It's been a while since I posted there like one year and a half and probably most of you don't even know me xD
But I'm still working hard on my map since more than two years now so I wanted to drop by to share a few pics and talk a bit about the progress. Damn that sentence seems awefully wrong but anyway xD
It will be next to impossible to give an estimation of the work left since lots of areas are still more or less WIP.
Basically,
The "ancient times" tier (intersection 1) has been completed.
The "great empires" tier (IT2 )is close to completion.
The modern one (IT3) is roughly half done.
The futuristic has just begun so nothing is done except the concepts\ideas to use.
And of course the map was designed for 1.8 so all the decoration/loot/spawners/CMD block systems already done will have to be updated or changed so with huge areas like that it represents an obscene amount of hours.
So please don't ask for ETA, I have really no idea but I could really use some snow bears
I'm don't have much time to make screens for all the areas right now so I will simply use what I have in my folder lol
Anyway enough talk
IT1
-
-
IT2
-
-
This zone features a huge castle which is the dungeon, sadly not finished/terraformed blabla yet so no pics
-
-
-
A screenshot of the loot (armor) specific to this area and a hint on the mechanic used here
IT3
-
Most of the infrasructures are underground
For the S.T.A.L.K.E.R.S. fans (dat game <3), this area will features "anomalies", and a "radiation memory" (where basically more time you've spent in a specific anomaly, more damage you will take every time you enter it, checkable by scoreboard and MP friendly ) and multiples sets of protective gear necessary to survive and even better The legendary "Vintar BC" !!! Plus some drugs to help you decrease specific contamination.
This sounds a bit fancy but it's kinda simple ingame
The system will surely be tweaked heavily since it was designed in 1.8.
A few military models for the futuristic tier
The laser tower is of course fonctionnal and futhermore retractable, the tanks and chopers not so much xD
Home/ Nexus
The asteroid exterior is not done yet, same for multiples rooms inside so that will be more of a teaser.
-
-
-
Hope you like it !
Btw any kind of feedback is welcome and appreciated.. I come once a year so please don't hesitate
Looking at some of those pictures (especially the desert city and some of the modern/futuristic stuff in progress), I can't even imagine how much time that's taken you, and it really shows. Everything you have there looks absolutely incredible. Although it isn't quite as grand-scale as the others, that second area of IT1 may be my favorite aesthetically, it's just so bright and colorful while still feeling ancient.
It's been a while since I posted there like one year and a half and probably most of you don't even know me xD
But I'm still working hard on my map since more than two years now so I wanted to drop by to share a few pics and talk a bit about the progress. Damn that sentence seems awefully wrong but anyway xD
It will be next to impossible to give an estimation of the work left since lots of areas are still more or less WIP.
Basically,
The "ancient times" tier (intersection 1) has been completed.
The "great empires" tier (IT2 )is close to completion.
The modern one (IT3) is roughly half done.
The futuristic has just begun so nothing is done except the concepts\ideas to use.
And of course the map was designed for 1.8 so all the decoration/loot/spawners/CMD block systems already done will have to be updated or changed so with huge areas like that it represents an obscene amount of hours.
So please don't ask for ETA, I have really no idea but I could really use some snow bears
I'm don't have much time to make screens for all the areas right now so I will simply use what I have in my folder lol
Anyway enough talk
IT1
-
-
IT2
-
-
This zone features a huge castle which is the dungeon, sadly not finished/terraformed blabla yet so no pics
-
-
-
A screenshot of the loot (armor) specific to this area and a hint on the mechanic used here
IT3
-
Most of the infrasructures are underground
For the S.T.A.L.K.E.R.S. fans (dat game <3), this area will features "anomalies", and a "radiation memory" (where basically more time you've spent in a specific anomaly, more damage you will take every time you enter it, checkable by scoreboard and MP friendly ) and multiples sets of protective gear necessary to survive and even better The legendary "Vintar BC" !!! Plus some drugs to help you decrease specific contamination.
This sounds a bit fancy but it's kinda simple ingame
The system will surely be tweaked heavily since it was designed in 1.8.
A few military models for the futuristic tier
The laser tower is of course fonctionnal and futhermore retractable, the tanks and chopers not so much xD
Home/ Nexus
The asteroid exterior is not done yet, same for multiples rooms inside so that will be more of a teaser.
-
-
-
Hope you like it !
Btw any kind of feedback is welcome and appreciated.. I come once a year so please don't hesitate
Please don't tell me you're updating to 1.9
Beautiful as always though - so glad to see you're still around and working on the map though
Hey everybody - hope you don't mind an unknown hopping in to ask a question.
I've been reading through the thread for a while now, but I managed to miss why exactly 1.9 is so hated - I haven't looked into the Design Theory behind the update, so I wouldn't know just from looking at it. I was wondering if someone had the time to explain, in as much detail as they're willing, why everyone seems to hate 1.9?
It's been a while since I posted there like one year and a half and probably most of you don't even know me xD
But I'm still working hard on my map since more than two years now so I wanted to drop by to share a few pics and talk a bit about the progress. Damn that sentence seems awefully wrong but anyway xD
It will be next to impossible to give an estimation of the work left since lots of areas are still more or less WIP.
Basically,
The "ancient times" tier (intersection 1) has been completed.
The "great empires" tier (IT2 )is close to completion.
The modern one (IT3) is roughly half done.
The futuristic has just begun so nothing is done except the concepts\ideas to use.
And of course the map was designed for 1.8 so all the decoration/loot/spawners/CMD block systems already done will have to be updated or changed so with huge areas like that it represents an obscene amount of hours.
So please don't ask for ETA, I have really no idea but I could really use some snow bears
I'm don't have much time to make screens for all the areas right now so I will simply use what I have in my folder lol
Anyway enough talk
IT1
-
-
IT2
-
-
This zone features a huge castle which is the dungeon, sadly not finished/terraformed blabla yet so no pics
-
-
-
A screenshot of the loot (armor) specific to this area and a hint on the mechanic used here
IT3
-
Most of the infrasructures are underground
For the S.T.A.L.K.E.R.S. fans (dat game <3), this area will features "anomalies", and a "radiation memory" (where basically more time you've spent in a specific anomaly, more damage you will take every time you enter it, checkable by scoreboard and MP friendly ) and multiples sets of protective gear necessary to survive and even better The legendary "Vintar BC" !!! Plus some drugs to help you decrease specific contamination.
This sounds a bit fancy but it's kinda simple ingame
The system will surely be tweaked heavily since it was designed in 1.8.
A few military models for the futuristic tier
The laser tower is of course fonctionnal and futhermore retractable, the tanks and chopers not so much xD
Home/ Nexus
The asteroid exterior is not done yet, same for multiples rooms inside so that will be more of a teaser.
-
-
-
Hope you like it !
Btw any kind of feedback is welcome and appreciated.. I come once a year so please don't hesitate
...Wow. At this point in time, unless I'm handed like infinite time, I'll probably never get into mapmaking. This probably took eons of patience and hard work.
Hey everybody - hope you don't mind an unknown hopping in to ask a question.
I've been reading through the thread for a while now, but I managed to miss why exactly 1.9 is so hated - I haven't looked into the Design Theory behind the update, so I wouldn't know just from looking at it. I was wondering if someone had the time to explain, in as much detail as they're willing, why everyone seems to hate 1.9?
All about the extreme changes to combat for me. A major part of CTM is the combat and the way players encounter mobs. Battling the endless swarms of creatures, fending off unique new challenges, and dealing with interesting groups of mobs is a big part of the enjoyment factor for me. It let the gameplay be fast paced and exciting while forcing split second tactical decisions.
1.9 slowed down combat. A lot. It made default mobs considerably harder, to the point of absurdity in some cases. Skeletons are monstrous. Zombies are hard to fend off due to the way swords have been reworked. Creepers on the other hand are suddenly a joke. You have easy knockback access and now they are rarely a threat unless you can't get them away from you. But even the most basic of monsters are suddenly hard to get rid of due to how slow combat has become. Adding on to that, the hunger changes are atrocious. It's like just having access to Regen Potions all the time, even from a basic carrot or cookie.
It makes it absurdly hard from a mapmaker's perspective to create a map with a set difficulty anymore. A player could get zombie basic spawns and have no issue, or skeletons and not be able to progress. Players can heal too easily outside of major encounters too, meaning they just have to eat food to start healing stupidly quickly. In the end, I find it takes difficulty balance away from the mapmaker, slows down combat to a more boring state, and makes basic mobs far too strong to be a clean balance fix for creators.
Thanks for replying. It seems like the combat issue can be amended partially by increasing the attack speed of the weapons - the actual mob changes and the food changes seem impossible to change, however.
Thanks for replying. It seems like the combat issue can be amended partially by increasing the attack speed of the weapons - the actual mob changes and the food changes seem impossible to change, however.
Thanks for the info!
Not really - the issue is pretty tied to the way combat is intended to flow now. Sped up damage is simply far too high. They've changed the way combat works now (quick bursts of rapid hits dealing decent damage) to slow hits dealing a lot of damage, but increasing the attack speed doesn't change the damage dealt. What they need to do in my eyes is revert the hits themselves back to the old style, while retaining the more interesting features like the special attacks on certain weapons... or at least give us an option on how a map handles combat.
Not really - the issue is pretty tied to the way combat is intended to flow now. Sped up damage is simply far too high. They've changed the way combat works now (quick bursts of rapid hits dealing decent damage) to slow hits dealing a lot of damage, but increasing the attack speed doesn't change the damage dealt. What they need to do in my eyes is revert the hits themselves back to the old style, while retaining the more interesting features like the special attacks on certain weapons... or at least give us an option on how a map handles combat.
Ah, they also changed the attack damage? I didn't know that - ignore my original point then.
Yeah, I can easily agree with this. I've been trying to balance in 1.9 and it is much harder than before - having to balance attack speed, damage, mobs and basic spawns. I am willing to give it a shot since I want to be able to use the new 1.9 command blocks, but balancing is just a nightmare.
Also, an addendum I wanted to add on to this conversation regarding why 1.9 combats is bad- the mobs/enemies you fight.
Another problem I have with 1.9's combat is that the mobs were not made for this type of slow-paced combat. All of the mobs were made way before the 1.9 update, and they were given few changes that actually set them up for the changes in combat. If you look at a game like Dark Souls, the enemies in there fit because they match up with the style of combat - slow and more tactical play. There, enemy attacks can be blocked and dodged with you having to time your swings to get the most damage in while avoiding the most damage being dealt out by your foes.
And then we have Minecraft now (in 1.9, I mean) You, as the player, have to time your attacks to guarantee the most damage. As for your enemies?
- Zombie can just walk up to you and start wailing on you with no need to swing their arms. Same thing goes for spiders, they just have to leap at you.
- Skeletons can easily spam arrows with near pinpoint-accuracy that they might as well have sniper rifle scopes with lasers constantly pinned on you.
- Blazes shoot a volley of three fireballs that are pretty hard to dodge.
- Enderman can easily charge you and deal a large amount of damage in a short time.
- Witches can trot out potions that completely ignore your armor, sometimes knocking you down to 1/2 a heart from poison or just guaranteeing your untimely demise.
- The Wither spams little and big Wither Skull Shots that tear the environment to shreds.
The mobs were made for combat that was fast paced - Dodging arrows and fireballs while slaying a horde of minions was fun! Now, you need to have a shield in the early game just to survive against skeletons. The enemies in Minecraft were basically given nothing more than an artificial difficulty boost in 1.9 to be more "challenging," but in reality all Mojang has done is made the combat slow down and thus, boring as you have to hold a shield up while trudging through a horde of skeletons and zombies. There's little enjoyment in the combat when you have to hold a shield up, block some arrows, charge forward a bit, then rinse and repeat until you finally get close enough to swing your sword. It's more fun to just charge in like a git and go swinging wildly.
At first I thought "I can make this work!" while I was working on it, but as I'm starting to work more in-depth with it, I'm starting to really question what Mojang was thinking with this "new combat."
Edit: Just thought about this, but the slow combat also highlights the mundane-ness of the mobs. Before, you didn't think about that - you thought about how you have to kill 5 zombies while 2 skeletons shoot you from above. Now, you just shamble from one mob to the next in a slow, orderly manner. And honestly, that's not much fun...
So I've been doing a bunch of mapmaking in 1.9 lately, and I think most of the criticisms to it only apply early game. The early game is a lot slower, and you definitely can't spam mobs as much as normal, and have to go very light on the skeletons. The initial gear chest in my upcoming map has 2 shields in it for just that reason. However, as soon as you start getting high-end leather gear or basic iron weapons it plays almost identically to 1.8. And while the slowed down early game is a little disappointing, there's enough benefits and cool things you can do such as magic arrows, easier command blocks, and more customizable armor, that I think 1.9 is worth it. And I'm saying this as someone who used to say "1.9 is awful, I'll stick with 1.8 forever"; actually messing around with it did a good job of changing my mind.
Well, sure, but the most important part of a map is how it starts, right ?...
My newest CTM is in 1.8 (you can check the 1st page ^^) for that reason, I think that a CTM in 1.9 is impossible to balance. And that's a shame because they added really cool stuff that we cannot use because even a skeleton is too much to handle without gear....
If the thing in every 1.9 CTM is to use a lot of command blocks just to feel like it's 1.8, what's the point of updating ?
While the beginning is important, 1.9 just makes stuff different, not bad. For example, I give skeletons -4 health and -10% move speed in the first area, but really, how is that any different from having to buff mobs to use them late game? Sure, handling it without gear is harder, but frankly, I've always hated the ctms that expect you to do the entire first area with 2 pieces of bread and a knockback stick, although that's just personal preference. I find it more fun to start out with some fun gear and dive into the madness.
As for the command blocks, you misunderstood me. I embrace the 1.9 features. Weapons with custom attack speeds, bosses with levitation, off-hand items that can give special effects, leather armor that has the defense value of chain, loads of new stuff that would've been impossible before. I even have a weapon that is just as useful to spam-click as it is to wait for it to fully recharge. All you'd really need to make combat feel like 1.8 is to make a sword with an attack speed > 4, and that's trivial to do.
The Meaning of Life, the Universe, and Everything.
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Kanga_Shark
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Member Details
I feel that it IS possible to create a great map in 1.9 ; but you really need to treat it like a different game ; due to the atrocious combat. Shame , since the Elytra wings , Shulker and Lingering potions are all pretty fun. (Apologies for Double-Post.)
I feel that it IS possible to create a great map in 1.9 ; but you really need to treat it like a different game ; due to the atrocious combat. Shame , since the Elytra wings , Shulker and Lingering potions are all pretty fun. (Apologies for Double-Post.)
I mean, it is still possible to make a good CTM map in 1.9 despite the combat changes, but it isn't as easy thanks to the new combat. Though it does open up some new opportunities for playstyles and sort of "classes," like (for an example) one that enables a player to move and attack quickly but has lower armor, or one that's slower but has great defense and is sort of a tank.
Also, I recently discovered the "tag" system in 1.9 and I love it. Makes targeting entities for abilities and giving buffs to mobs much easier than before. I've been playing around with them to try and make some "dynamic" enemies.
Hey all. So I will likely also be participating in the grind and adventure that is SHO, but I also still have a responsibility to other CTMs, and that will not stop me from bringing the pain where it needs to be brought. I hope to see you soon, at the usual place, for Chipmunk's map.
Rollback Post to RevisionRollBack
Hey there all. I stream CTMs as well as other indiegames, RPGs and more. Check me out: www.twitch.tv/aurabolt
Hello again, everybody. I was hoping I could ask another two questions, pertaining to the map I'm currently working on.
One, the easier to answer: Is there a simple-to-use mod that allows me to modify all of the traits of an item, similar to All-U-Want in 1.7? Like, with the click of a button, I can create a lore-tagged, enchanted, attributed weapon - for 1.9, preferably with a version for 1.8 if I decide to build the map in that version.
Two, I'm having some troubles with creating a custom resource pack to create custom textures & models for swords. I want to create a custom item with a new texture, but I can't seem to get it right - perhaps this question is best posted in another forum, but I was wondering if anyone knows of a good article / tutorial to read / watch to see how to create the custom texture exactly.
There's a tool called McStacker which I think a lot of map makers use (http://mcstacker.bimbimma.com/) which is not a mod but a web tool that generates /summon and /give commands to create mobs, mob spawners, items and more.
It has a pretty steep learning curve but once you do learn it it basically replaces every other tool of its kind all just using command blocks in vanilla.
I'd recommend looking at a few tutorials, I didn't really find any particularly good tutorials (maybe I just didn't look hard enough) when I started, but there might be some more now.
Thanks a lot! I've used this to help me create the custom items I need so far for my map.
This looks OUTSTANDING!
I don't even know what to say.
Looking at some of those pictures (especially the desert city and some of the modern/futuristic stuff in progress), I can't even imagine how much time that's taken you, and it really shows. Everything you have there looks absolutely incredible. Although it isn't quite as grand-scale as the others, that second area of IT1 may be my favorite aesthetically, it's just so bright and colorful while still feeling ancient.
Please don't tell me you're updating to 1.9
Beautiful as always though - so glad to see you're still around and working on the map though
Hey everybody - hope you don't mind an unknown hopping in to ask a question.
I've been reading through the thread for a while now, but I managed to miss why exactly 1.9 is so hated - I haven't looked into the Design Theory behind the update, so I wouldn't know just from looking at it. I was wondering if someone had the time to explain, in as much detail as they're willing, why everyone seems to hate 1.9?
...Wow. At this point in time, unless I'm handed like infinite time, I'll probably never get into mapmaking. This probably took eons of patience and hard work.
All about the extreme changes to combat for me. A major part of CTM is the combat and the way players encounter mobs. Battling the endless swarms of creatures, fending off unique new challenges, and dealing with interesting groups of mobs is a big part of the enjoyment factor for me. It let the gameplay be fast paced and exciting while forcing split second tactical decisions.
1.9 slowed down combat. A lot. It made default mobs considerably harder, to the point of absurdity in some cases. Skeletons are monstrous. Zombies are hard to fend off due to the way swords have been reworked. Creepers on the other hand are suddenly a joke. You have easy knockback access and now they are rarely a threat unless you can't get them away from you. But even the most basic of monsters are suddenly hard to get rid of due to how slow combat has become. Adding on to that, the hunger changes are atrocious. It's like just having access to Regen Potions all the time, even from a basic carrot or cookie.
It makes it absurdly hard from a mapmaker's perspective to create a map with a set difficulty anymore. A player could get zombie basic spawns and have no issue, or skeletons and not be able to progress. Players can heal too easily outside of major encounters too, meaning they just have to eat food to start healing stupidly quickly. In the end, I find it takes difficulty balance away from the mapmaker, slows down combat to a more boring state, and makes basic mobs far too strong to be a clean balance fix for creators.
Thanks for replying. It seems like the combat issue can be amended partially by increasing the attack speed of the weapons - the actual mob changes and the food changes seem impossible to change, however.
Thanks for the info!
Not really - the issue is pretty tied to the way combat is intended to flow now. Sped up damage is simply far too high. They've changed the way combat works now (quick bursts of rapid hits dealing decent damage) to slow hits dealing a lot of damage, but increasing the attack speed doesn't change the damage dealt. What they need to do in my eyes is revert the hits themselves back to the old style, while retaining the more interesting features like the special attacks on certain weapons... or at least give us an option on how a map handles combat.
Ah, they also changed the attack damage? I didn't know that - ignore my original point then.
Thanks again for clarifying.
Yeah, I can easily agree with this. I've been trying to balance in 1.9 and it is much harder than before - having to balance attack speed, damage, mobs and basic spawns. I am willing to give it a shot since I want to be able to use the new 1.9 command blocks, but balancing is just a nightmare.
Also, an addendum I wanted to add on to this conversation regarding why 1.9 combats is bad- the mobs/enemies you fight.
Another problem I have with 1.9's combat is that the mobs were not made for this type of slow-paced combat. All of the mobs were made way before the 1.9 update, and they were given few changes that actually set them up for the changes in combat. If you look at a game like Dark Souls, the enemies in there fit because they match up with the style of combat - slow and more tactical play. There, enemy attacks can be blocked and dodged with you having to time your swings to get the most damage in while avoiding the most damage being dealt out by your foes.
And then we have Minecraft now (in 1.9, I mean) You, as the player, have to time your attacks to guarantee the most damage. As for your enemies?
- Zombie can just walk up to you and start wailing on you with no need to swing their arms. Same thing goes for spiders, they just have to leap at you.
- Skeletons can easily spam arrows with near pinpoint-accuracy that they might as well have sniper rifle scopes with lasers constantly pinned on you.
- Blazes shoot a volley of three fireballs that are pretty hard to dodge.
- Enderman can easily charge you and deal a large amount of damage in a short time.
- Witches can trot out potions that completely ignore your armor, sometimes knocking you down to 1/2 a heart from poison or just guaranteeing your untimely demise.
- The Wither spams little and big Wither Skull Shots that tear the environment to shreds.
The mobs were made for combat that was fast paced - Dodging arrows and fireballs while slaying a horde of minions was fun! Now, you need to have a shield in the early game just to survive against skeletons. The enemies in Minecraft were basically given nothing more than an artificial difficulty boost in 1.9 to be more "challenging," but in reality all Mojang has done is made the combat slow down and thus, boring as you have to hold a shield up while trudging through a horde of skeletons and zombies. There's little enjoyment in the combat when you have to hold a shield up, block some arrows, charge forward a bit, then rinse and repeat until you finally get close enough to swing your sword. It's more fun to just charge in like a git and go swinging wildly.
At first I thought "I can make this work!" while I was working on it, but as I'm starting to work more in-depth with it, I'm starting to really question what Mojang was thinking with this "new combat."
Edit: Just thought about this, but the slow combat also highlights the mundane-ness of the mobs. Before, you didn't think about that - you thought about how you have to kill 5 zombies while 2 skeletons shoot you from above. Now, you just shamble from one mob to the next in a slow, orderly manner. And honestly, that's not much fun...
So I've been doing a bunch of mapmaking in 1.9 lately, and I think most of the criticisms to it only apply early game. The early game is a lot slower, and you definitely can't spam mobs as much as normal, and have to go very light on the skeletons. The initial gear chest in my upcoming map has 2 shields in it for just that reason. However, as soon as you start getting high-end leather gear or basic iron weapons it plays almost identically to 1.8. And while the slowed down early game is a little disappointing, there's enough benefits and cool things you can do such as magic arrows, easier command blocks, and more customizable armor, that I think 1.9 is worth it. And I'm saying this as someone who used to say "1.9 is awful, I'll stick with 1.8 forever"; actually messing around with it did a good job of changing my mind.
While the beginning is important, 1.9 just makes stuff different, not bad. For example, I give skeletons -4 health and -10% move speed in the first area, but really, how is that any different from having to buff mobs to use them late game? Sure, handling it without gear is harder, but frankly, I've always hated the ctms that expect you to do the entire first area with 2 pieces of bread and a knockback stick, although that's just personal preference. I find it more fun to start out with some fun gear and dive into the madness.
As for the command blocks, you misunderstood me. I embrace the 1.9 features. Weapons with custom attack speeds, bosses with levitation, off-hand items that can give special effects, leather armor that has the defense value of chain, loads of new stuff that would've been impossible before. I even have a weapon that is just as useful to spam-click as it is to wait for it to fully recharge. All you'd really need to make combat feel like 1.8 is to make a sword with an attack speed > 4, and that's trivial to do.
Hey all, I just have some stuff to share :3
I recently reset my mapping projects, and I have area names and a screenie to share
Keep in mind that very little of this is done, and please please don't ask me for an ETA.
Feedback is appreciated, on both the screenshot and the names.
The indev map name is Nemesis, BTW.
AREA NAME
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
Looks great ! I like the color and the texture of the walls. I assume early game area ?
I feel that it IS possible to create a great map in 1.9 ; but you really need to treat it like a different game ; due to the atrocious combat. Shame , since the Elytra wings , Shulker and Lingering potions are all pretty fun. (Apologies for Double-Post.)
Yep, early-game. And thanks.
I don't care about the Xs. You can call me Navarog. Or Nava if you really want to be a hipster. It's fine.
I mean, it is still possible to make a good CTM map in 1.9 despite the combat changes, but it isn't as easy thanks to the new combat. Though it does open up some new opportunities for playstyles and sort of "classes," like (for an example) one that enables a player to move and attack quickly but has lower armor, or one that's slower but has great defense and is sort of a tank.
Also, I recently discovered the "tag" system in 1.9 and I love it. Makes targeting entities for abilities and giving buffs to mobs much easier than before. I've been playing around with them to try and make some "dynamic" enemies.
Hey all. So I will likely also be participating in the grind and adventure that is SHO, but I also still have a responsibility to other CTMs, and that will not stop me from bringing the pain where it needs to be brought. I hope to see you soon, at the usual place, for Chipmunk's map.
If you like what you see, follow me on Twitter to know when I stream:
https://twitter.com/Aurabolt1
Hello again, everybody. I was hoping I could ask another two questions, pertaining to the map I'm currently working on.
One, the easier to answer: Is there a simple-to-use mod that allows me to modify all of the traits of an item, similar to All-U-Want in 1.7? Like, with the click of a button, I can create a lore-tagged, enchanted, attributed weapon - for 1.9, preferably with a version for 1.8 if I decide to build the map in that version.
Two, I'm having some troubles with creating a custom resource pack to create custom textures & models for swords. I want to create a custom item with a new texture, but I can't seem to get it right - perhaps this question is best posted in another forum, but I was wondering if anyone knows of a good article / tutorial to read / watch to see how to create the custom texture exactly.
Thanks!
Thanks a lot! I've used this to help me create the custom items I need so far for my map.