Question: The last trade on the Lost Alchemist villager, there's no images, just a tile.null.name. Is this a mistake or intentional?
I've tried it with faithful and default textures.
Have you ever heard of balance? The reason why you're getting such odd items is because:
1) They are a joke and aren't supposed to be used (bonus points if you actually do find them useful);
2) Tikaro doesn't want to give out OP / UP stuff. I can't say an Effiency V shovel won't be useful, it's just that I won't use it.
And about the other loot:
There is a reason why people choose not to give out tons of "useful" stuff. Go ahead and complain, but you'll soon see that they're more useful than those wooden swords you find in random loot chests all the time.
you're really evil for putting intersection 3 in that place I was glad I got outta there a live now I have to go back >.< you did say you were sorry though
btw: what does the "check the counterweight" paper thingy mean ?
The entrance is located in the far-left corner of Withered Aqueduct, opposite of the entrance. It's lit with glowstone and can be seen from the aqueduct itself.
I just recently completed the map and would like to give a little review.
Overall the map was very fun, and hard. Animosity had its moments were you just wanted to stop playing but it was very much worth it. I played Animosity with 3 friends with a completion time of about 13 hours. The deaths for us three was 50,17,12(Hard life for me ). If i was to say anything bad about the map it would be that the intersections could be hard to find so you must be sure to check everywhere. In terms of early on death can really suck because no cobblestone is provided, the loot is pretty decent throughout and defiantly not impossible. I would rate the map 7/10 in difficulty and 8/10 for the fun factor.
I just recently completed the map and would like to give a little review.
Overall the map was very fun, and hard. Animosity had its moments were you just wanted to stop playing but it was very much worth it. I played Animosity with 3 friends with a completion time of about 13 hours. The deaths for us three was 50,17,12(Hard life for me ). If i was to say anything bad about the map it would be that the intersections could be hard to find so you must be sure to check everywhere. In terms of early on death can really suck because no cobblestone is provided, the loot is pretty decent throughout and defiantly not impossible. I would rate the map 7/10 in difficulty and 8/10 for the fun factor.
And exactly what made the intersections "hard to find"? You might want to elaborate a bit on that, since a bunch of people are getting that problem as well, and it probably isn't them being blind.
In terms of early on death can really suck because no cobblestone is provided
I tend to disagree here, with three players we never used up all the cobble before it became abundant. I just checked, the area around the white wool provides 40+ blocks of cobble.
Lava and water are abundant at intersection 1, so all you need is iron for a bucket, which POSSIBLY could happen from zombie drops within that intersection, and if not, can be had first thing when reaching intersection 2.
Question: The last trade on the Lost Alchemist villager, there's no images, just a tile.null.name. Is this a mistake or intentional?
I've tried it with faithful and default textures.
It is intended, that trade is there to prevent you from unlocking any vanilla trades.
If i was to say anything bad about the map it would be that the intersections could be hard to find so you must be sure to check everywhere. In terms of early on death can really suck because no cobblestone is provided, the loot is pretty decent throughout and defiantly not impossible. I would rate the map 7/10 in difficulty and 8/10 for the fun factor.
Thanks for your opinion, but as was said by Interion earlier, it would be helpful if you provided a bit more information about why intersections were hard to find, so I could improve and not do that type of mistake in the future.
I think it's cool how you force time of day changes on Short Circuit and the Citadel. On the roof of the Citadel though, we waltzed up there in broad daylight so no spawners were active. The time was not frozen like it was at Short Circuit.
I would have never found the tunnel behind the wool box in Citadel, perhaps my mind had already decided it couldn't be there. Maybe it could be highlighted a bit more, with glowstone or different material, I'm not sure. Intersection 2 had a very specific clue so that can't be difficult for many.
I started playing it yesterday and I am in the orange wool area. So far I really like the map. The mobs and the loot are well balanced. The esthetics are nice too. I am looking forward to playing this hole map!
Screenshots:
To show that I am not cheating I am showing the blue bold names
Just completed the map and I must say, I applaud you, Tikaro! Really great job!
I enjoyed the map very much, there was a great variety of difficulty, and all the areas were aesthetically pleasing!
Few things though -not really complaints, more like...feedback?-: Sometimes, the areas didn't feel well balanced..
like at INT2 you had the forest with cavespiders, Short Circuit I believe is what it was called with one-hit charged creepers and then bam blazes and withers and ghasts and lava, all the while i was stuck with stone picks and chain armor.
Another thing that I found weird was the lack of really special loot. I think right after reaching INT3, you get nothing but the same iron gear with the same enchants (although, this did lead me to putting the best enchants on diamond loot, but a few special items would've been greatly appreciated). And lastly, purple wool... My problem with purple wool wasn't that I could find it, and I actually I think it's a great idea that you reward exploration with the only way to complete the game; however, I got really confused when I found the teleporter, because I had just found that little lotr (I think? don't hurt me if I'm wrong) homage, and I was under the impression that both of them lead to the next intersection (even though neither of them did lol) but looking back at it now, that confusion made it even more fun.
So yeah, all in all I really enjoyed the map, I managed to finish it with only 5 deaths (plus a 6th one, when I holy water'd myself to death after completing the monument lol) and I had a lot of fun!
I don't get it. Why do you feel special loot is vital for a map to be "fun"? I don't see a need to have enchanted diamond tools with level 5 enchantments on them sitting around in chests unless the black wool contains mobs of a similar or greater difficulty.
But if you're talking about unique items, that's probably just your taste.
The map is playing great so far (just finishing the first intersection.) It's well balanced and the death counter gives some extra motivation to try and play it without 'corpse runs' which I really enjoy. So, so far 9/10 (Only cause I just died and am a little grouchy bout it.) Solid map Tikaro. Really glad you decided to make this.
Also made this:
I'm new to the forums so not sure if the link works right.
Also thanks! I thought about making something special. but the laziness got me. Let's see if anything will happen on 250th one.
***
Dev. Update № 21 (feels like I haven't done them in a long time)
It really feels like an eternity to me. ;D
What was going on this week? Quite a lot of "behind the scene" work that is still pretty important. Basically, I was going through the whole map and relooting it with prefixed loot. Also, in the process of relooting, I polished some details throughout the map and revisited Light Blue area, making quite a lot of changes. After doing that, I play-tested the first intersection to make sure it plays smoothly and there is no unwanted difficulty spikes. Right now I'm almost done relooting Intersection 2, after that I will also play-test it and fix stuff (Pink area is going to be a pain in the ass to test, it's pretty damn big).
The plans for the near future are pretty simple - finish testing and polishing Intersection 2 and 3, make Purple area and connect it to Int 4. What happens after that is pretty vague, I don't know which area, (Blue, Green, Red), I'm gonna do first. I lean towards the Blue, I have a pretty interesting gimmick for it in mind that will also screw with player's mind a little bit.
Guys, I just realized that I basically didn't show any of the Int 1 areas in their current state, so I probably want to keep it that way
Anyway, I decided to show one of the few wool-less areas (right now there is two of them), that still have a unique name. It's also the only time I'll reveal a name of an area: "Verdurous Passage"
Also thanks! I thought about making something special. but the laziness got me. Let's see if anything will happen on 250th one.
***
Dev. Update № 21 (feels like I haven't done them in a long time)
It really feels like an eternity to me. ;D
What was going on this week? Quite a lot of "behind the scene" work that is still pretty important. Basically, I was going through the whole map and relooting it with prefixed loot. Also, in the process of relooting, I polished some details throughout the map and revisited Light Blue area, making quite a lot of changes. After doing that, I play-tested the first intersection to make sure it plays smoothly and there is no unwanted difficulty spikes. Right now I'm almost done relooting Intersection 2, after that I will also play-test it and fix stuff (Pink area is going to be a pain in the ass to test, it's pretty damn big).
The plans for the near future are pretty simple - finish testing and polishing Intersection 2 and 3, make Purple area and connect it to Int 4. What happens after that is pretty vague, I don't know which area, (Blue, Green, Red), I'm gonna do first. I lean towards the Blue, I have a pretty interesting gimmick for it in mind that will also screw with player's mind a little bit.
Guys, I just realized that I basically didn't show any of the Int 1 areas in their current state, so I probably want to keep it that way
Anyway, I decided to show one of the few wool-less areas (right now there is two of them), that still have a unique name. It's also the only time I'll reveal a name of an area: "Verdurous Passage"
Looks great Tikaro! Do you speak spanish? Because i dont speak very good the english :c
Oh, sorry. I thought that you were asking where it was. Silly me.
I've tried it with faithful and default textures.
Have you ever heard of balance? The reason why you're getting such odd items is because:
1) They are a joke and aren't supposed to be used (bonus points if you actually do find them useful);
2) Tikaro doesn't want to give out OP / UP stuff. I can't say an Effiency V shovel won't be useful, it's just that I won't use it.
And about the other loot:
There is a reason why people choose not to give out tons of "useful" stuff. Go ahead and complain, but you'll soon see that they're more useful than those wooden swords you find in random loot chests all the time.
btw: what does the "check the counterweight" paper thingy mean ?
http://en.wikipedia.org/wiki/Counterweight
If you remember where you got the paper, this is a strong hint.
Hopefully this will help.
Overall the map was very fun, and hard. Animosity had its moments were you just wanted to stop playing but it was very much worth it. I played Animosity with 3 friends with a completion time of about 13 hours. The deaths for us three was 50,17,12(Hard life for me
And exactly what made the intersections "hard to find"? You might want to elaborate a bit on that, since a bunch of people are getting that problem as well, and it probably isn't them being blind.
I tend to disagree here, with three players we never used up all the cobble before it became abundant. I just checked, the area around the white wool provides 40+ blocks of cobble.
Lava and water are abundant at intersection 1, so all you need is iron for a bucket, which POSSIBLY could happen from zombie drops within that intersection, and if not, can be had first thing when reaching intersection 2.
It is intended, that trade is there to prevent you from unlocking any vanilla trades.
Thanks for your opinion, but as was said by Interion earlier, it would be helpful if you provided a bit more information about why intersections were hard to find, so I could improve and not do that type of mistake in the future.
I would have never found the tunnel behind the wool box in Citadel, perhaps my mind had already decided it couldn't be there. Maybe it could be highlighted a bit more, with glowstone or different material, I'm not sure. Intersection 2 had a very specific clue so that can't be difficult for many.
Screenshots:
To show that I am not cheating I am showing the blue bold names
I recommend that you read Interion's post at the top of page 10 since you find some loot "unspecial".
On an unrelated note, the amount of views on this thread has drastically increased! Congrats, man.
I don't get it. Why do you feel special loot is vital for a map to be "fun"? I don't see a need to have enchanted diamond tools with level 5 enchantments on them sitting around in chests unless the black wool contains mobs of a similar or greater difficulty.
But if you're talking about unique items, that's probably just your taste.
Congrats to Tikaro for 100 posts!
Also made this:
I'm new to the forums so not sure if the link works right.
Thanks! It feels good. : D
Also thanks! I thought about making something special. but the laziness got me. Let's see if anything will happen on 250th one.
***
Dev. Update № 21 (feels like I haven't done them in a long time)
It really feels like an eternity to me. ;D
What was going on this week? Quite a lot of "behind the scene" work that is still pretty important. Basically, I was going through the whole map and relooting it with prefixed loot. Also, in the process of relooting, I polished some details throughout the map and revisited Light Blue area, making quite a lot of changes. After doing that, I play-tested the first intersection to make sure it plays smoothly and there is no unwanted difficulty spikes. Right now I'm almost done relooting Intersection 2, after that I will also play-test it and fix stuff (Pink area is going to be a pain in the ass to test, it's pretty damn big).
The plans for the near future are pretty simple - finish testing and polishing Intersection 2 and 3, make Purple area and connect it to Int 4. What happens after that is pretty vague, I don't know which area, (Blue, Green, Red), I'm gonna do first. I lean towards the Blue, I have a pretty interesting gimmick for it in mind that will also screw with player's mind a little bit.
Guys, I just realized that I basically didn't show any of the Int 1 areas in their current state, so I probably want to keep it that way
Anyway, I decided to show one of the few wool-less areas (right now there is two of them), that still have a unique name. It's also the only time I'll reveal a name of an area: "Verdurous Passage"