I believe I created Tectonicide back in 1.3 when creepers didn't aerial bomb, so you can try that if they're really an issue.
There's two viable strategies that I have:
1.
Just walk in the beginning while there's not many creepers in order to conserve hunger. Stick to the inner edge of the outer land ring and the few creepers there are won't detect you, and the ones that do can be knocked away easily. Usually you don't have to sprint until after getting one or both wool, at which point you'll easily have enough hunger to run back. Knock the creepers trailing off the thin bridges and you'll be home free from there.
2.
Same as above though collect TNT out of the ground while walking to the wool. There's one particular part of the outer ring that can be bridged back to the altar fairly easily but pillaring 2 blocks up (to prevent trailing creepers) and then straight across.
Unfortunately I've been trying very similar strategies. Almost all my deaths have been to random insta-creeper explosions. I may have to roll back my client and try it in 1.3. Mega fail/death montage incoming...
Unfortunately I've been trying very similar strategies. Almost all my deaths have been to random insta-creeper explosions. I may have to roll back my client and try it in 1.3. Mega fail/death montage incoming...
Now try it with the weather on. The condition is thunder on my version of the map allowing day spawns. Also about 4x as many creepers. Apparently I have the troll version of the map :\
Now try it with the weather on. The condition is thunder on my version of the map allowing day spawns. Also about 4x as many creepers. Apparently I have the troll version of the map :\
Ah, I had a feeling I'd forgotten something, hadn't realized weather was still disabled in Optifine :/
Welcome back to YouTube, Xekaj! On a side note, I completed Devastation Gauntlet on Hard mode. Um... The respawn doesn't work due to the underground spawn point so you could technically count that as a hardcore map now. Fix, or leave it?
I might have taken the dispenser.
I might have moved a sign.
I might have replaced the sign with the dispenser full of villager eggs.
And I might have set off the rapid-fire circuit..
That was a bad idea.
Villager apocalypse? Sounds worse than anything Xejak has tossed at us in his other maps.
What's that I see? Paper, nether star, ender pearl, blaze powder and some swords in the background behind the examples you gave. Now for the questions.
1) Yes. It wouldn't actually help the player, just as an aid for inventory management before assaulting a dungeon.
2) Actually, I tend to just plop down everything at the intersection or the VM, so it really doesn't matter. I might rob the blocks chest though if there is one.
3) I would say both. Make it so that some farming is necessary (like a backup plan in case something goes wrong, then at least the player can carry on without havi to recover from too great a loss) but encourage exploring to find better or more resources.
It's nice to see this thread hasn't become as hostile as that of Vechs. Popularity is a baaaad thing in this case, especially seeing that this is a series of evil maps, and there probably would be a lot more haters should there be many forum posters hanging about frequently.
You have to admit, Inferno Mines was pretty difficult, even for a Vechs map.
Inferno Mines was difficult? Sorry, I can't hear you through the walls of my SOLID IRON BLOCK MANSION NEXT TO THE VM. I get the fact he wants to be nice to us, but really now.
You have to admit, Inferno Mines was pretty difficult, even for a Vechs map.
Not really. Waking up was much harder, the only tough areas in IM were Dumb Blast and Lush Ruins. Eternal Battle was tough if your computer can't handle it.
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
Even then, Waking Up only got difficult in the later parts of the map.
Boomer Castle was insane, Helix Depths was very hard, Legion Halls was hard if you didn't know what to do, and skeletons in the spawn are a nightmare.
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
Even then, Waking Up only got difficult in the later parts of the map.
honestly I found the most difficult areas being Trees of Fun, Boomer Castle (if you do it in order), Legion Halls (if you're slow/unlucky with skeleton spawns), the Nest (assuming you don't tunnel out) and maybe some ore spheres of IWFH. Most of those are quite early...
Actually, "hard" in my post meant that the concentration of difficult areas rises beyond a certain level.
I1:
Trees of Fun: It was actually ok for me, although I played this area in 1.3 so I don't really know how much it has changed with the new AI.
Boomer Castle: The cave was ok, but I got so frustrated with the castle I ended up tunneling and bridging all over the place.
I2:
Legion Halls: Difficult if you rush in and try to conquer by storming, but with some bridges to parent the silverfish to get to you and a lava bucket it was just plain tedious.
Helix Depths: Ugh. If a creeper blew up or you tried to tunnel to take out spawners you would find that tunneling was easy as the walls are one block thick. Listening out and digging for noises greatly helps, I found the final room this way.
I3:
The Nest: The start was ok if you lit up the place (somehow I did this fast enough to prevent monsters from spawning and only noticed the spawners later) but the end area was insane.
Frozen Venom: Not difficult. Just plain tedious.
We All Burn: The insane amount of zombies forced me to tunnel.
I4:
Deathshallow Ruins: Lower was difficult because of skeletons + creepers + water, but Upper was so easy, it was a joke.
Hissing Sand: Difficult, but by seeing someone's cartograph map of it I noticed that digging through the right wall for about 20 blocks would lead you to the fleecy box easily.
IWHF: Part 1 was easy, fire resistant potions make you invincible. Part 2 is a different story.
Conclusion: hardest areas are Boomer Castle, Legion Halls, Helix Depths, The Nest, IWHF 2
Inferno Mines was difficult? Sorry, I can't hear you through the walls of my SOLID IRON BLOCK MANSION NEXT TO THE VM. I get the fact he wants to be nice to us, but really now.
Sharpness 4 Iron sword+unbreaking 3 diamond sword+Bow w. power 3, infinity 1, and flame 3
Unfortunately I've been trying very similar strategies. Almost all my deaths have been to random insta-creeper explosions. I may have to roll back my client and try it in 1.3. Mega fail/death montage incoming...
Ohey, apparently there's a third strategy.
Try putting that link inside the Youtube tag. Always works for meh.
SH maps beaten: Sea of Flame II, Infernal Sky II, Kaizo Caverns, Nightmare Realm, Sunburn Islands, Spellbound Caves, Waking Up and counting....
Now try it with the weather on. The condition is thunder on my version of the map allowing day spawns. Also about 4x as many creepers. Apparently I have the troll version of the map :\
Ah, I had a feeling I'd forgotten something, hadn't realized weather was still disabled in Optifine :/
Gah, somehow lost the screenshot, off to find it.
1) Yes. It wouldn't actually help the player, just as an aid for inventory management before assaulting a dungeon.
2) Actually, I tend to just plop down everything at the intersection or the VM, so it really doesn't matter. I might rob the blocks chest though if there is one.
3) I would say both. Make it so that some farming is necessary (like a backup plan in case something goes wrong, then at least the player can carry on without havi to recover from too great a loss) but encourage exploring to find better or more resources.
It's nice to see this thread hasn't become as hostile as that of Vechs. Popularity is a baaaad thing in this case, especially seeing that this is a series of evil maps, and there probably would be a lot more haters should there be many forum posters hanging about frequently.
exkajkajekxex
Furries are cool.
Not really. Waking up was much harder, the only tough areas in IM were Dumb Blast and Lush Ruins. Eternal Battle was tough if your computer can't handle it.
Boomer Castle was insane, Helix Depths was very hard, Legion Halls was hard if you didn't know what to do, and skeletons in the spawn are a nightmare.
honestly I found the most difficult areas being Trees of Fun, Boomer Castle (if you do it in order), Legion Halls (if you're slow/unlucky with skeleton spawns), the Nest (assuming you don't tunnel out) and maybe some ore spheres of IWFH. Most of those are quite early...
I1:
Trees of Fun: It was actually ok for me, although I played this area in 1.3 so I don't really know how much it has changed with the new AI.
Boomer Castle: The cave was ok, but I got so frustrated with the castle I ended up tunneling and bridging all over the place.
I2:
Legion Halls: Difficult if you rush in and try to conquer by storming, but with some bridges to parent the silverfish to get to you and a lava bucket it was just plain tedious.
Helix Depths: Ugh. If a creeper blew up or you tried to tunnel to take out spawners you would find that tunneling was easy as the walls are one block thick. Listening out and digging for noises greatly helps, I found the final room this way.
I3:
The Nest: The start was ok if you lit up the place (somehow I did this fast enough to prevent monsters from spawning and only noticed the spawners later) but the end area was insane.
Frozen Venom: Not difficult. Just plain tedious.
We All Burn: The insane amount of zombies forced me to tunnel.
I4:
Deathshallow Ruins: Lower was difficult because of skeletons + creepers + water, but Upper was so easy, it was a joke.
Hissing Sand: Difficult, but by seeing someone's cartograph map of it I noticed that digging through the right wall for about 20 blocks would lead you to the fleecy box easily.
IWHF: Part 1 was easy, fire resistant potions make you invincible. Part 2 is a different story.
Conclusion: hardest areas are Boomer Castle, Legion Halls, Helix Depths, The Nest, IWHF 2
Sharpness 4 Iron sword+unbreaking 3 diamond sword+Bow w. power 3, infinity 1, and flame 3