The Meaning of Life, the Universe, and Everything.
Join Date:
7/14/2013
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596
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Are you tired of messing around with natural spawns? Want a way to control how many natural mobs appear within your map? Well I present you the Minerian Ultra spawner (tm)! With the Minerian Ultra spawner (tm) you can decide how many "natural" mobs spawn and where, without needing to deal with honeypots and all that rubbish! You can download it here: http://www.fileswap.com/dl/C4YUQ3IU5/
Basically it's a wide area spawner that by using the weight tag spawns the custom mobs more or less in equivalence to their normal rarity. You can also stick this in a dungeon and turn it into a normal spawner (by using the change spawner properties filter) and you'll have a spawner that alternates between spawning natural mobs (this use for it is probably better will be more a more probable use than turning mob spawning off and using this spawner instead :P). So it's just a spawner that alternates between spawning natural mobs, which could prove useful in a dungeon and in many other situations. Also it would make making a grinder for it harder, but you'd get all the drops. Here's a list of the mobs it can spawn and how often they'll spawn:
Spider, creeper, and skeleton- 22% of the time each.
Zombie- 20% of the time.
Enderman-6% of the time.
Baby zombie-4% of the time.
Witch, and spider jockey- 2% of the time each.
Also I'd like feedback on ways to improve this building (for those of you who are testers of mine, yes that is a compressed version of the spawn building).
You know that they will only spawn at that certain height, where the spawner is placed
? And that they will spawn in mid-air as well?
Yeah I know. Still, even if you don't use it for that it can be useful as a spawner in a normal dungeon, and you can in a very precise manner control the amount of mobs it spawns and in what areas (this would take multiple of these).
Are you tired of messing around with natural spawns? Want a way to control how many natural mobs appear within your map? Well I present you the Minerian Ultra spawner ™! With the Minerian Ultra spawner ™ you can decide how many "natural" mobs spawn and where, without needing to deal with honeypots and all that rubbish! You can download it here: http://www.fileswap.com/dl/C4YUQ3IU5/
Basically it's a wide area spawner that by using the weight tag spawns the custom mobs more or less in equivalence to their normal rarity. You can also stick this in a dungeon and turn it into a normal spawner (by using the change spawner properties filter) and you'll have a spawner that alternates between spawning natural mobs (this use for it is probably better will be more a more probable use than turning mob spawning off and using this spawner instead ). So it's just a spawner that alternates between spawning natural mobs, which could prove useful in a dungeon and in many other situations. Also it would make making a grinder for it harder, but you'd get all the drops. Here's a list of the mobs it can spawn and how often they'll spawn:
Spider, creeper, and skeleton- 22% of the time each.
Zombie- 20% of the time.
Enderman-6% of the time.
Baby zombie-4% of the time.
Witch, and spider jockey- 2% of the time each.
Also I'd like feedback on ways to improve this building (for those of you who are testers of mine, yes that is a compressed version of the spawn building).
If the spawner is set higher than the ground of the dungeon, Then you would have to light up the air to stop it from spawning, It doesn't work the way you want it to.
If the spawner is set higher than the ground of the dungeon, then you would have to light up the air to stop it from spawning, It doesn't work the way you want it to.
As I said earlier, it has it's pros and cons. Still you can use it in a normal dungeon as a normal spawner for example, and it can have many other uses so in general I think it still is semi-useful at least, even if it isn't used for replacing natural spawns.
Community question:
What do you consider to be an appropriate amount of time to make aesthetics for an area, and how many hours do you put into an area's aesthetics?
Oh, how this answer has changed for me over the months.
The areas in Intersection 1 of my unreleased map are small. As in, a player of about my own skill level can probably completely clear out the entire first intersection in less than an hour and a half. Areas of that length took me anywhere from about 1.5 to 4 or 5 hours to make aesthetically.
Then I got later in the map, and areas started to get significantly larger. Intersection 3 took me longer to make than I1 and I2 combined. And now I'm in I5, where every area besides the intersection itself has taken me 20+ hours for aesthetics. But I have to say, it's completely worth it. When I make map #2, I plan on putting that amount of time into every area instead of just the last few.
As far as how long it takes real-time, it varies on my level of motivation. One area that took me roughly 20 hours was done in four days, while a different area that took 25 hours was made over the span of several months.
So....................................................................................*cough*................................................................................................ Community question: What do you consider to be an appropriate amount of time to make aesthetics for an area, and how many hours do you put into an area's aesthetics? For me, I personally think that as long as you aren't spending a monstrous amount of time on the aesthetics (25+ hours more or less) it doesn't matter. As for hours, it highly depends on what area it is for me although I think that now I'm able to create an area way faster and in a better form than how I could when I started making Ender Darkness (my first map, currently in beta).
I spend maybe a month or two on each area, maybe more depending on the size or what I want in it.
As I said earlier, it has it's pros and cons. Still you can use it in a normal dungeon as a normal spawner for example, and it can have many other uses so in general I think it still is semi-useful at least, even if it isn't used for replacing natural spawns.
Serious, if you don't want skeletons, just use /tp @e[type=Skeleton] 0 0 -10000 on a redstone clock. Can be used for witches too. And then you can disable it over time, by a timer, or a prox detector after the first intersection(s). As soon as you got blocks you can deal with most mobs...
It reminds me very much of Black Desert 2 and that worries me. The landscape around it is also incredibly barren.
I think the barren look is kind of what he's going for. I'm not sure about it, either... but then, aesthetics have never been my strong point. Maybe some suggestions to make it look less barren might be useful.
I do think that Infinity8miner avoids the major problems (in my eyes) of BD2, namely, the fact that BD2 had no direction or progression to it, and it was just boring to walk through. (I'm beta-ing, if you hadn't gathered.) I've found that the map has far more to look at and do than BD2; it really takes the idea behind Vechs' map and runs with it. I'm not really all that far in, and am currently taking a break due to death, but don't worry - I'll have more feedback for you soon, Infinity!
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Mapmaker and LPer of Complete The Monument (CTM) maps.
Creator/owner of the CTM Community Mapping Server - ask about it on the CTM Community thread!
Current projects:
Thanatos - a subterranean semi-open-world urban CTM
Titan's Revolt - a collaborative project run by ProjectCTM; sequel to Pantheon
Pinnacle - a "sketch" mini-CTM intended for newer players (nearing completion!)
How about this area then? I need feedback on where to put structures as well as decorative stuff.
I think you need to shorten the length of the tendrils, especially if you want to put a structure in there.
@Question
I suppose since everyone's talking about this, I might as well chime in. Honestly, I haven't been working on my map a whole ton (at all). I'm really not the type of person to be working on something for a while. I prefer to do things that come naturally to me. That's why I want to be a Youtuber. I've been working on a setup, but of course, I've got to get an age upgrade to really take Youtube seriously, but I'm taking steps in that direction. The other thing I could do is music. I'm a great singer, I'm great at piano, and I'm a decent guitar player, although I only have a ukelele. ;P So I suppose this less (in fact didn't at all) answer the question more so than it let me talk a bit about my current life. Thanks for listening!
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Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Yes Indeed.. There is a program that places vines/leaves for you which is called; Build Commands (World Edit add-on) - I'm not sure if it's updated for 1.7 yet, but I'm using 1.6.2 and it's fine. For placing vines you can do /cs build vines s20 - and that places vines where you click.. Also for the leaves you can do /cs build stickpatch b18 s20 - That should work too... Hope I helped :-)
Edit: Yeah I should mention it's an add on for Worldedit. :3
I can't use that, and believe me I would if I could (also I knew about it earlier). I can't use it because I do mapmaking in1.7.2, and I want to change something in my map which already has quite a few 1.7 stuff, and I'm assuming downgrading will ruin them.
I can't use that, and believe me I would if I could (also I knew about it earlier). I can't use it because I do mapmaking in1.7.2, and I want to change something in my map which already has quite a few 1.7 stuff, and I'm assuming downgrading will ruin them.
Just wondering, do you guys use some program/whatever to make something like heliceo did on the roof of this area (leaves placed like vines)?
(it's from Ragecraft II)
Wondering because I might want to try it and it takes ages to place it all.
There aren't any good filters for this. You can use buildcommands. If you're mapmaking in 1.7.2, install craftbukkit, copy your world to the serverworld, and run worldedit that way.
I got 2 worlds for my map. My main world, with redstone and 14w07a+ stuff, and my other world, where i use WE to make areas. Works pretty good that way, since it won't break if you use stuff like 1:1.. shows as normal stone until you upgrade, then it's the new granite.
…You should see a doctor with that ellipsis.
10-20 hours? That right there is dedication and hard work.
Basically it's a wide area spawner that by using the weight tag spawns the custom mobs more or less in equivalence to their normal rarity. You can also stick this in a dungeon and turn it into a normal spawner (by using the change spawner properties filter) and you'll have a spawner that alternates between spawning natural mobs (this use for it is probably
betterwill be more a more probable use than turning mob spawning off and using this spawner instead :P). So it's just a spawner that alternates between spawning natural mobs, which could prove useful in a dungeon and in many other situations. Also it would make making a grinder for it harder, but you'd get all the drops. Here's a list of the mobs it can spawn and how often they'll spawn:Spider, creeper, and skeleton- 22% of the time each.
Zombie- 20% of the time.
Enderman-6% of the time.
Baby zombie-4% of the time.
Witch, and spider jockey- 2% of the time each.
Also I'd like feedback on ways to improve this building (for those of you who are testers of mine, yes that is a compressed version of the spawn building).
You know that they will only spawn at that certain height, where the spawner is placed
? And that they will spawn in mid-air as well?
@Structure:
Ooh. I really like this version than the one I'm seeing. It's MUCH more detailed and I like it.
Yeah I know. Still, even if you don't use it for that it can be useful as a spawner in a normal dungeon, and you can in a very precise manner control the amount of mobs it spawns and in what areas (this would take multiple of these).
As I said earlier, it has it's pros and cons. Still you can use it in a normal dungeon as a normal spawner for example, and it can have many other uses so in general I think it still is semi-useful at least, even if it isn't used for replacing natural spawns.
Oh, how this answer has changed for me over the months.
The areas in Intersection 1 of my unreleased map are small. As in, a player of about my own skill level can probably completely clear out the entire first intersection in less than an hour and a half. Areas of that length took me anywhere from about 1.5 to 4 or 5 hours to make aesthetically.
Then I got later in the map, and areas started to get significantly larger. Intersection 3 took me longer to make than I1 and I2 combined. And now I'm in I5, where every area besides the intersection itself has taken me 20+ hours for aesthetics. But I have to say, it's completely worth it. When I make map #2, I plan on putting that amount of time into every area instead of just the last few.
As far as how long it takes real-time, it varies on my level of motivation. One area that took me roughly 20 hours was done in four days, while a different area that took 25 hours was made over the span of several months.
I spend maybe a month or two on each area, maybe more depending on the size or what I want in it.
It reminds me very much of Black Desert 2 and that worries me. The landscape around it is also incredibly barren.
Serious, if you don't want skeletons, just use /tp @e[type=Skeleton] 0 0 -10000 on a redstone clock. Can be used for witches too. And then you can disable it over time, by a timer, or a prox detector after the first intersection(s). As soon as you got blocks you can deal with most mobs...
I think the barren look is kind of what he's going for. I'm not sure about it, either... but then, aesthetics have never been my strong point. Maybe some suggestions to make it look less barren might be useful.
I do think that Infinity8miner avoids the major problems (in my eyes) of BD2, namely, the fact that BD2 had no direction or progression to it, and it was just boring to walk through. (I'm beta-ing, if you hadn't gathered.) I've found that the map has far more to look at and do than BD2; it really takes the idea behind Vechs' map and runs with it. I'm not really all that far in, and am currently taking a break due to death, but don't worry - I'll have more feedback for you soon, Infinity!
@Question
I suppose since everyone's talking about this, I might as well chime in. Honestly, I haven't been working on my map a whole ton (at all). I'm really not the type of person to be working on something for a while. I prefer to do things that come naturally to me. That's why I want to be a Youtuber. I've been working on a setup, but of course, I've got to get an age upgrade to really take Youtube seriously, but I'm taking steps in that direction. The other thing I could do is music. I'm a great singer, I'm great at piano, and I'm a decent guitar player, although I only have a ukelele. ;P So I suppose this less (in fact didn't at all) answer the question more so than it let me talk a bit about my current life. Thanks for listening!
Hey there, all. I stream CTMs as well as other indie games, Minecraft servers and probably that's it. I'm your supreme overlord too so I command you to CHECK ME OUT: www.twitch.tv/techniclepanther
Mostly it's just the angles that I took it from. I should have a screenie of the spawn area after I gave it some changes soonish.
Well I'm still working on some area.. it will be like 1.5 a month now I think. And I don't even know if I want to finish it..
lolbd2. Little blocky.
I can't use that, and believe me I would if I could (also I knew about it earlier). I can't use it because I do mapmaking in1.7.2, and I want to change something in my map which already has quite a few 1.7 stuff, and I'm assuming downgrading will ruin them.
There aren't any good filters for this. You can use buildcommands. If you're mapmaking in 1.7.2, install craftbukkit, copy your world to the serverworld, and run worldedit that way.
I got 2 worlds for my map. My main world, with redstone and 14w07a+ stuff, and my other world, where i use WE to make areas. Works pretty good that way, since it won't break if you use stuff like 1:1.. shows as normal stone until you upgrade, then it's the new granite.