was my favourite area of the Nether, owing to its aesthetic mastery and interesting combination mobs. Each room had a different colour scheme and a different mob, so it was very fun to fight through. I had to craft fences to ensure I didn't drown in the underwater birdcage room with skellies.
Wave Of Mutilation was a clever area for the gravel that revealed the Pentagram Star. With a Fire Resistance Potion, though, I was able to get the record safely out of the center of the room without taking much damage.
Last Resort was an area that I chose a rather safety-first approach to tackle. I built a bridge against the sides of the walls of the area and repeated until I got to the birdcage. This ensured I was safe from skellies and blazes shooting me into the void, although I did consume a fire potion towards the birdcage area to prevent burning to death from blazes.
Zombaville actually was the only area that killed me in the Nether because of the proximity detector that blew up while I was looting a house. After that experience, I ran straight to the end of the street, got into the house and ferried the record out. The mobs in this area were really easy to deal with, though the traps were clever and innovative.
The End
FIL was a nasty area, and while I had no problems making my way up to the birdcage room, the cave spiders made navigation through the bedrock near impossible, and after dying at least ten times or so, I decided I would have to build a gradual tunnel towards the birdcage in order to fend off the cave spiders. The location of the birdcage was not obvious and the obsidian made it hard to access, so this was definitely a good challenge.
Enemy Mine had me getting impatient from trying to navigate around 200-block tall lava mountains, and so after I got the diamond sword at the top of the highest mountain (which took me at least half an hour to get to) I began tackling the innards of the mine. I made full diamond armor, enchanted it, and tackled the birdcage area. I used up another fire resistance potion in the final room, and by the time I was able to get the record and escape, I had been knocked down to three hearts even with a regen potion on.
Transparency wasn't much of a challenge, and I found myself using the ghast fireballs to detonate the TNT so I could attack the birdcage more safely. Once the TNT was gone, I bridged over the birdcage and dumped water on it, and swam down to get the record. Getting out of the center was tough, and the ghasts made it impossible to swim back up the waterfall I'd made over the birdcage, so I had to use an ender pearl out of the center of the satellite. I did die once in this area from sloppily falling into the void while trying to navigate to the center.
Finally, Hello Great Architect Of The Universe saw me bridging through the multicoloured wool cloud to get to the central island. It took me forever to find the lava sea at the bottom, and with a Fire Resistance Potion I managed to swim down there and get the record. The cave spiders were both fun and evil, and they knocked me down to a heart and a half at lowest, so it was definitely risky in that place.
I'd like to attribute most of my deaths in this map to the birdcage area in FIL.
It's been an awesome map to play through and I'm working on VF 1 now, and I'm also waiting for VF 3.
I might want to post progress reports of VF 1 if I feel like it.
Congrats BenOngAlive and Daedalus for finishing VFII!
Last night I just finished VF1. So here are my thoughts on it:
As in VF2, the architecture is amazing. I especially liked the big tree, and the fortress.
The starter island was challenging, and continued to provide a challenge as I progressed since I was too lazy to light up the whole island.
Most areas were extremely difficult, and, I died a lot!
My favorite area was the graveyard, I had way too much fun exploring it.
This map was harder than VF2, but it was still a lot of fun and I recommend it to any player looking for a hard challenge! And I look forward to your next map
Here are some suggestions/feedback for future maps:
First of all like VFII, I didn't like the heavy use of void. It was used way more than VFII.
Making you pass through void areas to get to every main area, is overly time-consuming. (so the way you used minecarts, etc in VFII was a great improvement).
Spoiler: a complaint about a certain birdcage:
My biggest complaint about the map is: I didn't like how one bird cage was rigged to destroy the records inside it. I understand putting spawners close to it, and some danger, but I think the birdcages themselves should be safe, or make multiple 'trapped' birdcages, so if the person fails, they can try again at another birdcage without having to start over. I didn't realize what the bird cage was like, and it triggered while I was approaching it. (snow golum, creeper, tnt, lava combo), and I had to start over but fortunately it was my second record, so I didn't lose much progress.
Finally I still think the bird cage should be visible when you are close to it.
The first bird cage is a great example, you can see it, but good luck trying to reach it! There were a couple bird cages that were completely hidden even if you were 2 blocks away. Which made it very time-consuming to find them.
The ones I can think of are the Big Tree, Christmas area (I was surprised when I opened a chest and discovered records inside), and the Fortress area.
Rollback Post to RevisionRollBack
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
Finally I still think the bird cage should be visible when you are close to it.
I have to agree with that completely. Personally I think that three_two should make the birdcages more accessible in certain areas. Take the big tree "FIL" in VF II for example, the birdcage is hidden under obsidian near a huge bedrock maze that constantly spawns huge amounts of cave spiders. While the difficulty of that area was intentional, I really think the birdcage should be made more obvious.
Hello Great Architect Of The Universe also took me forever to find the birdcage. I mean, what are the odds that someone stumbles upon a tiny gravel waterhole on their first attempt? There needs to be some sort of cave entrance leading down to the birdcage. Accessibility problem.
Nevertheless, I will give three_two credit for making the second map more accessible. An LP of VF1 takes about 50 episodes, but an LP of VF2 takes 30 episodes, 40-45 at most.
Thank you to Three_two for creating a really memorable and enjoyable Minecraft experience. I've really enjoyed the map and will look forward to future maps from you!
I give some thoughts and analysis about the map in my final video. Overall, I thought this was an excellent map, good level of challenge, some really epic areas and great designs.
I think my favourite areas were Area 3 in the over world, Wave of Mutilation and Zombaville in the Nether, Transparency and Enemy Mines in the End. I didn't dislike any area particularly but I did have a tough time in the Great Architect area as I was very confused about what I was supposed to do.
I should mention that I also loved how the map used all three realms in Minecraft adding different challenges for each intersection (i.e. no water in the Nether and Endermen in the End). Also, I really love the emphasis on survival and exploration in VFII. I liked that I was supposed to farm and work for things and I really enjoyed exploring places and looking for loot and useful resources.
I highly recommend the map to everyone and I hope you'll be able to make both of the VF maps 1.4+ friendly so that people can continue to play them!
Three_two, is there any chance I could be added to the opening post as someone who has done a complete play through? That would be totally awesome!
My first video of VFII is here - [media][/media]
Here is my playlist of VFII videos so that I can be added to the 'completed' list along with Brian and Simon (which would make me super proud!) - http://www.youtube.c...C4589706058864F
I have to agree with that completely. Personally I think that three_two should make the birdcages more accessible in certain areas. Take the big tree "FIL" in VF II for example, the birdcage is hidden under obsidian near a huge bedrock maze that constantly spawns huge amounts of cave spiders. While the difficulty of that area was intentional, I really think the birdcage should be made more obvious.
Hello Great Architect Of The Universe also took me forever to find the birdcage. I mean, what are the odds that someone stumbles upon a tiny gravel waterhole on their first attempt? There needs to be some sort of cave entrance leading down to the birdcage. Accessibility problem.
Nevertheless, I will give three_two credit for making the second map more accessible. An LP of VF1 takes about 50 episodes, but an LP of VF2 takes 30 episodes, 40-45 at most.
I agree with these points as well. Most of these are the kind of things the mapmaker can only see in hindsight after seeing people struggle with it. I have been making a list of things I want to change about VFII ever since I released it basically but, after the OOGE play through and being berated by those guys (Etho excluded) I wasn't going to change shizz. Now that time has passed I feel I can update the map to the way it should play now without feeling like I'm changing things for a crybaby who called me a liar then threatened to kill me because a rom-hack hard map was too hard for him.
I'm going to be updating the first two VF maps to work with all the new features and mechanics of modern minecraft as well as adjust the style of play to the way I feel a CTM map should play. (trust me, I dev commed the first map, LPed Nightmare Realm and just finished LPing twisted logic Moon II and I know dropping 50+ hours into a map playthrough is not ideal for anyone, especially video makers.)
I'm going to be updating the first two VF maps to work with all the new features and mechanics of modern minecraft as well as adjust the style of play to the way I feel a CTM map should play. (trust me, I dev commed the first map, LPed Nightmare Realm and just finished LPing twisted logic Moon II and I know dropping 50+ hours into a map playthrough is not ideal for anyone, especially video makers.)
Woohoo! That sounds awesome man. I never did play through either of the VF maps, for all of my posting here. (I think I've been here since like page 3 of the thread, I'm a long-timer. ) The thing that constantly turned me off was that although the maps looked absolutely amazing, I always just never had enough time or stamina to play through a long, ROM-hack hard map. I think with these maps being updated, I'll probably play both of them like I've always wanted to.
I agree with these points as well. Most of these are the kind of things the mapmaker can only see in hindsight after seeing people struggle with it. I have been making a list of things I want to change about VFII ever since I released it basically but, after the OOGE play through and being berated by those guys (Etho excluded) I wasn't going to change shizz. Now that time has passed I feel I can update the map to the way it should play now without feeling like I'm changing things for a crybaby who called me a liar then threatened to kill me because a rom-hack hard map was too hard for him.
I'm going to be updating the first two VF maps to work with all the new features and mechanics of modern minecraft as well as adjust the style of play to the way I feel a CTM map should play. (trust me, I dev commed the first map, LPed Nightmare Realm and just finished LPing twisted logic Moon II and I know dropping 50+ hours into a map playthrough is not ideal for anyone, especially video makers.)
Haha, I can't help but sheepishly agree about OOGE. They have skill and they're talented Minecrafters and whatnot, but their lack of sensibility in your maps is downright hilarious. Sorry about criticizing the difficulty of FIL, keep it that way. It's legitimate RomHack content.
Also, with the advent of the 12th disc 'wait', is that going to be something you'll implement into the JBM of VF3? And do you have any plans for the series beyond VF3, like more FML mini-maps?
Anyway, here's some screenshots regarding my progress in VF1:
Bridging away to the JBM/ FFUUUUU Big Tree:
(Record: cat)
Trying to attempt the Gravitationally-Challenged Graveyard from the top and regretting it:
(Record: far)
Running out of food, bridging to the melons in Sh*tty Christmas:
(Record: strad)
Proximity detectors @ Land Of The Snow Golem.
Land Of The Snow Golem's lapis blocks & birdcage! Not really in jeopardy though. Almost died from a creeper blowing up the snow beneath me while approaching the birdcage. The result of that was a gaping void hole.
(Record: mellohi)
The JBM thus far
(Records: 4/11, Ore Blocks: 1/6)
I'm aware some of these screenshots look rather mobless, but believe me, I'm playing on Normal. Took these shots during a creative flyaround (Didn't misuse creative mode, I promise).
I've also yet to find iron ore/ ingots so far, so I've been balancing around stone tools. Sadly, even stone has to be scavenged for in the Gravitationally-Challenged Graveyard.
Enjoying this series more than all of Vechs' maps combined. Looking forward to VF3!
I've not posted on here for a while, so here you are, a post
Nice to see you're kinda redoing VF I and II, be interesting to see the result, got a date for when you'll be done remaking number one?
My hope was to have VFI done by the 21st of December (1 year anniversary) but, not sure if I can make that date yet. Been having lots of trouble with lighting errors and a bunch of other crap Mojang needs to fix :/
Wat!? Is this proof that Pantheon will have both a JBM and a VM (WM)?
I'm still working slowly on VF2, playing it when I feel like doing some survival, and one day I hope to do VF1 as well. (When I have the time) I'm excited to hear about VF3.
If you were to do something like that, I'd recommend: Play on peaceful to read the first map, and look at the nice wool and architecture in the starting box. Then start the map over on easy/normal/hard and begin your real game. I personally think the chest holding the wool/records should be completely safe once you get there, but some times it isn't. So I understand where you are coming from. Three_two has a unique starting area that can be annoying but not impossible to survive (and very funny to watch on LP!). There is no reason to hang around the spawn area, so a good idea is to get out as soon as possible. I recommend playing the map the way it was intended (following the rules). Especially since playing on peaceful is considered cheating, and you can't officially beat the map if you play on peaceful.
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
I'm excited to move my base to the VM, and fix it up good. Also I am so glad to be out of the water.. I'll keep updating as I progress!
Thanks again for a fun map
mcon1
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
...Oh come on.
I started VFII practically the minute it came out, and I had no trouble with the start at all. VFI is by far the harder start because of the void and darkness around you, and the mobs come from anywhere. In VFII, you can walk 20 steps are be in the water.
I feel like people have to get settled in a map to play it, when that isn't true. You can either die because of your step-by-step plans or you can die by just winging it and seeing where it gets you. Guess which one usually has the least deaths?
Chronotide is amazing. The downside is there is hardly any actual action. It's closer to a game of Slender than anything. The first time you take a "Core" and you hear screaming will about make you crap yourself. I want to go into creative mode to see how he did some of that stuff. Surely he was spawning Ghasts into boxes that are too small. He also has zombies and villagers (I'm assuming) under your feet, so you constantly hear doors opening, closing and being broken down, but there is no one around. I suggest giving it a quick runthrough just for the experience if anything. It's a pretty short map. My friend beat it in 6 or so episodes.
I personally prefer maps like this though where I can place blocks and get my ass whupped : )
Can you give us any moar information on that, halfstack? I'd love to know what you mean by that. I never did play either VF, for all my posting here, because hard maps really just aren't my type. But if you make these a bit easier, I probably will play both of them. (Although part of it was also the length... I'm constantly beta testing so many CTM maps and doing so much stuff that I just don't have the time for a long map). But glad to hear you're giving the series some love before VF #3 gets released! So yeah, mah question is: any specifics on what "revamped" will mean for VF 1 and 2?
EDIT: Brandon314, he is indeed making a VF 3. He is remaking VF 1 and 2 first though. As for your second question, YouTube channel that the trailer was on, EpicRealms, was replaced by three_two's new YouTube account, and I believe all his old videos were deleted.
I still cannot find how to get to intersection 4
I was on Project Ares today, PVPing away, and who should I happen to see but... three_two himself! :C
Make maps, halfstack, don't waste your skills away on doing worthless PVP!
Don't exactly blame you though.... I should be working on the next CTM map in my series, but I found Project Ares and I'm super addicted to it, and I find myself choosing it over mapmaking. :-P
Please explain exactly what this PVP server is? I'm very interested.
And Eeriewolf, I was only kidding about all o' dat. I love his videos just as much as the next guy.
Again, congratulations for the map ! See you
The areas were amazing, great architecture.
The Difficulty was very challenging. I died a lot!
I also was impressed how all of the areas were fairly easy to get to from the Monument. Speaking of which, I really liked the redstone-powered monument.
I'll just say this: I decided to make my base out of glowstone by the monument with no roof with a glass floor so I could see the lava below. It was the first time I've tried that design and it seemed to work well. I recommend it.
Also I really enjoyed the ending!
All in all, it was a great map, and I recommend it to any CTM player who is looking for a challenging and rewarding gaming experience.
Now I plan to take on VF1. I'll let you know how it goes! I hear it is even harder..
Edit:
Some suggestions for future maps:
1. I think the bird cages should be visible once you are close.
like this area:
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
The Overworld
Area 1
The Blackest Bog was a great starter resourcing area, and I thoroughly enjoyed bridging through the bog to get to the several raised islands that had loot chests on them. The central tower had some pretty good loot in it I believe, though I was actually expecting a record in there. When I found no record, I ended up bridging up onto the bedrock cloud to see if there was anything up there. As expected, there was nothing.
The Valley Of Rolsa was pretty straightforward, and the biggest threat there was the ghasts. I can imagine that it would be a really hard sub-area to fight through if the bedrock cloud actually covered the valley as well (resulting in mobs spawning regardless of time of day).
The Passion Of The Argus was by far my favorite dungeon throughout the entire map. It stayed true to the mossy cobble dungeons you always see in CTM maps, yet it provided a scale of a challenge that I simply don't see in other CTM maps, even those of Vechs. I enjoyed it a lot, and I appreciate the fact that you left gold blocks in the birdcage room so I could craft gold armor indefinitely.
Area 2
I know from watching your post-mortem chat with lorgon111 about the map that there are multiple ways to get into the Ancient Visitors birdcage room. The way I took to get in there was: I dug straight up to the obelisk on top of the spaceship to gear up with Fire Resistance potions, then used one and swam up the lava that was right at the bottom of the spaceship above the water column. The creepers and blazes were tough and I got knocked down to half a heart as I exited the room with the record.
Area 3
I found the railway to the JBM from aimlessly mining cobblestone in the magma cube room in Area 2. As such, I attacked area 3 from the bottom and actually didn't know that it had a top area until I saw an LP of the map.
The Nether
Depth Charge was my favourite area of the Nether, owing to its aesthetic mastery and interesting combination mobs. Each room had a different colour scheme and a different mob, so it was very fun to fight through. I had to craft fences to ensure I didn't drown in the underwater birdcage room with skellies.
Wave Of Mutilation was a clever area for the gravel that revealed the Pentagram Star. With a Fire Resistance Potion, though, I was able to get the record safely out of the center of the room without taking much damage.
Last Resort was an area that I chose a rather safety-first approach to tackle. I built a bridge against the sides of the walls of the area and repeated until I got to the birdcage. This ensured I was safe from skellies and blazes shooting me into the void, although I did consume a fire potion towards the birdcage area to prevent burning to death from blazes.
Zombaville actually was the only area that killed me in the Nether because of the proximity detector that blew up while I was looting a house. After that experience, I ran straight to the end of the street, got into the house and ferried the record out. The mobs in this area were really easy to deal with, though the traps were clever and innovative.
The End
FIL was a nasty area, and while I had no problems making my way up to the birdcage room, the cave spiders made navigation through the bedrock near impossible, and after dying at least ten times or so, I decided I would have to build a gradual tunnel towards the birdcage in order to fend off the cave spiders. The location of the birdcage was not obvious and the obsidian made it hard to access, so this was definitely a good challenge.
Enemy Mine had me getting impatient from trying to navigate around 200-block tall lava mountains, and so after I got the diamond sword at the top of the highest mountain (which took me at least half an hour to get to) I began tackling the innards of the mine. I made full diamond armor, enchanted it, and tackled the birdcage area. I used up another fire resistance potion in the final room, and by the time I was able to get the record and escape, I had been knocked down to three hearts even with a regen potion on.
Transparency wasn't much of a challenge, and I found myself using the ghast fireballs to detonate the TNT so I could attack the birdcage more safely. Once the TNT was gone, I bridged over the birdcage and dumped water on it, and swam down to get the record. Getting out of the center was tough, and the ghasts made it impossible to swim back up the waterfall I'd made over the birdcage, so I had to use an ender pearl out of the center of the satellite. I did die once in this area from sloppily falling into the void while trying to navigate to the center.
Finally, Hello Great Architect Of The Universe saw me bridging through the multicoloured wool cloud to get to the central island. It took me forever to find the lava sea at the bottom, and with a Fire Resistance Potion I managed to swim down there and get the record. The cave spiders were both fun and evil, and they knocked me down to a heart and a half at lowest, so it was definitely risky in that place.
I'd like to attribute most of my deaths in this map to the birdcage area in FIL.
It's been an awesome map to play through and I'm working on VF 1 now, and I'm also waiting for VF 3.
I might want to post progress reports of VF 1 if I feel like it.
Last night I just finished VF1. So here are my thoughts on it:
As in VF2, the architecture is amazing. I especially liked the big tree, and the fortress.
The starter island was challenging, and continued to provide a challenge as I progressed since I was too lazy to light up the whole island.
Most areas were extremely difficult, and, I died a lot!
My favorite area was the graveyard, I had way too much fun exploring it.
This map was harder than VF2, but it was still a lot of fun and I recommend it to any player looking for a hard challenge! And I look forward to your next map
Here are some suggestions/feedback for future maps:
First of all like VFII, I didn't like the heavy use of void. It was used way more than VFII.
The ones I can think of are the Big Tree, Christmas area (I was surprised when I opened a chest and discovered records inside), and the Fortress area.
CTM maps completed: Vinyl Fantasy I & II, From Ashes, Kaizo Caverns, Spellbound Caves, Waking Up, Sea of Flame II, Legendary, Lethamyr, Inferno Mines, Vulcara, Monstrosity, Pantheon, Remote District II, Ragecraft: The Corrupted Path, Ragecraft II: Insomnia, Uncharted Territory 1&2, Aima Caves, Tale of Two Swords, Sunburn Islands, Skyward Ascent, No time to explain!, Material Energy 4, Now THATS what I call CTM.
I have to agree with that completely. Personally I think that three_two should make the birdcages more accessible in certain areas. Take the big tree "FIL" in VF II for example, the birdcage is hidden under obsidian near a huge bedrock maze that constantly spawns huge amounts of cave spiders. While the difficulty of that area was intentional, I really think the birdcage should be made more obvious.
Hello Great Architect Of The Universe also took me forever to find the birdcage. I mean, what are the odds that someone stumbles upon a tiny gravel waterhole on their first attempt? There needs to be some sort of cave entrance leading down to the birdcage. Accessibility problem.
Nevertheless, I will give three_two credit for making the second map more accessible. An LP of VF1 takes about 50 episodes, but an LP of VF2 takes 30 episodes, 40-45 at most.
Yeah man congrats, I need to update the OP so I will get to that as soon as I can!
I agree with these points as well. Most of these are the kind of things the mapmaker can only see in hindsight after seeing people struggle with it. I have been making a list of things I want to change about VFII ever since I released it basically but, after the OOGE play through and being berated by those guys (Etho excluded) I wasn't going to change shizz. Now that time has passed I feel I can update the map to the way it should play now without feeling like I'm changing things for a crybaby who called me a liar then threatened to kill me because a rom-hack hard map was too hard for him.
I'm going to be updating the first two VF maps to work with all the new features and mechanics of modern minecraft as well as adjust the style of play to the way I feel a CTM map should play. (trust me, I dev commed the first map, LPed Nightmare Realm and just finished LPing twisted logic Moon II and I know dropping 50+ hours into a map playthrough is not ideal for anyone, especially video makers.)
Woohoo! That sounds awesome man. I never did play through either of the VF maps, for all of my posting here. (I think I've been here since like page 3 of the thread, I'm a long-timer. ) The thing that constantly turned me off was that although the maps looked absolutely amazing, I always just never had enough time or stamina to play through a long, ROM-hack hard map. I think with these maps being updated, I'll probably play both of them like I've always wanted to.
Haha, I can't help but sheepishly agree about OOGE. They have skill and they're talented Minecrafters and whatnot, but their lack of sensibility in your maps is downright hilarious. Sorry about criticizing the difficulty of FIL, keep it that way. It's legitimate RomHack content.
Also, with the advent of the 12th disc 'wait', is that going to be something you'll implement into the JBM of VF3? And do you have any plans for the series beyond VF3, like more FML mini-maps?
Anyway, here's some screenshots regarding my progress in VF1:
Bridging away to the JBM/ FFUUUUU Big Tree:
(Record: cat)
Trying to attempt the Gravitationally-Challenged Graveyard from the top and regretting it:
(Record: far)
Running out of food, bridging to the melons in Sh*tty Christmas:
(Record: strad)
Proximity detectors @ Land Of The Snow Golem.
Land Of The Snow Golem's lapis blocks & birdcage! Not really in jeopardy though. Almost died from a creeper blowing up the snow beneath me while approaching the birdcage. The result of that was a gaping void hole.
(Record: mellohi)
The JBM thus far
(Records: 4/11, Ore Blocks: 1/6)
I'm aware some of these screenshots look rather mobless, but believe me, I'm playing on Normal. Took these shots during a creative flyaround (Didn't misuse creative mode, I promise).
I've also yet to find iron ore/ ingots so far, so I've been balancing around stone tools. Sadly, even stone has to be scavenged for in the Gravitationally-Challenged Graveyard.
Enjoying this series more than all of Vechs' maps combined. Looking forward to VF3!
My hope was to have VFI done by the 21st of December (1 year anniversary) but, not sure if I can make that date yet. Been having lots of trouble with lighting errors and a bunch of other crap Mojang needs to fix :/