I meant the complete roof, I went up on the slabs and saw redstone inside it(there were command blocks and bedrock)
By the way, I2 is done.
Frozen Area- Awesome. Ice melting was annoying but fun.
UHC- Health wasn't a challenge, but overall, gameplay worked.
Islands- I loved this. The islands were awesome, just a few things bugged. Signs blew up with the sun/moon in the last gate in volcano. It was kinda confusing from there. The ladder in the wool room(going out of the volcano) had bedrock above it. But the boss and the volcano "erupting" was beautiful.
This map is so cool so far!(i need more flame essences ugh. the mobs dropped nothing)
Ahhh right, I will probably put a quick roof over the redstone there then at least.
The UHC area is kind of an area where I found it to be really easy too but I feel the difficulty of it relies so much on luck and how experienced you are with not taking damage and stuff in general. Things might get interesting for example if a witch managed to throw a poison potion directly on you and you didn't have a bucket of milk at the time, and also you never know when a creeper might jump down and do massive damage to someone else. I might consider making the area just a little bit more tougher there depending on if a lot of people find it really easy in general. I've also been considering making that area a bit smaller because it's rather a bit big, especially if you are the type that wants to explore everything.
The islands is for sure one of my favorite areas there too and also the area that kept having custom spawners vanishing from it in closed beta >.< I tried copying and pasting in spawners there from an old backup but they vanished from it again (they should be there in the open beta versions btw) and I must of copied in that bedrock blocking the ladder by mistake so that would be a quick bug to fix there. As far as lack of flame essences go I might go ahead and add a few more to the chests there because there is for sure less flame essences than the others in the three areas before that one.
I'll try and get a new version of the map out today with some more fixes to some bugs/issues that have came up so far.
having issues with the first boss at ominous hillside, in that it wont spawn. I saw the message about the clock getting messed up, and am wondering if there's a way to manually spawn it?
having issues with the first boss at ominous hillside, in that it wont spawn. I saw the message about the clock getting messed up, and am wondering if there's a way to manually spawn it?
Tp to 762 83 -996 and you should see two hoppers facing into each other, make sure there is only one item in the hoppers going back and forth and make sure it isn't flickering like 4-5 times a second. That should start up the thing and send you to a place where you can select the difficulty.
I'm going to have to move some hopper clocks into the spawn chunks at this rate in the newest update >.<
Finally finished updating the map to 1.2, the map will no longer be getting updates aside from any major bugs/balance issues that I might of missed. So that means the map is no longer in open beta and is essentially "done"! =)
v1.2
•Added in easy mode for all bosses which just decreases the boss's health by 30%
•Added a hint system for the bosses which gives the players up to 3 hints per boss each time they die to it
•Added in a command block to every boss's starting room in case the player wants to fight it again
•Added slightly more lighting to various areas, mainly ones with darker blocks. Night vision potions can still be your friends in such areas
•Removed bedrock blocking ladder exit in the island dungeon
•Quick warps to the village added on the ground in Cloudsville if you fall and survive
•Quite a few bug fixes, mostly with multiplayer and some tweaks such as:
-The last boss's music was only being played to the nearest player and not everyone
-The last boss only gave potions to the nearest player and not all
-Jumping down the hole to start the second boss could sometimes kill the player from fall damage due to lag on servers
-All boss titles were previously only being displayed to one player
-A couple bug fixes with the 2nd boss
•The most important hopper clocks have been moved to the spawn chunks so they "shouldn't" ever glitch out now and duplicate items and such.
Oh my god, this is amazing... I've found that most maps in general have varying degrees of quality, from horribly balanced (wayback project) to really well-made and professionally created (pantheon), but this just blows everything else out of the water.. I mean, seriously! The balancing does need a bit of work, but it's still really well done and I can see the effort you put into all of this.. Seriously, you're awesome! to you!
One problem, though - how do the block farms work? When I went in, I was expecting there to be forms of renewable blocks there (cobblestone/stone generator, etc.). What do you do there?
One problem, though - how do the block farms work? When I went in, I was expecting there to be forms of renewable blocks there (cobblestone/stone generator, etc.). What do you do there?
The block farm just contains massive chunks of a bunch of blocks that can you mine out and use. It's not the most useful thing ever unless you make your own little house or base somewhere for fun.
I'm at the last area in intersection 2, and I've made a bit of progress towards the Tropical Islands of Nalu. For now, I've decided to put my exploring on hold, and farm out all the essences until I upgrade my base completely. So far I'm doing pretty well, 10 deaths so far; The first two were fighting Whitley (I think I spelled that right?), and third and fourth in the stupid horrible frozen column where stupid horrible creepers stupidly horribly kept blowing me up. The fifth one was fighting Whitley again, and the sixth was a random derp when I was farming essences of sun. Interestingly enough, I didn't die at all in the Ultra Hardcore Water Cave; In fact, that area was a blast and I loved it. Really my style of area; it brought back some of the danger of old alpha/beta maps while still keeping the fun spirit of the new updates. Although, you seriously could add a faster way up the waterhole, ferrying back and forth some of the loot I found there was just painful. My seventh death was an actual death in the Tropical Islands of Nalu, when I died because I didn't want to break that first blaze spawner and couldn't light it up well enough. I thought spamming torches everywhere and blocking up a lot of area around the spawner would have been enough, but they kept spawning in the back. Don't worry, though, I got all my important stuff back ! My next two deaths were derps while farming essences of sunlight, and my last death was a derp with the jump boost spawners at the Tropical Islands of Nalu. Actually, it would be really nice if you could give resistance lasting a few seconds after the jump runs out if you're going to do something like that - it would really be much appreciated. Also, I must say, I really liked ominous hillside; much like Ultra Hardcore Water Cave, it was really my style, especially the actual hillside before that last castle. You bet I'm going to turn those superspawners into an epic grinder! ...I'm not sure why, really; I have plenty of iron, experience, food, and everything else... I'll still do it just for the fun of it, though . One thing - I didn't find the "secret" in both Mines of Chao and Ominous Hillside; nor did I find the recipe in Ultra Hardcore Water Cave (seriously, that one was extremely well/badly hidden, depending on your perspective! I searched everywhere and still couldn't find it D: ). Are any of those things really important or helpful? Oh, and if the recipe gives fire protection armor, that counts. In a spoiler-free way, could you tell me? Although, if the recipe matters, just give me a hint about where it is, please. Seriously, that place is starting to drive me insane.
Also, what's your advice during this point in the map in general? Should I continue to farm these things, or no? I plan on creating grinders for the ice/water/fire ones, and just fighting the sunshine mobs - I might un-torch the spawner nests I did torch, and yes, I kept them; I'm one of those guys that keeps pretty much every spawner around whether he needs it or not :3 . As I was saying, I plan on grinding them out, but should I not? Are there going to be consumable things I might want to purchase with them? And what's your advice on the rest of the map, in a spoiler-free way? Thanks.
One last thing. I'm probably going to start posting progress and victory updates here, unless you mind, so please share your thoughts on that as well. Thanks for reading, and until next time, take it easy
Edit: Another last thing, would you believe it?
I accidentally broke one of the potion stores by giving it more than enough of its ingredients, and it only needs the one so I can't update it (I hopped into creative in a separate save to see how it worked). Do you mind if I quickly go and fix it? Honestly, in the next update, I would just turn those into custom villagers.
I'm at the last area in intersection 2, and I've made a bit of progress towards the Tropical Islands of Nalu. For now, I've decided to put my exploring on hold, and farm out all the essences until I upgrade my base completely. So far I'm doing pretty well, 10 deaths so far; The first two were fighting Whitley (I think I spelled that right?), and third and fourth in the stupid horrible frozen column where stupid horrible creepers stupidly horribly kept blowing me up. The fifth one was fighting Whitley again, and the sixth was a random derp when I was farming essences of sun. Interestingly enough, I didn't die at all in the Ultra Hardcore Water Cave; In fact, that area was a blast and I loved it. Really my style of area; it brought back some of the danger of old alpha/beta maps while still keeping the fun spirit of the new updates. Although, you seriously could add a faster way up the waterhole, ferrying back and forth some of the loot I found there was just painful. My seventh death was an actual death in the Tropical Islands of Nalu, when I died because I didn't want to break that first blaze spawner and couldn't light it up well enough. I thought spamming torches everywhere and blocking up a lot of area around the spawner would have been enough, but they kept spawning in the back. Don't worry, though, I got all my important stuff back ! My next two deaths were derps while farming essences of sunlight, and my last death was a derp with the jump boost spawners at the Tropical Islands of Nalu. Actually, it would be really nice if you could give resistance lasting a few seconds after the jump runs out if you're going to do something like that - it would really be much appreciated. Also, I must say, I really liked ominous hillside; much like Ultra Hardcore Water Cave, it was really my style, especially the actual hillside before that last castle. You bet I'm going to turn those superspawners into an epic grinder! ...I'm not sure why, really; I have plenty of iron, experience, food, and everything else... I'll still do it just for the fun of it, though . One thing - I didn't find the "secret" in both Mines of Chao and Ominous Hillside; nor did I find the recipe in Ultra Hardcore Water Cave (seriously, that one was extremely well/badly hidden, depending on your perspective! I searched everywhere and still couldn't find it D: ). Are any of those things really important or helpful? Oh, and if the recipe gives fire protection armor, that counts. In a spoiler-free way, could you tell me? Although, if the recipe matters, just give me a hint about where it is, please. Seriously, that place is starting to drive me insane.
Also, what's your advice during this point in the map in general? Should I continue to farm these things, or no? I plan on creating grinders for the ice/water/fire ones, and just fighting the sunshine mobs - I might un-torch the spawner nests I did torch, and yes, I kept them; I'm one of those guys that keeps pretty much every spawner around whether he needs it or not :3 . As I was saying, I plan on grinding them out, but should I not? Are there going to be consumable things I might want to purchase with them? And what's your advice on the rest of the map, in a spoiler-free way? Thanks.
One last thing. I'm probably going to start posting progress and victory updates here, unless you mind, so please share your thoughts on that as well. Thanks for reading, and until next time, take it easy
Edit: Another last thing, would you believe it?
I accidentally broke one of the potion stores by giving it more than enough of its ingredients, and it only needs the one so I can't update it (I hopped into creative in a separate save to see how it worked). Do you mind if I quickly go and fix it? Honestly, in the next update, I would just turn those into custom villagers.
It is for sure a pain getting out of the UHC area so I'll probably end up putting a quick warp out behind the wool. I suppose I can add a little bit of resistance to the jump boost spawners in the island area too.
The two secret items in the hillside and mines area might be a bit outdated for you if you are on the island area to be honest. The hillside treasure might not be terrible at least and is pretty easy to find but still, you might of found something just as good as it by this point.
The recipe in the water area is also I suppose "decent" and if you want a hint:
There are three branches in the UHC area, one branch leads to the wool, another to the Terra Restore, and the other to the recipe
However to be honest I'd say get past the island area and get to the next area past that - at which point the loot gets slightly better and monsters start dropping all the essences instead of just one type, which makes farming the essences a lot easier.
As far as grinding goes in general in the map, you really shouldn't have to grind much since I've been pretty generous as far as the loot goes. That being said if you die and lose all your main gear and don't have a decent backup set then you might have to. Also the difficulty starts to really pick up around the 11th area so you might have to start grinding then depending on what shape your gear is in and all. So in my opinion, I wouldn't worry too much about grinding for the time being until later areas, unless you want to for fun of course.
And feel free to post updates there, I enjoy the feedback and it helps a lot!
As far as using villagers for making potions goes that might be a good idea actually. The only problem with using villagers is they can't tell the difference between a custom item and a normal item, for example, essence of sunshine and blaze powder and will end up taking either or regardless of what the trade says.
If I keep on getting a decent amount of feedback in general I might end up doing one last fairly decently sized update yet actually! =)
It is for sure a pain getting out of the UHC area so I'll probably end up putting a quick warp out behind the wool. I suppose I can add a little bit of resistance to the jump boost spawners in the island area too.
The two secret items in the hillside and mines area might be a bit outdated for you if you are on the island area to be honest. The hillside treasure might not be terrible at least and is pretty easy to find but still, you might of found something just as good as it by this point.
The recipe in the water area is also I suppose "decent" and if you want a hint:
There are three branches in the UHC area, one branch leads to the wool, another to the Terra Restore, and the other to the recipe
However to be honest I'd say get past the island area and get to the next area past that - at which point the loot gets slightly better and monsters start dropping all the essences instead of just one type, which makes farming the essences a lot easier.
As far as grinding goes in general in the map, you really shouldn't have to grind much since I've been pretty generous as far as the loot goes. That being said if you die and lose all your main gear and don't have a decent backup set then you might have to. Also the difficulty starts to really pick up around the 11th area so you might have to start grinding then depending on what shape your gear is in and all. So in my opinion, I wouldn't worry too much about grinding for the time being until later areas, unless you want to for fun of course.
And feel free to post updates there, I enjoy the feedback and it helps a lot!
As far as using villagers for making potions goes that might be a good idea actually. The only problem with using villagers is they can't tell the difference between a custom item and a normal item, for example, essence of sunshine and blaze powder and will end up taking either or regardless of what the trade says.
If I keep on getting a decent amount of feedback in general I might end up doing one last fairly decently sized update yet actually! =)
Alright, I'll keep on posting updates, and thanks for the reply
One thing I'll say though, the music really hurt the map at certain points. What would happen is I would be in the middle of a dungeon, and everything would be great, and I would be going along just fine, and then all of a sudden the epic music going along with it stops! And then, I have to go all the way back to the start of the dungeon just to get the sound playing again, and by the time I get back, the music's halfway done! Seriously though, it was really frustrating to have that music stop and just lose the groove I was getting into. If there's any way you can have the music loop around an area like separate video games outside of minecraft, it would be amazing. Also, please make the music play at any point, not just at the beginning of a dungeon and definitely not some arbritrarily random spot that's near the entrance but you might not pass through it. Also, the music at the monument wouldn't always play when I teleported there from intersection 1 - I would often tp back and forth just to get it playing. It needs to be fixed. And while the music so far is amazing, certain places like intersections are lacking in it. You should go check out Waterflame on youtube, he makes some awesome music that I'm sure he'd be fine with you using. I am proud to be one of his first subscribers, and by my recommendation, you should specifically check out his tracks "Conclusion", "Nightlife", "Fuzzy", "Velocity Wings", "Race around the World", "Race around the World 2", "Endgame", "Starfall", "Clutterfunk", and "Ricochet Love". Have fun!
Don't update it- make a new map. I already finished the first one...
I spent the last couple of days redesigning how I do bosses slightly to make it easier to add more and added in a couple of nice features on top of it. The current plan if all works out is that I will be releasing a mini map soon which contains a series of just 3 bosses (it isn't CTM and won't have dungeons) to test out the new changes and see how well it works. So if you enjoyed the boss fights in the Terra Restore map make sure to keep an eye for that in the near future. Also depending on how well it all goes I might make a single boss fight map every few weeks, no promises on that though.
Also Terra Restore 2 is in the planning/organizing stage right now, more so fleshing out some pretty awesome ideas and making sure they will work. This mini map will be a test of sorts. ^.^ If I did update the map again here it wouldn't be anything too major, just small fixes.
Alright, I'll keep on posting updates, and thanks for the reply
One thing I'll say though, the music really hurt the map at certain points. What would happen is I would be in the middle of a dungeon, and everything would be great, and I would be going along just fine, and then all of a sudden the epic music going along with it stops! And then, I have to go all the way back to the start of the dungeon just to get the sound playing again, and by the time I get back, the music's halfway done! Seriously though, it was really frustrating to have that music stop and just lose the groove I was getting into. If there's any way you can have the music loop around an area like separate video games outside of minecraft, it would be amazing. Also, please make the music play at any point, not just at the beginning of a dungeon and definitely not some arbritrarily random spot that's near the entrance but you might not pass through it. Also, the music at the monument wouldn't always play when I teleported there from intersection 1 - I would often tp back and forth just to get it playing. It needs to be fixed. And while the music so far is amazing, certain places like intersections are lacking in it. You should go check out Waterflame on youtube, he makes some awesome music that I'm sure he'd be fine with you using. I am proud to be one of his first subscribers, and by my recommendation, you should specifically check out his tracks "Conclusion", "Nightlife", "Fuzzy", "Velocity Wings", "Race around the World", "Race around the World 2", "Endgame", "Starfall", "Clutterfunk", and "Ricochet Love". Have fun!
I've thought about having the music loop before but there are a couple of problems, for one some people might not like the same song looping over and over, and some other songs might just sound weird being looped over and over again. So if I did add such a thing I'd have to have an option for both.
Another problem which relates to why the music doesn't always play when you teleport to the monument is that the system uses hopper clocks to tell when the song is over and then prepares itself to be able to be triggered again. However if the hopper clock chunks are unloaded because the area is so big or you are just passing through the clocks will stop counting down while the song continues to play which means when you pass by it again it will think the song is still playing and won't play again until the hopper clock finishes counting down. So that would involve somehow putting all the music redstone in the spawn chunks. If anything having the ability to repeat the music might be a Terra Restore 2 thing.
The intersections themselves are rather small areas and the players generally don't stick around them for too long so I decided not to add music for them. On top of that too, the more music I have in the map the bigger the download size is, the music is around 1/3rd of the total download size right now. Also squeezing in music into the intersection in between music playing in the surrounding areas can be tricky without overlapping songs partially which would sound strange.
I will for sure check out their music though, thanks! =)
The trailer for the map is finally up there on the main post! =)
I spent the last couple of days redesigning how I do bosses slightly to make it easier to add more and added in a couple of nice features on top of it. The current plan if all works out is that I will be releasing a mini map soon which contains a series of just 3 bosses (it isn't CTM and won't have dungeons) to test out the new changes and see how well it works. So if you enjoyed the boss fights in the Terra Restore map make sure to keep an eye for that in the near future. Also depending on how well it all goes I might make a single boss fight map every few weeks, no promises on that though.
Also Terra Restore 2 is in the planning/organizing stage right now, more so fleshing out some pretty awesome ideas and making sure they will work. This mini map will be a test of sorts. ^.^ If I did update the map again here it wouldn't be anything too major, just small fixes.
I've thought about having the music loop before but there are a couple of problems, for one some people might not like the same song looping over and over, and some other songs might just sound weird being looped over and over again. So if I did add such a thing I'd have to have an option for both.
Another problem which relates to why the music doesn't always play when you teleport to the monument is that the system uses hopper clocks to tell when the song is over and then prepares itself to be able to be triggered again. However if the hopper clock chunks are unloaded because the area is so big or you are just passing through the clocks will stop counting down while the song continues to play which means when you pass by it again it will think the song is still playing and won't play again until the hopper clock finishes counting down. So that would involve somehow putting all the music redstone in the spawn chunks. If anything having the ability to repeat the music might be a Terra Restore 2 thing.
The intersections themselves are rather small areas and the players generally don't stick around them for too long so I decided not to add music for them. On top of that too, the more music I have in the map the bigger the download size is, the music is around 1/3rd of the total download size right now. Also squeezing in music into the intersection in between music playing in the surrounding areas can be tricky without overlapping songs partially which would sound strange.
I will for sure check out their music though, thanks! =)
Okay, sure thing. Here's my next update.
So I took your advice and went down the mountain. At this point, FYI, I had farmed over a stack of sunshine essences (this was before I got your reply), so here's to hoping there will be some sort of trade using them for consumable items later in the map (maybe the higher tier potions?). Anyway, the mountain was quite fun and not too hard without that horrible blaze spawner I should have destroyed, although the last two rooms were quite intense. In fact the creeper blew up the sign at the last gate area (see image 1). One thing, though - I really didn't like the custom position data in the last room. I like challenges, but this wasn't a challenge; this was just stupid. Instead of making the area trickier (as I assume you intended) it just ruins the gameplay. I ended up constantly running back and forth, letting them despawn and slowly advancing my bridge down. There really wasn't much else I could do. The player needs a reward for just running down the pillars - he doesn't have any incentive unless you put the spawners there. If your intent was to prevent them from being instantly broken, just place some fish blocks around it or something, just no more of this position data BS. Of course, there's the possibility I completely missed what you intended the player to do here, but I don't know. It worked in ominous hillside because it introduced more tactical gameplay and encouraged more exploration of the hillside, while leaving it not completely necessary. But here, there's no reason to use fancy techniques when normal methods would work just fine. But other than that, great job on the area - I really enjoyed it
Moving on, I made it to the village and started exploring there. But before I get on to that, I'd like to address an issue one might have with the map at this point. The problem is with the pacing. As Vechs once said, at certain points in the map, the player needs some "downtime" to just take a break and work on something relaxing. In most CTM maps I've played, I've seen this taken too far; instead of moving on, the player is forced to make backtrack rails and such all the time. However, in this map, it seems to be taken to the opposite extreme; there's still almost none at all even past intersection 2. This may work in other maps, but doesn't in this one because of the direction it seems to be taking. This map seems to walk closer to and adventure style map than other do - and this is fine. In my case, I really enjoyed it; all the areas seem much better designed to fit with the rest of the map, if that makes any sense. But the one thing this applies to that I don't quite appreciate is the base. The way I see it, there are two different experiences minecraft appeals to. There's the experience of adventuring and exploring in a creative environment, but vanilla minecraft is severely lacking in that department. That's what CTM maps are for; to capitalize on what minecraft could have been/could be, and this one takes that all the way - which, like I said, is fine. But this map is lacking in the other experience to which minecraft appeals - building and problem-solving in an open, creative environment. In other CTM maps, the base is an open canvas. Even in something like Inferno Mines, where your base is set up for you, there is so much you can do - just look at Zisteau and Amlup's let's plays of it. But in this map, the base is a closed case. Sure, there are upgrades, but they're already set for you. And sure, you could say that the monument is the place for you to do that, but it's set up in such a way as to seem separate from your base. It takes away from minecraft, having a base like this - it actively discourages building up in your own way, which is exactly what minecraft is all about. Sorry to be so harsh, but that's really how I feel about it. Anyway, this has much to do with personal preference - Some people might be dying of tiredness after the first intersection, while others might be completely fine. I have a pretty high tolerance, at least on this side - as much as I'd love to work on some project, I can ignore it for a while and just keep going. It would be far too much work to fix at this point in the map's development; I suppose this map just won't be for everybody, but it's definitely something to keep in mind while working on your next map . A few last things:
- I'm pretty sure villagers are actually really good about keeping NBT data on their trading items, even modded data that they wouldn't know about.
- If you set up the command blocks the way I think you did, then putting the one that changes the difficulty to peaceful before the one that teleports you and rigging up a comparator to it should fix the difficulty not switching.
With that all out of the way, let's move on.
The sewers area was easy enough to find. It was slightly off-putting that I had to go find it, but the transition was done pretty well. The area itself felt a lot like the water cave, but the gameplay was completely different. It wasn't ultra hardcore, for one, and there weren't signs to slow down.play carefully, so I just went blitzing through the area. I was fine, too, until that horrible room with the creeper spawners (see image 2). Fun fact: I've never really thought of creepers as a real threat to me until this map, and that's coming from someone who went through both Boomer Castle and Lower Mines from Waking Up and Inferno Mines. But while those areas were pretty tricky, the difficulty lied in the way creepers would keep blowing up your progress, not in the danger of death. However, both of the times creepers were used intentionally in this map, I got completely wrecked . Actually I should address that; I found the ice area in intersection 2 to be much, much more difficult than anywhere else to date, including the sewers, due to those stupid creeper spawners there. Not sure if it was intended, but I feel you should know that. But this was the first time I found creeper spawners in the sewers. I'm pretty sure I'm close to the exit, but who knows, right? I haven't moved forward since I retrieved my two corpses - I died a second time while trying to grab my first (or I guess technically eleventh) body. Managed to break the spawners the second time around, though . Oh, I'm getting off topic - back to creepers. I've never really considered them a threat (well, there were the old alpha/beta times, but other than that) to my safety before this map. I mean, I didn't think of them as nothing- but they were nowhere near the danger level that they should have been at. But, all joking aside, I feel like the sewers should also be in ultra hardcore mode (not my problem to figure out how to do that evil face). The map is supposed to get more difficult as it goes along, and the sewers were too easy. If you're trying to give the player the break, you're doing it wrong because it's still too combat-heavy. Making it in uhc mode would just make everything more interesting - and if you want to make the area easy, just stock it with an excess of golden apples. Anyway, that's all I have for now. Gonna get back to playing more of your awesome map. As always, thanks for reading
excuse my language but this is f**king awesome dude, this just unbelievable man, I mean, the complexity, the whole map, and the custom armour bosses and potions and etc. This is a masterpiece, you should make more maps, seriously this amazing.
I just tried to go back into the arena from i2 and when it tped me it first said i was 1 player then 2 then 3 then 4.
That's really strange how that sometimes happens to people, I almost wonder if lag could cause it because it detects how many people are there depending on how long the tripwire is held down for. I've fixed such an issue from ever happening the other day when I redesigned how the boss system works a bit, so I might have to look into implementing at least the new player detector really quick if I can.
So I took your advice and went down the mountain. At this point, FYI, I had farmed over a stack of sunshine essences (this was before I got your reply), so here's to hoping there will be some sort of trade using them for consumable items later in the map (maybe the higher tier potions?). Anyway, the mountain was quite fun and not too hard without that horrible blaze spawner I should have destroyed, although the last two rooms were quite intense. In fact the creeper blew up the sign at the last gate area (see image 1). One thing, though - I really didn't like the custom position data in the last room. I like challenges, but this wasn't a challenge; this was just stupid. Instead of making the area trickier (as I assume you intended) it just ruins the gameplay. I ended up constantly running back and forth, letting them despawn and slowly advancing my bridge down. There really wasn't much else I could do. The player needs a reward for just running down the pillars - he doesn't have any incentive unless you put the spawners there. If your intent was to prevent them from being instantly broken, just place some fish blocks around it or something, just no more of this position data BS. Of course, there's the possibility I completely missed what you intended the player to do here, but I don't know. It worked in ominous hillside because it introduced more tactical gameplay and encouraged more exploration of the hillside, while leaving it not completely necessary. But here, there's no reason to use fancy techniques when normal methods would work just fine. But other than that, great job on the area - I really enjoyed it
Moving on, I made it to the village and started exploring there. But before I get on to that, I'd like to address an issue one might have with the map at this point. The problem is with the pacing. As Vechs once said, at certain points in the map, the player needs some "downtime" to just take a break and work on something relaxing. In most CTM maps I've played, I've seen this taken too far; instead of moving on, the player is forced to make backtrack rails and such all the time. However, in this map, it seems to be taken to the opposite extreme; there's still almost none at all even past intersection 2. This may work in other maps, but doesn't in this one because of the direction it seems to be taking. This map seems to walk closer to and adventure style map than other do - and this is fine. In my case, I really enjoyed it; all the areas seem much better designed to fit with the rest of the map, if that makes any sense. But the one thing this applies to that I don't quite appreciate is the base. The way I see it, there are two different experiences minecraft appeals to. There's the experience of adventuring and exploring in a creative environment, but vanilla minecraft is severely lacking in that department. That's what CTM maps are for; to capitalize on what minecraft could have been/could be, and this one takes that all the way - which, like I said, is fine. But this map is lacking in the other experience to which minecraft appeals - building and problem-solving in an open, creative environment. In other CTM maps, the base is an open canvas. Even in something like Inferno Mines, where your base is set up for you, there is so much you can do - just look at Zisteau and Amlup's let's plays of it. But in this map, the base is a closed case. Sure, there are upgrades, but they're already set for you. And sure, you could say that the monument is the place for you to do that, but it's set up in such a way as to seem separate from your base. It takes away from minecraft, having a base like this - it actively discourages building up in your own way, which is exactly what minecraft is all about. Sorry to be so harsh, but that's really how I feel about it. Anyway, this has much to do with personal preference - Some people might be dying of tiredness after the first intersection, while others might be completely fine. I have a pretty high tolerance, at least on this side - as much as I'd love to work on some project, I can ignore it for a while and just keep going. It would be far too much work to fix at this point in the map's development; I suppose this map just won't be for everybody, but it's definitely something to keep in mind while working on your next map . A few last things:
- I'm pretty sure villagers are actually really good about keeping NBT data on their trading items, even modded data that they wouldn't know about.
- If you set up the command blocks the way I think you did, then putting the one that changes the difficulty to peaceful before the one that teleports you and rigging up a comparator to it should fix the difficulty not switching.
With that all out of the way, let's move on.
The sewers area was easy enough to find. It was slightly off-putting that I had to go find it, but the transition was done pretty well. The area itself felt a lot like the water cave, but the gameplay was completely different. It wasn't ultra hardcore, for one, and there weren't signs to slow down.play carefully, so I just went blitzing through the area. I was fine, too, until that horrible room with the creeper spawners (see image 2). Fun fact: I've never really thought of creepers as a real threat to me until this map, and that's coming from someone who went through both Boomer Castle and Lower Mines from Waking Up and Inferno Mines. But while those areas were pretty tricky, the difficulty lied in the way creepers would keep blowing up your progress, not in the danger of death. However, both of the times creepers were used intentionally in this map, I got completely wrecked . Actually I should address that; I found the ice area in intersection 2 to be much, much more difficult than anywhere else to date, including the sewers, due to those stupid creeper spawners there. Not sure if it was intended, but I feel you should know that. But this was the first time I found creeper spawners in the sewers. I'm pretty sure I'm close to the exit, but who knows, right? I haven't moved forward since I retrieved my two corpses - I died a second time while trying to grab my first (or I guess technically eleventh) body. Managed to break the spawners the second time around, though . Oh, I'm getting off topic - back to creepers. I've never really considered them a threat (well, there were the old alpha/beta times, but other than that) to my safety before this map. I mean, I didn't think of them as nothing- but they were nowhere near the danger level that they should have been at. But, all joking aside, I feel like the sewers should also be in ultra hardcore mode (not my problem to figure out how to do that evil face). The map is supposed to get more difficult as it goes along, and the sewers were too easy. If you're trying to give the player the break, you're doing it wrong because it's still too combat-heavy. Making it in uhc mode would just make everything more interesting - and if you want to make the area easy, just stock it with an excess of golden apples. Anyway, that's all I have for now. Gonna get back to playing more of your awesome map. As always, thanks for reading
Interestingly enough people keep having the signs blown up in the island dungeon from naturally spawned creepers, I'm just glad the command blocks can't get blown up from explosions. The very last room in the dungeon where the blazes shoot up from the 1x1 lava holes I intended that hopefully the player would think to block the holes so the blazes can't actually keep coming up. Sometimes people don't always think of that in which case you kind of need to rush it and get the wool and flee.
As far as pacing goes it gets kind of tricky really I think and depends on your personal preference and how you play. There is a bit of extra downtime with restoring structures in the map though not a lot more. You can also get more downtime by searching for recipes, Terra Restores that you might of missed, items and such, maybe even set up a grinder like you did there. You also get rewarded for doing such things. There is even a place in the monument area where you can set up your own base if you want and a block farm even to help with that though it for sure doesn't have much practical use at all.
The problem comes in that all of those things are extra/optional which I'm thinking personally is the best case because some people don't want to be forced into things such as making rail lines or setting up a base or whatever, instead they just want to keep advancing in a steady rate or even rush through the map a bit. So I tried having it so players who want to take their time can do so and players that want to go through it quickly can also do so instead of favoring one side a bit over the other.
If anything some people might find some areas a bit lengthy in which case it would be nice honestly to have something to do or a break mid ways through each area. Also perhaps make just a few more rooms in the map where things are pretty peaceful or just having a spot to enjoy the view. Another thing is I kind of wish I could reward people a bit more for making their own base. All of those things I'm hoping to address a bit in the 2nd map. =) To be honest the one main thing that I don't like pacing wise in my map is how the bosses are paced, I would much prefer if the bosses were paced like one boss after the first or second area and then one more every few areas past that but again, another thing for the 2nd map.
Creepers themselves are rather quite the random enemy really, they could blow up a fair bit away from you and do no damage, they could sneak up behind you and blow you up dead on, they could knock you off a platform, all kinds of things so they can be both a push over and a threat if not dealt with carefully.
As far as the sewer area goes it is a rather easy area for sure, though there are a few highlights in it which could be a bit of a challenge.
Thanks again for all the comments by the way everyone, they are much appreciated! ^.^
Of All The Maps Which I Have Ever Played,This Has Got To Be The Best So Far,The Storyline Is Great,And I Can See That You Have Put A Lot Of Effort Into It From The Total Amount Of Building Time At The Ending,Excellent Work! 100/100
Ahhh right, I will probably put a quick roof over the redstone there then at least.
The UHC area is kind of an area where I found it to be really easy too but I feel the difficulty of it relies so much on luck and how experienced you are with not taking damage and stuff in general. Things might get interesting for example if a witch managed to throw a poison potion directly on you and you didn't have a bucket of milk at the time, and also you never know when a creeper might jump down and do massive damage to someone else. I might consider making the area just a little bit more tougher there depending on if a lot of people find it really easy in general. I've also been considering making that area a bit smaller because it's rather a bit big, especially if you are the type that wants to explore everything.
The islands is for sure one of my favorite areas there too and also the area that kept having custom spawners vanishing from it in closed beta >.< I tried copying and pasting in spawners there from an old backup but they vanished from it again (they should be there in the open beta versions btw) and I must of copied in that bedrock blocking the ladder by mistake so that would be a quick bug to fix there. As far as lack of flame essences go I might go ahead and add a few more to the chests there because there is for sure less flame essences than the others in the three areas before that one.
I'll try and get a new version of the map out today with some more fixes to some bugs/issues that have came up so far.
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
Tp to 762 83 -996 and you should see two hoppers facing into each other, make sure there is only one item in the hoppers going back and forth and make sure it isn't flickering like 4-5 times a second. That should start up the thing and send you to a place where you can select the difficulty.
I'm going to have to move some hopper clocks into the spawn chunks at this rate in the newest update >.<
•Added in easy mode for all bosses which just decreases the boss's health by 30%
•Added a hint system for the bosses which gives the players up to 3 hints per boss each time they die to it
•Added in a command block to every boss's starting room in case the player wants to fight it again
•Added slightly more lighting to various areas, mainly ones with darker blocks. Night vision potions can still be your friends in such areas
•Removed bedrock blocking ladder exit in the island dungeon
•Quick warps to the village added on the ground in Cloudsville if you fall and survive
•Quite a few bug fixes, mostly with multiplayer and some tweaks such as:
-The last boss's music was only being played to the nearest player and not everyone
-The last boss only gave potions to the nearest player and not all
-Jumping down the hole to start the second boss could sometimes kill the player from fall damage due to lag on servers
-All boss titles were previously only being displayed to one player
-A couple bug fixes with the 2nd boss
•The most important hopper clocks have been moved to the spawn chunks so they "shouldn't" ever glitch out now and duplicate items and such.
The block farm just contains massive chunks of a bunch of blocks that can you mine out and use. It's not the most useful thing ever unless you make your own little house or base somewhere for fun.
Also, what's your advice during this point in the map in general? Should I continue to farm these things, or no? I plan on creating grinders for the ice/water/fire ones, and just fighting the sunshine mobs - I might un-torch the spawner nests I did torch, and yes, I kept them; I'm one of those guys that keeps pretty much every spawner around whether he needs it or not :3 . As I was saying, I plan on grinding them out, but should I not? Are there going to be consumable things I might want to purchase with them? And what's your advice on the rest of the map, in a spoiler-free way? Thanks.
One last thing. I'm probably going to start posting progress and victory updates here, unless you mind, so please share your thoughts on that as well. Thanks for reading, and until next time, take it easy
Edit: Another last thing, would you believe it?
I accidentally broke one of the potion stores by giving it more than enough of its ingredients, and it only needs the one so I can't update it (I hopped into creative in a separate save to see how it worked). Do you mind if I quickly go and fix it? Honestly, in the next update, I would just turn those into custom villagers.
It is for sure a pain getting out of the UHC area so I'll probably end up putting a quick warp out behind the wool. I suppose I can add a little bit of resistance to the jump boost spawners in the island area too.
The two secret items in the hillside and mines area might be a bit outdated for you if you are on the island area to be honest. The hillside treasure might not be terrible at least and is pretty easy to find but still, you might of found something just as good as it by this point.
The recipe in the water area is also I suppose "decent" and if you want a hint:
However to be honest I'd say get past the island area and get to the next area past that - at which point the loot gets slightly better and monsters start dropping all the essences instead of just one type, which makes farming the essences a lot easier.
As far as grinding goes in general in the map, you really shouldn't have to grind much since I've been pretty generous as far as the loot goes. That being said if you die and lose all your main gear and don't have a decent backup set then you might have to. Also the difficulty starts to really pick up around the 11th area so you might have to start grinding then depending on what shape your gear is in and all. So in my opinion, I wouldn't worry too much about grinding for the time being until later areas, unless you want to for fun of course.
And feel free to post updates there, I enjoy the feedback and it helps a lot!
As far as using villagers for making potions goes that might be a good idea actually. The only problem with using villagers is they can't tell the difference between a custom item and a normal item, for example, essence of sunshine and blaze powder and will end up taking either or regardless of what the trade says.
If I keep on getting a decent amount of feedback in general I might end up doing one last fairly decently sized update yet actually! =)
My Thread: http://www.minecraftforum.net/topic/1881805-ctm-wip-lands-of-mystery-by-bnm-new-map-started/#entry23248316
Alright, I'll keep on posting updates, and thanks for the reply
One thing I'll say though, the music really hurt the map at certain points. What would happen is I would be in the middle of a dungeon, and everything would be great, and I would be going along just fine, and then all of a sudden the epic music going along with it stops! And then, I have to go all the way back to the start of the dungeon just to get the sound playing again, and by the time I get back, the music's halfway done! Seriously though, it was really frustrating to have that music stop and just lose the groove I was getting into. If there's any way you can have the music loop around an area like separate video games outside of minecraft, it would be amazing. Also, please make the music play at any point, not just at the beginning of a dungeon and definitely not some arbritrarily random spot that's near the entrance but you might not pass through it. Also, the music at the monument wouldn't always play when I teleported there from intersection 1 - I would often tp back and forth just to get it playing. It needs to be fixed. And while the music so far is amazing, certain places like intersections are lacking in it. You should go check out Waterflame on youtube, he makes some awesome music that I'm sure he'd be fine with you using. I am proud to be one of his first subscribers, and by my recommendation, you should specifically check out his tracks "Conclusion", "Nightlife", "Fuzzy", "Velocity Wings", "Race around the World", "Race around the World 2", "Endgame", "Starfall", "Clutterfunk", and "Ricochet Love". Have fun!
I spent the last couple of days redesigning how I do bosses slightly to make it easier to add more and added in a couple of nice features on top of it. The current plan if all works out is that I will be releasing a mini map soon which contains a series of just 3 bosses (it isn't CTM and won't have dungeons) to test out the new changes and see how well it works. So if you enjoyed the boss fights in the Terra Restore map make sure to keep an eye for that in the near future. Also depending on how well it all goes I might make a single boss fight map every few weeks, no promises on that though.
Also Terra Restore 2 is in the planning/organizing stage right now, more so fleshing out some pretty awesome ideas and making sure they will work. This mini map will be a test of sorts. ^.^ If I did update the map again here it wouldn't be anything too major, just small fixes.
I've thought about having the music loop before but there are a couple of problems, for one some people might not like the same song looping over and over, and some other songs might just sound weird being looped over and over again. So if I did add such a thing I'd have to have an option for both.
Another problem which relates to why the music doesn't always play when you teleport to the monument is that the system uses hopper clocks to tell when the song is over and then prepares itself to be able to be triggered again. However if the hopper clock chunks are unloaded because the area is so big or you are just passing through the clocks will stop counting down while the song continues to play which means when you pass by it again it will think the song is still playing and won't play again until the hopper clock finishes counting down. So that would involve somehow putting all the music redstone in the spawn chunks. If anything having the ability to repeat the music might be a Terra Restore 2 thing.
The intersections themselves are rather small areas and the players generally don't stick around them for too long so I decided not to add music for them. On top of that too, the more music I have in the map the bigger the download size is, the music is around 1/3rd of the total download size right now. Also squeezing in music into the intersection in between music playing in the surrounding areas can be tricky without overlapping songs partially which would sound strange.
I will for sure check out their music though, thanks! =)
Okay, sure thing. Here's my next update.
So I took your advice and went down the mountain. At this point, FYI, I had farmed over a stack of sunshine essences (this was before I got your reply), so here's to hoping there will be some sort of trade using them for consumable items later in the map (maybe the higher tier potions?). Anyway, the mountain was quite fun and not too hard without that horrible blaze spawner I should have destroyed, although the last two rooms were quite intense. In fact the creeper blew up the sign at the last gate area (see image 1). One thing, though - I really didn't like the custom position data in the last room. I like challenges, but this wasn't a challenge; this was just stupid. Instead of making the area trickier (as I assume you intended) it just ruins the gameplay. I ended up constantly running back and forth, letting them despawn and slowly advancing my bridge down. There really wasn't much else I could do. The player needs a reward for just running down the pillars - he doesn't have any incentive unless you put the spawners there. If your intent was to prevent them from being instantly broken, just place some fish blocks around it or something, just no more of this position data BS. Of course, there's the possibility I completely missed what you intended the player to do here, but I don't know. It worked in ominous hillside because it introduced more tactical gameplay and encouraged more exploration of the hillside, while leaving it not completely necessary. But here, there's no reason to use fancy techniques when normal methods would work just fine. But other than that, great job on the area - I really enjoyed it
Moving on, I made it to the village and started exploring there. But before I get on to that, I'd like to address an issue one might have with the map at this point. The problem is with the pacing. As Vechs once said, at certain points in the map, the player needs some "downtime" to just take a break and work on something relaxing. In most CTM maps I've played, I've seen this taken too far; instead of moving on, the player is forced to make backtrack rails and such all the time. However, in this map, it seems to be taken to the opposite extreme; there's still almost none at all even past intersection 2. This may work in other maps, but doesn't in this one because of the direction it seems to be taking. This map seems to walk closer to and adventure style map than other do - and this is fine. In my case, I really enjoyed it; all the areas seem much better designed to fit with the rest of the map, if that makes any sense. But the one thing this applies to that I don't quite appreciate is the base. The way I see it, there are two different experiences minecraft appeals to. There's the experience of adventuring and exploring in a creative environment, but vanilla minecraft is severely lacking in that department. That's what CTM maps are for; to capitalize on what minecraft could have been/could be, and this one takes that all the way - which, like I said, is fine. But this map is lacking in the other experience to which minecraft appeals - building and problem-solving in an open, creative environment. In other CTM maps, the base is an open canvas. Even in something like Inferno Mines, where your base is set up for you, there is so much you can do - just look at Zisteau and Amlup's let's plays of it. But in this map, the base is a closed case. Sure, there are upgrades, but they're already set for you. And sure, you could say that the monument is the place for you to do that, but it's set up in such a way as to seem separate from your base. It takes away from minecraft, having a base like this - it actively discourages building up in your own way, which is exactly what minecraft is all about. Sorry to be so harsh, but that's really how I feel about it. Anyway, this has much to do with personal preference - Some people might be dying of tiredness after the first intersection, while others might be completely fine. I have a pretty high tolerance, at least on this side - as much as I'd love to work on some project, I can ignore it for a while and just keep going. It would be far too much work to fix at this point in the map's development; I suppose this map just won't be for everybody, but it's definitely something to keep in mind while working on your next map
- I'm pretty sure villagers are actually really good about keeping NBT data on their trading items, even modded data that they wouldn't know about.
- If you set up the command blocks the way I think you did, then putting the one that changes the difficulty to peaceful before the one that teleports you and rigging up a comparator to it should fix the difficulty not switching.
With that all out of the way, let's move on.
The sewers area was easy enough to find. It was slightly off-putting that I had to go find it, but the transition was done pretty well. The area itself felt a lot like the water cave, but the gameplay was completely different. It wasn't ultra hardcore, for one, and there weren't signs to slow down.play carefully, so I just went blitzing through the area. I was fine, too, until that horrible room with the creeper spawners
That's really strange how that sometimes happens to people, I almost wonder if lag could cause it because it detects how many people are there depending on how long the tripwire is held down for. I've fixed such an issue from ever happening the other day when I redesigned how the boss system works a bit, so I might have to look into implementing at least the new player detector really quick if I can.
Interestingly enough people keep having the signs blown up in the island dungeon from naturally spawned creepers, I'm just glad the command blocks can't get blown up from explosions. The very last room in the dungeon where the blazes shoot up from the 1x1 lava holes I intended that hopefully the player would think to block the holes so the blazes can't actually keep coming up. Sometimes people don't always think of that in which case you kind of need to rush it and get the wool and flee.
As far as pacing goes it gets kind of tricky really I think and depends on your personal preference and how you play. There is a bit of extra downtime with restoring structures in the map though not a lot more. You can also get more downtime by searching for recipes, Terra Restores that you might of missed, items and such, maybe even set up a grinder like you did there. You also get rewarded for doing such things. There is even a place in the monument area where you can set up your own base if you want and a block farm even to help with that though it for sure doesn't have much practical use at all.
The problem comes in that all of those things are extra/optional which I'm thinking personally is the best case because some people don't want to be forced into things such as making rail lines or setting up a base or whatever, instead they just want to keep advancing in a steady rate or even rush through the map a bit. So I tried having it so players who want to take their time can do so and players that want to go through it quickly can also do so instead of favoring one side a bit over the other.
If anything some people might find some areas a bit lengthy in which case it would be nice honestly to have something to do or a break mid ways through each area. Also perhaps make just a few more rooms in the map where things are pretty peaceful or just having a spot to enjoy the view. Another thing is I kind of wish I could reward people a bit more for making their own base. All of those things I'm hoping to address a bit in the 2nd map. =) To be honest the one main thing that I don't like pacing wise in my map is how the bosses are paced, I would much prefer if the bosses were paced like one boss after the first or second area and then one more every few areas past that but again, another thing for the 2nd map.
Creepers themselves are rather quite the random enemy really, they could blow up a fair bit away from you and do no damage, they could sneak up behind you and blow you up dead on, they could knock you off a platform, all kinds of things so they can be both a push over and a threat if not dealt with carefully.
As far as the sewer area goes it is a rather easy area for sure, though there are a few highlights in it which could be a bit of a challenge.
Thanks again for all the comments by the way everyone, they are much appreciated! ^.^
There are two sets of buoys, one of the sets leads to intersection 2 and the other intersection 3.
The dungeon after the island is the sewers in the town which leads into the barrier and from the barrier other dungeons also.