All I have is what Zero said in the other thread; I don't really fancy parkouring over that when ghasts are just gonna demolish it all with one hit. It looks pretty, but I'm unsure if I like the prettiness as an actual gameplay function. I'd prefer there not to be any block 36 barriers, invisible ladders or whatever, and for there to be maybe one or two blast resistant rings for the player to hold on to. It doesn't seem fair right now.
R?
I'll deal with the gameplay aspect when I get to beta testing. I don't plan on having the ghasts be swarming everywhere, and the ribbons are so thin they probably won't be hit anyway. The majority of the area won't take place up there. But the blast resistant rings is a good idea, I might do that.
And I'm mostly using block 36 on the lower areas, so people don't cheese it and pearl from the first sight they get of it.
Boomshackalacka, "Jaws of the World" it is. Well done, Sketch. :3
Right now, I'd estimate I'm about 80% finished with the area. I'm getting close to finishing the basic detailing of the tunnels, and after that I'll be adding in spawners and loot.
Awwww I missed hangman! Oh well Anyhow I agree with skeeto (as I just posted on the CTM community thread) I think that, while it looks better with glowstone you might want to think about using a less fragile material otherwise it could get really frustrating.
Rollback Post to RevisionRollBack
This guy is pretty cool: Hey! I like, run this... or something:
-Updated several custom mob spawners
-Added ender chests at every Intersection, as well as the Wool Monument
-Added difficulty to Avalon Crypts, Shardveil Cove, and Armpit of the World
-Some small aesthetic additions to The Fringe, The Pit, Isle of Tranquility, and Armpit of the World
-Better loot in select areas (Shardveil Cove)
-Lotsa new surprises… >:3
Could someone who is a fast player (not speedrunner, I need you to play without skipping critical bits) play through this an make sure everything works okay? I updated it kinda quickly just now, so I'm worried I might've missed some small detail or made something imbalanced.
Kappa - wait twitch faces don't work I hate this site
What I meant by that is I wouldn't want someone to speedrun through the map, having played it already, and take shortcuts to get to the wool, then come to me and say that everything works just fine. I need someone who will take the fun path at a relatively fast pace, and be able to point out if something is wrong with playing it in 1.6.2.
So i have gotten my voice back mostly, so i think i'll be keen to start my DsI lp this coming week. I'll try to record episode 1 tomorrow and have it up Tuesday.
So here's a little progress update on DsD, since I haven't dropped one in a while and I think you guys deserve one.
Basically, as of last night, I hadn't touched the project since before I released DsI for 1.6.2. I did hop in last night and attempt to re-familiarize myself with what I was doing at the time I left off, but my game crashed after a few minutes walking around. I hopped in MCedit, thankfully nothing was corrupted. I'm pretty sure the reason I crashed was because of how complex the area I was in is. Jaws of the World stretches literally from void level (0) to 256, meaning it takes some decent computer power to handle, of which I am lacking. It's safe to say I won't be working on that area in-game for a while.
That aside, most of my time in Minecraft recently has been spent building my desert mansion on Monumenta. I'm nearly finished with the exterior, and the interior shouldn't take as long. I'll post pics somewhere when I do finish, probably on my twitter. I haven't even had much time for Monumenta, as schoolwork + my job is pretty demanding, and I'm still trying to find a good balance between them.
There is good news though. I've calculated that at the earliest, I'll be able to get my new computer on the 17th of October, and at the latest the 24th of October. Once that happens, there'll likely be a week or two of me playing more graphics-intensive games that I wasn't able to fully experience on my old laptop, and after that I'll get hard to work on DsD again. Until that happens, I can work on assets for the upcoming areas, like buildings, spawners, loot, etc., so when I do finally get my new computer, working on areas won't take so long. Who knows, maybe if I finish making assets for DsD, I'll start working on some for DsH.
I know I've said similar things a dozen times before, but it never hurts to reiterate: I am not abandoning this project. DsD will one day see the light of day, and I will do my best to make that day come as soon as it can. I appreciate any and all support that you guys can and have thrown at me; it's really encouraging and I never get tired of it.
Good map Drago! So far I have 6/16 wool. Still need to find I3 and the WM though.
Still not sure what to think about the element of water below. On one hand it speeds transportation and adds a neat feel to the map, but on the other hand I can skip straight to the wool with swimming and a little bit of far render distance recon.
Good map Drago! So far I have 6/16 wool. Still need to find I3 and the WM though.
Still not sure what to think about the element of water below. On one hand it speeds transportation and adds a neat feel to the map, but on the other hand I can skip straight to the wool with swimming and a little bit of far render distance recon.
Glad you're enjoying it! Would love to have progress updates.
Yeah, I haven't really balanced it around how people will take advantage of the water. TBH, that method seems just far too boring and inconvenient to be a valid consideration. If you wanna go for completion and chose to finish areas that way, fine by me, but you'll be missing the fun parts. That aside, you shouldn't have an issue with the ocean being exploitative after I02. I03 is lower down and the areas in I04 are difficult to access from that level.
I'm sure these maps are going to be great! This is probably going to be the next IMMENSELY POPULAR CTM Thread!!!
lel, thanks, I appreciate the sentiment. The sad truth is that Vechs' thread and series will likely always dwarf the smaller CTM mapmakers, as the CTM-playing masses instinctively gravitate towards his maps because of how wide-spread they are, instead of looking for the better-quality maps that smaller CTM mappers put out.
Yeah, I haven't really balanced it around how people will take advantage of the water. TBH, that method seems just far too boring and inconvenient to be a valid consideration. If you wanna go for completion and chose to finish areas that way, fine by me, but you'll be missing the fun parts.
To me, beating the mapmaker (within the bounds of the rules) > fun path. In other words, what's most fun for me is winning, not taking out every spawner, taking the long route, looting every chest, lighting up every area, etc. I enjoy doing the unintended or the unanticipated, and sequence breaking. There's nothing like blowing through a I2 area with full diamond armor. Haven't done that yet on your map though.
lel, thanks, I appreciate the sentiment. The sad truth is that Vechs' thread and series will likely always dwarf the smaller CTM mapmakers, as the CTM-playing masses instinctively gravitate towards his maps because of how wide-spread they are, instead of looking for the better-quality maps that smaller CTM mappers put out.
Eh, in order for the maps to become widespread, they had to have been good. People aren't going to waste their time for too long on something that's bad, which is why a lot of beginner or bad mappers never start off. The better quality "small mapper" maps are obviously never going to attain the reputation that Vechs built over a 2 year period, but they can gain a substantial cult following. Vinyl Fantasy is a good example. With luck, ToDS will garner more attention and popularity as time goes on.
Progress Report:
White Wool: Spawned on a dirt island. Read book. Tossed book into water and decided not to bother with the "loot" monument. We only hunt wool here. With this thought in mind I began gathering resources, and made it to the white wool island by nightfall. But then baby zombie that spawns more zombies. I am dead. Run back, get my stuff, grab wool, make the island my base.
Orange Wool: The Pit. Also known as "Delthyn gets blocks." I make a spiral staircase all the way down, grab the wool, walk back up.
Magenta Wool: Least favorite dungeon so far, just because its repetitive, and the zombies just multiplied into an unstoppable swarm. Tunneled through, grabbed the wool, died once, got back out. Stone picks, stone swords, a one-digit amount of torches/food, and half-broken leather armor FTW.
Light Blue Wool: Super Jumping Skellies and Zombies that don't burn. I Jumped into the ocean, swam under the last island, swam up a waterfall, dug up into the lake, broke into the fleecy box, and then sprinted out, and over, and back into the water. Swam over to the teleporter to I2, and was sent up.
Yellow Wool: Dug into the side of the building, came out in "Step 7." Saw "Step 6" one way, so I went the other way through the wall. Iron block in chest, excellent. Rage spiders. Everywhere. Safety bridge into fleecy box, run all the way home to my new makeshift base at I2. Died making that base because jumped onto invisible ladders or something at some point and all my cargo sank to the bottom of the ocean. Had to go deep sea diving for the next 4 minutes.
Lime Wool: Tried the fun path. Too many skellies. Too much risk of falling. Jumped into water, pillared up to last island, spiral staircased up through the tree, got out on top, got the wool, swam back to the I2 teleporter.
Remnant Village: Inventory clogged with all the good things ever. Still hunting for the pink wool, but I saw the way to I3.
Hint #2: Last word of the Blue/Green wool area of Dreadsky Isles.
I'll deal with the gameplay aspect when I get to beta testing. I don't plan on having the ghasts be swarming everywhere, and the ribbons are so thin they probably won't be hit anyway. The majority of the area won't take place up there. But the blast resistant rings is a good idea, I might do that.
And I'm mostly using block 36 on the lower areas, so people don't cheese it and pearl from the first sight they get of it.
And as a guess, I'm going to say the first word is "Jaws"?
Edit: Holy Jesus, look at all the people posting at once. I got triple-ninja'd...
Right now, I'd estimate I'm about 80% finished with the area. I'm getting close to finishing the basic detailing of the tunnels, and after that I'll be adding in spawners and loot.
Hey! I like, run this... or something:
oh yeah, i see that now
-1.6.2 RELEASE V.1.4 (August 29th, 2013)
-Updated several custom mob spawners
-Added ender chests at every Intersection, as well as the Wool Monument
-Added difficulty to Avalon Crypts, Shardveil Cove, and Armpit of the World
-Some small aesthetic additions to The Fringe, The Pit, Isle of Tranquility, and Armpit of the World
-Better loot in select areas (Shardveil Cove)
-Lotsa new surprises… >:3
Could someone who is a fast player (not speedrunner, I need you to play without skipping critical bits) play through this an make sure everything works okay? I updated it kinda quickly just now, so I'm worried I might've missed some small detail or made something imbalanced.
skipping critical bits = skipping wool
Kappa - wait twitch faces don't work I hate this site
Basically, as of last night, I hadn't touched the project since before I released DsI for 1.6.2. I did hop in last night and attempt to re-familiarize myself with what I was doing at the time I left off, but my game crashed after a few minutes walking around. I hopped in MCedit, thankfully nothing was corrupted. I'm pretty sure the reason I crashed was because of how complex the area I was in is. Jaws of the World stretches literally from void level (0) to 256, meaning it takes some decent computer power to handle, of which I am lacking. It's safe to say I won't be working on that area in-game for a while.
That aside, most of my time in Minecraft recently has been spent building my desert mansion on Monumenta. I'm nearly finished with the exterior, and the interior shouldn't take as long. I'll post pics somewhere when I do finish, probably on my twitter. I haven't even had much time for Monumenta, as schoolwork + my job is pretty demanding, and I'm still trying to find a good balance between them.
There is good news though. I've calculated that at the earliest, I'll be able to get my new computer on the 17th of October, and at the latest the 24th of October. Once that happens, there'll likely be a week or two of me playing more graphics-intensive games that I wasn't able to fully experience on my old laptop, and after that I'll get hard to work on DsD again. Until that happens, I can work on assets for the upcoming areas, like buildings, spawners, loot, etc., so when I do finally get my new computer, working on areas won't take so long. Who knows, maybe if I finish making assets for DsD, I'll start working on some for DsH.
I know I've said similar things a dozen times before, but it never hurts to reiterate: I am not abandoning this project. DsD will one day see the light of day, and I will do my best to make that day come as soon as it can. I appreciate any and all support that you guys can and have thrown at me; it's really encouraging and I never get tired of it.
Do I detect a pun here? DSD being a cave map and all...
Looking forward to future maps and stuffs!
Still not sure what to think about the element of water below. On one hand it speeds transportation and adds a neat feel to the map, but on the other hand I can skip straight to the wool with swimming and a little bit of far render distance recon.
Yeah, I haven't really balanced it around how people will take advantage of the water. TBH, that method seems just far too boring and inconvenient to be a valid consideration. If you wanna go for completion and chose to finish areas that way, fine by me, but you'll be missing the fun parts. That aside, you shouldn't have an issue with the ocean being exploitative after I02. I03 is lower down and the areas in I04 are difficult to access from that level.
lel, thanks, I appreciate the sentiment. The sad truth is that Vechs' thread and series will likely always dwarf the smaller CTM mapmakers, as the CTM-playing masses instinctively gravitate towards his maps because of how wide-spread they are, instead of looking for the better-quality maps that smaller CTM mappers put out.
To me, beating the mapmaker (within the bounds of the rules) > fun path. In other words, what's most fun for me is winning, not taking out every spawner, taking the long route, looting every chest, lighting up every area, etc. I enjoy doing the unintended or the unanticipated, and sequence breaking. There's nothing like blowing through a I2 area with full diamond armor. Haven't done that yet on your map though.
Eh, in order for the maps to become widespread, they had to have been good. People aren't going to waste their time for too long on something that's bad, which is why a lot of beginner or bad mappers never start off. The better quality "small mapper" maps are obviously never going to attain the reputation that Vechs built over a 2 year period, but they can gain a substantial cult following. Vinyl Fantasy is a good example. With luck, ToDS will garner more attention and popularity as time goes on.
Progress Report:
White Wool: Spawned on a dirt island. Read book. Tossed book into water and decided not to bother with the "loot" monument. We only hunt wool here. With this thought in mind I began gathering resources, and made it to the white wool island by nightfall. But then baby zombie that spawns more zombies. I am dead. Run back, get my stuff, grab wool, make the island my base.
Orange Wool: The Pit. Also known as "Delthyn gets blocks." I make a spiral staircase all the way down, grab the wool, walk back up.
Magenta Wool: Least favorite dungeon so far, just because its repetitive, and the zombies just multiplied into an unstoppable swarm. Tunneled through, grabbed the wool, died once, got back out. Stone picks, stone swords, a one-digit amount of torches/food, and half-broken leather armor FTW.
Light Blue Wool: Super Jumping Skellies and Zombies that don't burn. I Jumped into the ocean, swam under the last island, swam up a waterfall, dug up into the lake, broke into the fleecy box, and then sprinted out, and over, and back into the water. Swam over to the teleporter to I2, and was sent up.
Yellow Wool: Dug into the side of the building, came out in "Step 7." Saw "Step 6" one way, so I went the other way through the wall. Iron block in chest, excellent. Rage spiders. Everywhere. Safety bridge into fleecy box, run all the way home to my new makeshift base at I2. Died making that base because jumped onto invisible ladders or something at some point and all my cargo sank to the bottom of the ocean. Had to go deep sea diving for the next 4 minutes.
Lime Wool: Tried the fun path. Too many skellies. Too much risk of falling. Jumped into water, pillared up to last island, spiral staircased up through the tree, got out on top, got the wool, swam back to the I2 teleporter.
Remnant Village: Inventory clogged with all the good things ever. Still hunting for the pink wool, but I saw the way to I3.