A. mcedit 46:1, but it only works for me in multiplayer but in either worldedit or voxel, If you /br sphere 4 46:1 (Change 4 to whatever) and it will spawn primed tnt
I'm pretty sure you put the block (46:1) before the size (4). Just sayin', I don't mean to be annoying.
'Hybran, known for his legendary skills in speed, is worshipped by a number of villagers in the land of Argonia. They were so inspired, that the villagers attempted to perfect the humble speed potion. A statue of the speed king was also built by the worshippers at the centre of their humble town.'
Traveller: It is said that the Hybran statue is holding one of the 20 elements required for the Elemental Shrine. However, I'm not so sure that entering this village is a good idea.
I got some serious Paper Mario 2 vibes from those last couple sentences. Not sure why. Like the idea, though
One of the features of the area I'm working on is a fully working Redstone-based Custom Potion creator. By tossing in two ingredients to two cauldrons, the system outputs a specific custom potion for you to use!
I'm not going to go into the details of the system until later (like map release or something - protect the ideas!) but here's a little screenie with exposed redstone:
Thanks a lot for this review! I think it is fair and well-reasoned Out of interest- did you play the Alpha or the fully released version of the map? I suspect the latter based on the Difficulty rating and without any mention of WIP. Thanks!
Edit- you mentioned command blocks, so it must be the fully released version
Oh hey Krose. Played the full release. 1.5 borked the double stone slabs so all of them became quartz. XD I negated it though.
Oh also, the amount of enchantment bottles in the map is gratuitous Got to Level 100 shortly after reaching Intersection 2 (deathless at the time ^_^)
Here's all my previous reviews in four consecutive posts on special request of the admin:
Vinyl Fantasy II (1.2.5 to 1.4.7)
Difficulty: 8/10 Overall Enjoyment: 8/10
Comments: Three_two is nothing less than an aesthetic prodigy. Having spent years in visual arts training, he has succeeded in creating a beautiful yet lethal masterpiece. Vinyl Fantasy II is a blend of enormous terrain, amazing aesthetics and block combinations, clever player-killing gimmicks (beware of exploding proximity detectors) and much more. Aside from the map having gorgeous aesthetics that balance out with the difficulty of the map, the completion method of the map is innovative. Differing from the standard victory monument, this time, you're collecting records, not wools hidden in boxes; the records are transported to the Jukebox Monument where they are stored permanently. The map's schematics are amazing and even the intersections are huge - however the difficulty towards the end can get pretty mean to even professional survivalists. Fancy navigating through a bedrock maze full of cave spiders just to find that the music disc you seek is under an obsidian wall? Enjoy navigating through 250-block tall lava waterfalls looking for that elusive record? This map is a must-play for all CTM veterans looking for something more than just wool, wool, and boring wool in caves, caves, and more caves.
Comments: The father of CTM certainly has succeeded in making this map exemplary of a premier linear-branching map. The difficulty of the map is known to be overwhelming in some areas but it's nothing conquerors of Spellbound Caves can't handle. Taking place entirely underground the map has fairly even loot distribution throughout and the progression of dungeons is stable for the most part. Aesthetics are a step up from most of Vechs' previous works and the dungeons really feel grand in the map, resounding that feeling of accomplishment you always feel when you finally reach that one elusive wool. Some areas in the map are rageworthy, but if you have adequate CTM experience and a good gut for Survival, the map is tough but definitely defeatable. Not to mention you'll enjoy it, a lot. Try not to die too much though. There's a lot of good gear in the map but it's not unlimited.
Comments: In the new age of CTM maps where aesthetics and gameplay are more powerful than it could ever have been in Minecraft's Beta days, Krose's Skyward Ascent combines Minecraft 1.3 and 1.4 geekery with the nostalgic CTM feel to create a fun map that will appeal to fans of Spellbound Caves and Kaizo Caverns. Think reliving Spellbound Caves, same kind of aesthetic appeal, same wool monument concept, just now there's new enchantments and anvils and command block usage and everything you'd want out of the modern Minecraft CTM map. This will really appeal to fans of the Linear-Branching CTM substyle and sticklers to the old 19-block monument concept. Difficulty is a step up from what was seen in Spellbound Caves, though. It's slightly tougher and there are some nasty gimmicks throughout the map; there are custom mobs on occasion but overall the Super Hostile feel is well-maintained.
Lethamyr is the first known map to utilise a continental-style map. Featuring an expansive continent spanning about 2 kilometres in diameter, there are interspersed points of interest from place to place with about 95% of the terrain being flat, plain biomes that are time-consuming to travel through. This isn't necessarily a bad thing - adventuring for prolonged periods of time cater to some Minecrafters - however, considering that the excessive distance between each point of interest can get taxing and boring to travel, as well as the fact that the dungeons are similar and rather lacking throughout, it is arguable that the gameplay of the map can get repetitive quickly and the terrain rather dry to look at. However, considering that the most variants of the map are on Hardcore Mode, the player takes his mind off of the map's intrinsic flaws and focuses more on trying to stay alive. If adventuring/dungeoneering is your thing, this is one long-term challenge you can't decline. Just don't die and you'll be good to go. Want more than one life? Download the hardcore-disabled version.
I think I used one of Sethbling's filters for this, it's called forester, and I think you should try using other block combinations, maybe leaves of ice, cause glass for leaves fits the bak story of that area perfectly, FYI, it's called glasslands.
Edit: So, does the CTM account people want this avatar? The original one was just bugging me with that white background.
Edit2: I'm stuck with this avatar for the next twelve hours so, I can't change it anytime soon.
Darn, I was having an area called Shimmering Sanctuary(Monument area), and these would have worked perfectly :/
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
One of the features of the area I'm working on is a fully working Redstone-based Custom Potion creator. By tossing in two ingredients to two cauldrons, the system outputs a specific custom potion for you to use!
I'm not going to go into the details of the system until later (like map release or something - protect the ideas!) but here's a little screenie with exposed redstone:
Wow I wish i had that type of patience with redstone :/.
All I was gonna use was the glass leaves, The branches were gonna be glowstone or something different, the glass leaves just look amazing.
You can use it, if only tinted glass was actually in minecraft, I could make tiberium, or green glass leaves or highly frosted glass or crystals.
Rollback Post to RevisionRollBack
Every bloody CTM map series boasts that it's bigger, longer, and harder than other CTM series. It's almost as if it's a **** measuring contest. (bigger, longer, harder...)
I'm pretty sure you put the block (46:1) before the size (4). Just sayin', I don't mean to be annoying.
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Are you using VS? Because my way has always worked for me with WE. Oh, whatever, I don't want to get in an argument!
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Where are the pirates? -.-
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Where's the sea?
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Out where?
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I know right! This thread is barely 3 weeks old!
", Courier">
That looks awesome! It doesn't look that threatening, though.
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I got some serious Paper Mario 2 vibes from those last couple sentences. Not sure why. Like the idea, though
Uh, just a fair warning, an area in The Fire Beneath is called "Stairwell to Hell". You might want to change your name.
http://www.youtube.com/user/halfpixel274
I'm not going to go into the details of the system until later (like map release or something - protect the ideas!) but here's a little screenie with exposed redstone:
Oh hey Krose. Played the full release. 1.5 borked the double stone slabs so all of them became quartz. XD I negated it though.
Oh also, the amount of enchantment bottles in the map is gratuitous
Vinyl Fantasy II (1.2.5 to 1.4.7)
Difficulty: 8/10
Overall Enjoyment: 8/10
Comments: Three_two is nothing less than an aesthetic prodigy. Having spent years in visual arts training, he has succeeded in creating a beautiful yet lethal masterpiece. Vinyl Fantasy II is a blend of enormous terrain, amazing aesthetics and block combinations, clever player-killing gimmicks (beware of exploding proximity detectors) and much more. Aside from the map having gorgeous aesthetics that balance out with the difficulty of the map, the completion method of the map is innovative. Differing from the standard victory monument, this time, you're collecting records, not wools hidden in boxes; the records are transported to the Jukebox Monument where they are stored permanently. The map's schematics are amazing and even the intersections are huge - however the difficulty towards the end can get pretty mean to even professional survivalists. Fancy navigating through a bedrock maze full of cave spiders just to find that the music disc you seek is under an obsidian wall? Enjoy navigating through 250-block tall lava waterfalls looking for that elusive record? This map is a must-play for all CTM veterans looking for something more than just wool, wool, and boring wool in caves, caves, and more caves.
SCORE
Aesthetics: 9/10
Creativity: 8/10
Gameplay: 8/10
TOTAL: 25/30
Second:
Waking Up (1.3 and up)
Difficulty: 6/10
Overall Enjoyment: 7.5/10
Comments: The father of CTM certainly has succeeded in making this map exemplary of a premier linear-branching map. The difficulty of the map is known to be overwhelming in some areas but it's nothing conquerors of Spellbound Caves can't handle. Taking place entirely underground the map has fairly even loot distribution throughout and the progression of dungeons is stable for the most part. Aesthetics are a step up from most of Vechs' previous works and the dungeons really feel grand in the map, resounding that feeling of accomplishment you always feel when you finally reach that one elusive wool. Some areas in the map are rageworthy, but if you have adequate CTM experience and a good gut for Survival, the map is tough but definitely defeatable. Not to mention you'll enjoy it, a lot. Try not to die too much though. There's a lot of good gear in the map but it's not unlimited.
SCORE
Aesthetics: 7/10
Creativity: 7/10
Gameplay: 8/10
TOTAL: 22/30
Skyward Ascent (1.3.x - 1.4.x)
Difficulty: 4/10
Overall Enjoyment: 7/10
Comments: In the new age of CTM maps where aesthetics and gameplay are more powerful than it could ever have been in Minecraft's Beta days, Krose's Skyward Ascent combines Minecraft 1.3 and 1.4 geekery with the nostalgic CTM feel to create a fun map that will appeal to fans of Spellbound Caves and Kaizo Caverns. Think reliving Spellbound Caves, same kind of aesthetic appeal, same wool monument concept, just now there's new enchantments and anvils and command block usage and everything you'd want out of the modern Minecraft CTM map. This will really appeal to fans of the Linear-Branching CTM substyle and sticklers to the old 19-block monument concept. Difficulty is a step up from what was seen in Spellbound Caves, though. It's slightly tougher and there are some nasty gimmicks throughout the map; there are custom mobs on occasion but overall the Super Hostile feel is well-maintained.
SCORE
Aesthetics: 7/10
Creativity: 6/10
Gameplay: 7/10
TOTAL: 20/30
Lethamyr (1.2.5 and up)
Difficulty: 6.5/10
Overall Enjoyment: 5.5/10
Lethamyr is the first known map to utilise a continental-style map. Featuring an expansive continent spanning about 2 kilometres in diameter, there are interspersed points of interest from place to place with about 95% of the terrain being flat, plain biomes that are time-consuming to travel through. This isn't necessarily a bad thing - adventuring for prolonged periods of time cater to some Minecrafters - however, considering that the excessive distance between each point of interest can get taxing and boring to travel, as well as the fact that the dungeons are similar and rather lacking throughout, it is arguable that the gameplay of the map can get repetitive quickly and the terrain rather dry to look at. However, considering that the most variants of the map are on Hardcore Mode, the player takes his mind off of the map's intrinsic flaws and focuses more on trying to stay alive. If adventuring/dungeoneering is your thing, this is one long-term challenge you can't decline. Just don't die and you'll be good to go. Want more than one life? Download the hardcore-disabled version.
SCORE
Aesthetics: 5/10
Creativity: 6/10
Gameplay: 6/10
TOTAL: 17/30
Oh dang. Forum decided to combine them all into one :/ Hope it's far clearer now that I've thrown out the spoiler tags though.
Furries are cool.
Maybe just use change the pillars to blocks of quartz
Furries are cool.
You can use it, if only tinted glass was actually in minecraft, I could make tiberium, or green glass leaves or highly frosted glass or crystals.