Pantheon Gamma "v9.6" has been released. I'm calling it 9.6 so we have some space
Misty Deep has NOT been updated yet. The build was created in a copy that was missing things and now awkwardly overwrites a few things, so I'll be dealing with that at a later date.
This version is currently only available in .rar, but I will be adding a .zip in the future. If this is a problem, I'll see what I can do.
Changelist:
-Start had a few tiny things adjusted
-Belly of the Beast has been updated roughly for 1.5. It will be further honed at a later date
-Rumblehiss Nest should have its lag issues cleared up (it's fine for me now at least)
-Few small tweaks to Dormant Mines
-Added a few slight buffs to the Ghasts in Windbourne Spires (if more is needed, let me know)
-Fixed the hidden record in Windbourne Spires
-Added two new bonus blocks - The Flower of Lies and The Flower of Truth
-Repaired The Palamock's Throne
-Repaired Pyre of the Damned
-Repaired Miner's Only Rule
-Repaired Death Fortress
-Added a new secret area to Death Fortress
-Buffed Pyre of the Damned
-New loot added about throughout the map
-Titty Sprinkles
I won't try the 9.6 but I will definitely play 1.0 when it comes out. Seems good
and since you fixed the lag issue I won't be doing what I was about to do
Well, feel free to do whatever you were about to and let me know how it goes (Unless of course you were just gonna fly )!
I'll be spending the next week or so casually working on 9.65(or .7 if things get big) for you all, to see what else I can fix and polish. There's a few things in Dormant Mines that I still need to do, back from the initial Gamma release, so I'll try and get that all finished, plus I need to work in the new Misty Deep while not overwriting the Wool dungeon of Ygdrasssssil.
Opens in Creative. Srsly Fangles, c'mon.
You removed the intro text? Any particular reason?
I'm just gonna fly through until I get to the modified sections, then I'll give myself about the gear I had the first time and see how it handles.
You sure seemed to have added a lot of loot to Silent Start. Just my opinion, you should try to keep the start as a shell-shock, to begin to prepare the player. Here they'd think, "Oh, this is nice and cushy," as opposed to "Everything is horrible forever."
Dormant Mines seems fine.
Small bug at the start of Belly of the Beast: the sign above the teleport says, "To Intersection 3" instead of "To Belly of the Beast"
At -1278, 136, 1215, there's a slight gap in the silverfish ceiling. :3.
For the most part, Belly of the Beast is good. I still dislike the claustrophobic maze in the beginning, but the actual dungeon is very well done.
The path from Rumblehiss to I4 is much clearer now. I approve.
Rumblelag isn't gone completely, but it's a hell of a lot better. I used to drop to around 3 FPS, now I'm down to around 12. Not perfect, but much better. What did you end up doing?
No sign on Windborne teleport.
Honestly, I'm sure I'm going to regret saying this, but the Spires aren't hard enough. It's Intersection 4 of Pantheon, dammit! Moar challenge! Give the ghasts the ability to break cobblestone. I really think it would add a lot. I'm sure some extra health wouldn't hurt either. A smart player might be able to figure out that end stone has a higher blast resistance than cobble, and go back to an earlier area and grab some. This is Xek's area. I expect and hope for all players to die at least 20 times in here.
For Pyre of the Damned, it seemed like a lot less of the towers exploded going through. Intentional, or...?
Really, the slowness beacon didn't do too much. Even without a speed potion, ender pearls and a fire resistance potion made the whole thing pretty simple as long as you followed the Hybran train of thought and just kept running. Maybe add some spawners with monsters with a speed effect? Just an idea.
Also, the chest was full of green wool, not just 3.
I believe that was everything that got updated, let me know if I missed anything and I'm happy to go back.
Opens in Creative. Srsly Fangles, c'mon.
You removed the intro text? Any particular reason?
I'm just gonna fly through until I get to the modified sections, then I'll give myself about the gear I had the first time and see how it handles.
You sure seemed to have added a lot of loot to Silent Start. Just my opinion, you should try to keep the start as a shell-shock, to begin to prepare the player. Here they'd think, "Oh, this is nice and cushy," as opposed to "Everything is horrible forever."
Dormant Mines seems fine.
Small bug at the start of Belly of the Beast: the sign above the teleport says, "To Intersection 3" instead of "To Belly of the Beast"
At -1278, 136, 1215, there's a slight gap in the silverfish ceiling. :3.
For the most part, Belly of the Beast is good. I still dislike the claustrophobic maze in the beginning, but the actual dungeon is very well done.
The path from Rumblehiss to I4 is much clearer now. I approve.
Rumblelag isn't gone completely, but it's a hell of a lot better. I used to drop to around 3 FPS, now I'm down to around 12. Not perfect, but much better. What did you end up doing?
No sign on Windborne teleport.
Honestly, I'm sure I'm going to regret saying this, but the Spires aren't hard enough. It's Intersection 4 of Pantheon, dammit! Moar challenge! Give the ghasts the ability to break cobblestone. I really think it would add a lot. I'm sure some extra health wouldn't hurt either. A smart player might be able to figure out that end stone has a higher blast resistance than cobble, and go back to an earlier area and grab some. This is Xek's area. I expect and hope for all players to die at least 20 times in here.
For Pyre of the Damned, it seemed like a lot less of the towers exploded going through. Intentional, or...?
Really, the slowness beacon didn't do too much. Even without a speed potion, ender pearls and a fire resistance potion made the whole thing pretty simple as long as you followed the Hybran train of thought and just kept running. Maybe add some spawners with monsters with a speed effect? Just an idea.
Also, the chest was full of green wool, not just 3.
I believe that was everything that got updated, let me know if I missed anything and I'm happy to go back.
-Did it seriously start in Creative? I even changed out of it!
-That was actually gone for awhile. It might have gotten patched back in by accident though.
-It's still not too cushy, just a bit more forgiving
-Will patch
-Excellent
-I went in and set off a few of the TnT spawners at the end, and then cleared entities a few times repeatedly.
-Will fix
-Alrighty, I was being nice with it previously (Only buffed the Ghast health a tad), but I'll do something psycho with them later tomorrow. Likely buff the damage and double their health.
-I disabled a lot of the explosions. Added Cave Spiders and Witches instead. TnT spawners seem sometimes broken in 1.5 onward, so I didn't bother replacing them.
-I'll give the spiders speed/Resistance 2 or so. Pigmen too.
-There's another one that way too, I can't recall which but I need to fix that.
I'll try and roll those smaller ones out tomorrow.
The Meaning of Life, the Universe, and Everything.
Location:
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Join Date:
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tomjim2000
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This was what I was talking about yesterday. Normally, there would be a lot of these things. This could be used in Rumble Hiss Nest and Dormant Mines in anywhere that is bright. Basically, there is one of the primed TNT spawner (its actually a mob stack of Zombie and Primed TNT). So, using the light level of the Zombie (lower than 7), we can create a definite area for the TNT to spawn in. It has the added bonus of potentially spawning twice (or more than that). With the command block, it senses for a player with a radius of whatever you wish, and that turns off the redstone lamp whenever there is a player near by. So basically its a fast player detection system.
I retired from CTM map making, so I'm not too sure how to actually make it work (but it seems ok for now)
This was what I was talking about yesterday. Normally, there would be a lot of these things. This could be used in Rumble Hiss Nest and Dormant Mines in anywhere that is bright. Basically, there is one of the primed TNT spawner (its actually a mob stack of Zombie and Primed TNT). So, using the light level of the Zombie (lower than 7), we can create a definite area for the TNT to spawn in. It has the added bonus of potentially spawning twice (or more than that). With the command block, it senses for a player with a radius of whatever you wish, and that turns off the redstone lamp whenever there is a player near by. So basically its a fast player detection system.
I retired from CTM map making, so I'm not too sure how to actually make it work (but it seems ok for now)
Not a bad thought, I suppose. Granted, normal TnT spawners work fine and spawn 4, but if they're the source of the lag, I can change 'em.
Give the pigment a chance to drop their gear. I personally love making mob systems, and this area isn't very rewarding as it is now.
Make the supercreepers drop TNT named Dynamite "Fire in the hole!" to go with the miner theme.
Either buff the diamonds or reduce the danger of them. As it is now getting the diamonds is not worth it at all.
Maybe put one loot box in a ThreeTwo style chest, just as an homage/ stylizing.
I'm on mobile, so sorry for grammar and formatting bugs.
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.
The Meaning of Life, the Universe, and Everything.
Location:
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Member Details
I flew around in creative yesterday to see if FPS rates have changed.
Dormant Mines/Dormant Lake is much better for me now, it gets a drop to about 25fps when TNT goes off and turns back to 60ish about 1 second later.
Rumble Hiss Nest is good now, I get about 30fps.
Rumble Hiss Ruins. Its even worse than before o_O
I flew around in creative yesterday to see if FPS rates have changed.
Dormant Mines/Dormant Lake is much better for me now, it gets a drop to about 25fps when TNT goes off and turns back to 60ish about 1 second later.
Rumble Hiss Nest is good now, I get about 30fps.
Rumble Hiss Ruins. Its even worse than before o_O
So all of the FPS drops have been mitigated to Ruins? That makes me chuckle for some reason, haha. I'll investigate.
I think if you copy a spawner and keep the schematic, kamyus custom spawners allows you to import and see what's already on it.
I think.
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.
Somewhere in Intersection 3, when you leave to a certain level [Belly of the Beast] (highlight the brackets, too lazy to learn how to do a simple spoiler) it says "Go to Intersection 3".
Also in the very same level...
The heart. Oh god, the heart.
Somewhere in Intersection 3, when you leave to a certain level [Belly of the Beast] (highlight the brackets, too lazy to learn how to do a simple spoiler) it says "Go to Intersection 3".
Also in the very same level...
The heart. Oh god, the heart.
I believe I fixed that up, but if not, coordinates please?
In the dessert area in Intersection 4, when you move far forward there is an obsidian brigde(wich i think is the way to Intersection 5. But when i move closer to that bridge the area freezes. I have normal fps but the mobs dont move anymore and my world doesnt load. This might be a bug or is it my own computer?
If I'm correct, there's a helluva TNT trap there, so perhaps that's your problem. I5 is through Windbourne Spires though, not Collosus Devorantum. I've never seen that happen though, but I'll investigate.
I really suppose it might just be world loading issues. I play in Short Render to save myself that sort of trouble, so perhaps give something like that a go?
Misty Deep has NOT been updated yet. The build was created in a copy that was missing things and now awkwardly overwrites a few things, so I'll be dealing with that at a later date.
This version is currently only available in .rar, but I will be adding a .zip in the future. If this is a problem, I'll see what I can do.
Changelist:
-Start had a few tiny things adjusted
-Belly of the Beast has been updated roughly for 1.5. It will be further honed at a later date
-Rumblehiss Nest should have its lag issues cleared up (it's fine for me now at least)
-Few small tweaks to Dormant Mines
-Added a few slight buffs to the Ghasts in Windbourne Spires (if more is needed, let me know)
-Fixed the hidden record in Windbourne Spires
-Added two new bonus blocks - The Flower of Lies and The Flower of Truth
-Repaired The Palamock's Throne
-Repaired Pyre of the Damned
-Repaired Miner's Only Rule
-Repaired Death Fortress
-Added a new secret area to Death Fortress
-Buffed Pyre of the Damned
-New loot added about throughout the map
-Titty Sprinkles
and since you fixed the lag issue I won't be doing what I was about to do
Well, feel free to do whatever you were about to and let me know how it goes (Unless of course you were just gonna fly )!
I'll be spending the next week or so casually working on 9.65(or .7 if things get big) for you all, to see what else I can fix and polish. There's a few things in Dormant Mines that I still need to do, back from the initial Gamma release, so I'll try and get that all finished, plus I need to work in the new Misty Deep while not overwriting the Wool dungeon of Ygdrasssssil.
Opens in Creative. Srsly Fangles, c'mon.
You removed the intro text? Any particular reason?
I'm just gonna fly through until I get to the modified sections, then I'll give myself about the gear I had the first time and see how it handles.
You sure seemed to have added a lot of loot to Silent Start. Just my opinion, you should try to keep the start as a shell-shock, to begin to prepare the player. Here they'd think, "Oh, this is nice and cushy," as opposed to "Everything is horrible forever."
Dormant Mines seems fine.
Small bug at the start of Belly of the Beast: the sign above the teleport says, "To Intersection 3" instead of "To Belly of the Beast"
At -1278, 136, 1215, there's a slight gap in the silverfish ceiling. :3.
For the most part, Belly of the Beast is good. I still dislike the claustrophobic maze in the beginning, but the actual dungeon is very well done.
The path from Rumblehiss to I4 is much clearer now. I approve.
Rumblelag isn't gone completely, but it's a hell of a lot better. I used to drop to around 3 FPS, now I'm down to around 12. Not perfect, but much better. What did you end up doing?
No sign on Windborne teleport.
Honestly, I'm sure I'm going to regret saying this, but the Spires aren't hard enough. It's Intersection 4 of Pantheon, dammit! Moar challenge! Give the ghasts the ability to break cobblestone. I really think it would add a lot. I'm sure some extra health wouldn't hurt either. A smart player might be able to figure out that end stone has a higher blast resistance than cobble, and go back to an earlier area and grab some. This is Xek's area. I expect and hope for all players to die at least 20 times in here.
For Pyre of the Damned, it seemed like a lot less of the towers exploded going through. Intentional, or...?
Really, the slowness beacon didn't do too much. Even without a speed potion, ender pearls and a fire resistance potion made the whole thing pretty simple as long as you followed the Hybran train of thought and just kept running. Maybe add some spawners with monsters with a speed effect? Just an idea.
Also, the chest was full of green wool, not just 3.
-Did it seriously start in Creative? I even changed out of it!
-That was actually gone for awhile. It might have gotten patched back in by accident though.
-It's still not too cushy, just a bit more forgiving
-Will patch
-Excellent
-I went in and set off a few of the TnT spawners at the end, and then cleared entities a few times repeatedly.
-Will fix
-Alrighty, I was being nice with it previously (Only buffed the Ghast health a tad), but I'll do something psycho with them later tomorrow. Likely buff the damage and double their health.
-I disabled a lot of the explosions. Added Cave Spiders and Witches instead. TnT spawners seem sometimes broken in 1.5 onward, so I didn't bother replacing them.
-I'll give the spiders speed/Resistance 2 or so. Pigmen too.
-There's another one that way too, I can't recall which but I need to fix that.
I'll try and roll those smaller ones out tomorrow.
This was what I was talking about yesterday. Normally, there would be a lot of these things. This could be used in Rumble Hiss Nest and Dormant Mines in anywhere that is bright. Basically, there is one of the primed TNT spawner (its actually a mob stack of Zombie and Primed TNT). So, using the light level of the Zombie (lower than 7), we can create a definite area for the TNT to spawn in. It has the added bonus of potentially spawning twice (or more than that). With the command block, it senses for a player with a radius of whatever you wish, and that turns off the redstone lamp whenever there is a player near by. So basically its a fast player detection system.
I retired from CTM map making, so I'm not too sure how to actually make it work (but it seems ok for now)
Not a bad thought, I suppose. Granted, normal TnT spawners work fine and spawn 4, but if they're the source of the lag, I can change 'em.
Give the pigment a chance to drop their gear. I personally love making mob systems, and this area isn't very rewarding as it is now.
Make the supercreepers drop TNT named Dynamite "Fire in the hole!" to go with the miner theme.
Either buff the diamonds or reduce the danger of them. As it is now getting the diamonds is not worth it at all.
Maybe put one loot box in a ThreeTwo style chest, just as an homage/ stylizing.
I'm on mobile, so sorry for grammar and formatting bugs.
Dormant Mines/Dormant Lake is much better for me now, it gets a drop to about 25fps when TNT goes off and turns back to 60ish about 1 second later.
Rumble Hiss Nest is good now, I get about 30fps.
Rumble Hiss Ruins. Its even worse than before o_O
I'll consider screwing around with the spawners. I'm dreadful at the NBTediting of already placed spawners though.
So all of the FPS drops have been mitigated to Ruins? That makes me chuckle for some reason, haha. I'll investigate.
I think.
Well not maybe "migrated" XD but definitely something has gone wrong. Did you edit the ruins? If so, it might be the source of all lag in the map...
Also in the very same level...
The heart. Oh god, the heart.
I'm not sure we can edit that stuff in Kamyu's though. Speaking of, does anyone know HOW to edit the Ghast Blast radius?
I'll continue peering around then I'll open a few copies and see what I can figure out.
I believe I fixed that up, but if not, coordinates please?
If I'm correct, there's a helluva TNT trap there, so perhaps that's your problem. I5 is through Windbourne Spires though, not Collosus Devorantum. I've never seen that happen though, but I'll investigate.
Coordinates, if you could? I'll go take a peek.
Is it ice cream? Or chocolate cake?
(sorry if there actually is a dessert serving in one of the areas, I haven't actually played past Silent Start yet)
so you mean the outside, with the obsidian ravines, lava and mobs? (and of course, lag)
I think its because its too big. the same happens EVERYTIME with helix cavern, (of course coloseus devorantem), rumble hiss nest, etc