My issue with RotM is that most of the really impressive builds were already copied over from Mindcrack and the gameplay, which is the most unique thing in it, was incredibly lacking as shown in Fangride's review. If you wanna copy builds, I'm fine with that, but you have to make the gameplay good enough to make up for it.
See, I consider SNL 1/2 "tributes" to the original, in a similar vein to the way Portal 2 had some of Portal's test chambers at the start. Callbacks, if you will, to allow a player to remember, fondly, and then experience new things.
If ROTM had taken the builds, and not only edited the chests and added spawners, and instead created new unique things within them, such as furnishing some of the empty houses and such as well, I could see at least the aesthetics score going up a chunk as well. SNL did a great job of taking the original, and making it much greater, by adding your own unique twist
-snip-
As a side note, I do not intend to spark further discussion of the map beyond my honest opinion of it. However, I felt The Sketch's review was so far off-base after playing the map, I felt I needed to share my experience with it.
Good review as always Fang. I personally enjoyed the map, but that's just because I enjoy Mindcrack. I enjoyed looking at all the builds and the memories associated with them, but not really the gameplay.
Also, everybody look at the last 2 sentences of Fangride's post.
Rollback Post to RevisionRollBack
There ain't much left of the world these days. The gods have forsaken us, there's no denying that. But still you press on. For what? A chance to sift through the ashes one last time? The hope to one day be called a hero? Whatever your reason, you've got a lot of work to do. The corruption won't leave without a fight, so you better get started.
I'm not sure you're understanding the reasoning behind the creation of SNL and/or Ruins of the Mindcrackers. SNL was made as a throwback to Paul Soares Jr.'s survival world specifically for the audience of paulsoaresjr fans. I know plenty of throwbacks used in games that are targeted at a certain audience. Does this make them completely unoriginal?
Now, I have no idea about ROTM (I have not had the chance to play it, and I most likely will not play it due to how Fang described it ^), but in SNL I at least made sure a large portion of the map was completely new (4 of the 5 dungeons have nothing to do with Paul's builds).
Now, I may be wrong. I see why ROTM and SNL could be called unoriginal (I mean, they do use builds built by other people apart from the mapmaker). Though calling them complete ripoffs seems like a bit much to me. :/
I did not understand - I'd never heard of the map before! Thanks for the clarification.
Ok, so indeed kamyus spawner tool doesnt let you change health values anymore, because:
The kamyu tool changes the health, and the max health is now an editable value instead of a sticked number. Just open your schematic with NBTexplorer and change the base value of generic.maxhealth to whatever you want. Then change the health value to the same number. That should fix it.
If anyone understands the code kamyu wrote his tool in, maybe that person can add this to the code (i can't :P)
Ok, so indeed kamyus spawner tool doesnt let you change health values anymore, because:
The kamyu tool changes the health, and the max health is now an editable value instead of a sticked number. Just open your schematic with NBTexplorer and change the base value of generic.maxhealth to whatever you want. Then change the health value to the same number. That should fix it.
If anyone understands the code kamyu wrote his tool in, maybe that person can add this to the code (i can't )
Not just that, the health tag shows only the rounded value of health the mob has. HealF holds the real HP and it overwrites the basic old health value.
About kamyu's tool: once you (in this case kamyu) compiled your program you can't see it's source code and your .exe file is only binary information for the CPU to what to do. (The whole process of this exceeds my programming knowledge, so correct me if I'm wrong)
Wait, does this mean that older spawners that still use the health tag aren't working properly anymore?
Yeah, sadly. Every custom health mob before 1.6 has now default health, which partially broke my map.
Thanks for explining the programming stuff in depth, I didn't know how exactly python works.
Btw. when I saw your avatar I knew in that moment that you had corrected my comment.
Yeah it says so, but still not working like that. Maybe minecraft applies the healF tag automatically and since it's applied it resets the heath. That's how I imagine it.
Question: If currency were to be included in a CTM map, what item should be used? Obviously it'd have to be very hard to get so the player can't really grind it (or maybe they should be able to...). Or should it be with the scoreboard via command blocks?
Question: If currency were to be included in a CTM map, what item should be used? Obviously it'd have to be very hard to get so the player can't really grind it (or maybe they should be able to...). Or should it be with the scoreboard via command blocks?
You could use lapis, sponge, saddle os nametag. Someting that you don't need generally. Converting them to score is a good idea, so the player can't lose it and can be checked and accessed any time.
Question: If currency were to be included in a CTM map, what item should be used? Obviously it'd have to be very hard to get so the player can't really grind it (or maybe they should be able to...). Or should it be with the scoreboard via command blocks?
It won't work like you think it will. Villager trading isn't affected by custom NBT data except if you're trading for a custom item. Names, enchantments, and lore don't come into effect on the offers slot, meaning a normal netherstar will be just as valid a trade as a named one.
It won't work like you think it will. Villager trading isn't affected by custom NBT data except if you're trading for a custom item. Names, enchantments, and lore don't come into effect on the offers slot, meaning a normal netherstar will be just as valid a trade as a named one.
So make it a regular netherstar. It's not like they're exactly easy to come upon.
I think the reason our opinions differ so much is because we enjoy different types of gameplay. I personally really like being given lots of supplies and dashing/cutting through hundreds of mobs, and while I was writing the review, I knew that a lot of people wouldn't agree. It's nice that now we have two reviews for the OP (if it's even being updated anymore) that show opposing viewpoints.
I think I'm still going to keep my review as is, though.
Hmmm, so it seems that most people are leaning towards a physical currency system rather than a virtual one. Fair enough, that gives the question of frequency. Should I hand them out like candy, but make the shop prices high? Or give the player a large amount of currency when they beat a boss?
Also skillpoints, but that can be discussed at a later date.
I would go with named paper and or named gold nuggets. With a custom rule stating that you are not allowed to cheat villager trades, because screw mojang. (Also, don't tell me that it would be too much work to fix villager trading. Mojang is a multi multi multi million dollar company, by now they should be able to afford to fix there glitches and add some polish, honestly it's kinda disgraceful the way they have been treating minecraft...) *angryface*
Hmmm, so it seems that most people are leaning towards a physical currency system rather than a virtual one. Fair enough, that gives the question of frequency. Should I hand them out like candy, but make the shop prices high? Or give the player a large amount of currency when they beat a boss?
Also skillpoints, but that can be discussed at a later date.
Hand them out often, but make prices high. Basically, that makes it so losing one netherstar isn't the end of the world, and you feel like you accomplish more.
See, I consider SNL 1/2 "tributes" to the original, in a similar vein to the way Portal 2 had some of Portal's test chambers at the start. Callbacks, if you will, to allow a player to remember, fondly, and then experience new things.
If ROTM had taken the builds, and not only edited the chests and added spawners, and instead created new unique things within them, such as furnishing some of the empty houses and such as well, I could see at least the aesthetics score going up a chunk as well. SNL did a great job of taking the original, and making it much greater, by adding your own unique twist
Good review as always Fang. I personally enjoyed the map, but that's just because I enjoy Mindcrack. I enjoyed looking at all the builds and the memories associated with them, but not really the gameplay.
Also, everybody look at the last 2 sentences of Fangride's post.
I don't choose my timezone.
I did not understand - I'd never heard of the map before! Thanks for the clarification.
The kamyu tool changes the health, and the max health is now an editable value instead of a sticked number. Just open your schematic with NBTexplorer and change the base value of generic.maxhealth to whatever you want. Then change the health value to the same number. That should fix it.
If anyone understands the code kamyu wrote his tool in, maybe that person can add this to the code (i can't :P)
Not just that, the health tag shows only the rounded value of health the mob has. HealF holds the real HP and it overwrites the basic old health value.
About kamyu's tool: once you (in this case kamyu) compiled your program you can't see it's source code and your .exe file is only binary information for the CPU to what to do. (The whole process of this exceeds my programming knowledge, so correct me if I'm wrong)
Yeah, sadly. Every custom health mob before 1.6 has now default health, which partially broke my map.
Thanks for explining the programming stuff in depth, I didn't know how exactly python works.
Btw. when I saw your avatar I knew in that moment that you had corrected my comment.
Yeah it says so, but still not working like that. Maybe minecraft applies the healF tag automatically and since it's applied it resets the heath. That's how I imagine it.
You could use lapis, sponge, saddle os nametag. Someting that you don't need generally. Converting them to score is a good idea, so the player can't lose it and can be checked and accessed any time.
Named Netherstars.
So make it a regular netherstar. It's not like they're exactly easy to come upon.
http://www.youtube.com/user/halfpixel274
Great review. I enjoyed reading it.
I think the reason our opinions differ so much is because we enjoy different types of gameplay. I personally really like being given lots of supplies and dashing/cutting through hundreds of mobs, and while I was writing the review, I knew that a lot of people wouldn't agree. It's nice that now we have two reviews for the OP (if it's even being updated anymore) that show opposing viewpoints.
I think I'm still going to keep my review as is, though.
Also skillpoints, but that can be discussed at a later date.
If you give a skeleton a bow with a quicker draw speed will they shoot faster? Or are they hard coded to shoot at a specific speed?
I would go with named paper and or named gold nuggets. With a custom rule stating that you are not allowed to cheat villager trades, because screw mojang. (Also, don't tell me that it would be too much work to fix villager trading. Mojang is a multi multi multi million dollar company, by now they should be able to afford to fix there glitches and add some polish, honestly it's kinda disgraceful the way they have been treating minecraft...) *angryface*
Hey! I like, run this... or something:
Hand them out often, but make prices high. Basically, that makes it so losing one netherstar isn't the end of the world, and you feel like you accomplish more.
http://www.youtube.com/user/halfpixel274
Thought i'd post a screenie, even though this is a bit outdated now (the boat looks slightly different now)